tag:blogger.com,1999:blog-63218861591763767762024-03-19T04:10:38.186-07:00Geek InsightA Blog in the Life of a GeekGeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.comBlogger55125tag:blogger.com,1999:blog-6321886159176376776.post-89203805254979213572010-07-06T09:41:00.000-07:002010-07-06T09:41:23.378-07:00Contest: Follow me to the Robot!<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TDNa0WKIuwI/AAAAAAAAATU/2fFek8BKeNc/s1600/follow.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" rw="true" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TDNa0WKIuwI/AAAAAAAAATU/2fFek8BKeNc/s200/follow.jpg" width="178" /></a></div><div class="separator" style="clear: both; text-align: left;">So, the move is now official to <a href="http://gfbrobot.com/">Giant Fire Breathing Robot</a>. You can see all my posts <a href="http://gfbrobot.com/?author=18">here</a>. We'll be giving away a copy of Forbidden Island to one lucky follower. Here's how to win...</div><a name='more'></a><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Tomorrow, (Wednesday, July 7, 2010), I'll be posting in my usual manner on the GFBR site. Find my post, and leave a comment. In the comment section, work the words "geek" and "island" into your comment. You can weave them in an intricate and subtle display of your writing prowess into an otherwise inocuous post. Or, you can simply write "geek island" and click submit. Either way, you're entered to win. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">But don't mention the contest. This is only for my followers from this site (so we don't want the general GFBR watchers to know about it). If you mention the contest, you'll be disqualified. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The contest will be open until 12:01a.m. on Friday morning (Thursday night). On Friday, I'll select one lucky winner at random and notify them by e-mail. If they respond, they'll get a copy of <a href="http://www.boardgamegeek.com/boardgame/65244/forbidden-island">Forbidden Island</a> shipped to them. If not, then we go to the next winner. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Good luck. And check out GFBR. Lots of good geekery going on over there. </div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-36453503018902055192010-07-02T09:06:00.000-07:002010-07-02T09:06:28.060-07:00Moving Day Contest<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TC4LYHE4qpI/AAAAAAAAATM/YxX0Xy0zKXY/s1600/contest.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" rw="true" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TC4LYHE4qpI/AAAAAAAAATM/YxX0Xy0zKXY/s200/contest.gif" width="200" /></a></div><br />
So, as you may have noticed, I've also been posting over at the <a href="http://gfbrobot.com/">Giant Fire Breathing Robot</a> (all my posts <a href="http://gfbrobot.com/?author=18">here</a>). Starting next week, I plan to post exclusively with their site. GFBR also has great info on movies, comics, video games, and anime (though I'll be sticking to board games in my posts). <br />
<br />
I'll be keeping my daily post scheudle, you'll just see me on GFBR instead. But that doesn't mean I'm abandoning my loyal followers. Nay! Instead, GFBR is sponsoring a contest to encouorage you to follow me over. I know that a new blog can be scary and differnet, but a free game might just be the way to do it. <br />
<br />
Full details will appear on this site, as it's last post before indefinite suspension, on Tuesday, July 6, 2010. It'll describe the game to be won (I'm thinking <a href="http://www.boardgamegeek.com/boardgame/65244/forbidden-island">Forbidden Island</a>. Any suggestions?), the way to win it (which include a follow to GFBR), and any necessary contest rules. <br />
<br />
I tried to get my wife to enter and conveniently "win" it for me, but she informed me that she had both honesty and integrity. Oh, <em>now</em> I find out. <em>After</em> the wedding. I see how it is... (don't worry, family will be ineligible pursuant to contest rules). <br />
<br />
See you on Tuesday for full contest rules!GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com1tag:blogger.com,1999:blog-6321886159176376776.post-43861666432923800202010-07-02T08:52:00.000-07:002010-07-02T08:52:12.987-07:00Review: Lost Cities - Not all its cracked up to be<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/TC1j2J3CfJI/AAAAAAAAASc/gGqK8SPGsPs/s1600/Lost+Cities.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TC1j2J3CfJI/AAAAAAAAASc/gGqK8SPGsPs/s320/Lost+Cities.jpg" /></a></div><br />
As I've mentioned before, I have a special place in my heart for two player games. When you're looking for a way to pass the time with a single friend they are great. Perfect for spouses, too. And they don't eliminate conversation like watching a movie or TV can. However, not every two player game is sunshine and rainbows.<br />
<br />
<a href="http://www.boardgamegeek.com/boardgame/50/lost-cities">Lost Cities</a> has a high reputation - and I really tried to like it. But after numerous plays, it just falls flat for me. Repeatedly. What seems like it should be an interesting engagement involving bluffing, luck, and just the right amount of daring, turns into two player solitaire and a math quiz.<br />
<br />
<a name='more'></a><br />
<br />
<b>The Basics</b>. Lost Cities is a light euro-style card game. In it, you play the role of adventurers who will travel out and explore new lands. There are five different expeditions you can start - Desert, Underwater, Mountain, Tropic, and Volcano. The theme, though a little pasted on, is enjoyable enough. <br />
<br />
Players take eight cards. Then it's play (or discard) one and draw one. Each expedition has three "investment" cards, represented by handshakes, and numbered cards two through ten. A player can start any expedition by playing a card down in front of him. But, once started, the expedition can only go forward. So if the player played the Underwater 4, he cannot then play the underwater 3. Only the 5 or later. With only eight cards, it can sometimes be difficult to determine what to play. That's where the bit of daring and luck comes in. Play the 4 and 5 that you have in your hand and hope to draw the higher numbered cards.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TC1qgKx_3ZI/AAAAAAAAASk/ZobGrjxM4XE/s1600/Cards.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TC1qgKx_3ZI/AAAAAAAAASk/ZobGrjxM4XE/s320/Cards.jpg" /></a></div><br />
A player can also discard instead of playing a card. Each expedition gets its own discard pile. But the other player is allowed to take the top card of any discard instead of from the draw stack. So, you don't want to discard something your opponent can use.<br />
<br />
Once the last card is drawn from the pile, the round is over and points are tallied. The math is simple once you get used to it, but if you're playing with younger kids (or if your spouse is math-phobic) it can be a little rough. Each expedition that was started (by playing even a single card) gets -20 points. You then dig yourself out of that hole by adding up the numbered cards. So a route with the 3, 5 ,7, 9, and 10 would be worth 14 points. Then you multiply that by one plus the number of investment cards. One investment on that same expedition would double the points to 28. And if your expedition had 8 or more cards played, it would be worth an extra 20 points. Whew! Most points is the winner.<br />
<br />
<b>Components: 4.5 of 5</b>. The components are excellent. The cards are on nice stock and are a little over-sized making them easy to shuffle and manage. The artwork is also excellent. Not only is it good, but if you line up the cards from 2 to 10, you'll see that the pictures overlap as though you're walking step by step towards the expedition. The board included is nice, but unnecessary to the game play.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TC1qo6O1mLI/AAAAAAAAASs/5FkD0_1M4wI/s1600/Blue.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TC1qo6O1mLI/AAAAAAAAASs/5FkD0_1M4wI/s320/Blue.jpg" /></a></div><br />
<b>Strategy/Luck Balance: 2.5 of 5</b>. As a card game, there is a significant luck element. And, unfortunately, that luck is not well balanced against strategy. If you don't draw the high numbers for an expedition you started, then tough cookies. And, there is almost always a "best" move to take. Don't want to improve your expeditions (because you have high numbers), but don't want to start a new one (because you don't have that one's high numbers)? Just discard a card. But be sure to discard one your opponent can't use. Need a few more turns? Draw from the discard pile rather than the draw pile. And, because cards are played face up, you can see which expeditions are being started by your opponent.<br />
<br />
<b>Mechanics: 2 of 5</b>. The gameplay is just dull. It's not broken, and the game is certainly playable. But it's just not an exciting game. Even without the needless math, you can usually survey the board and get a sense of who is going to win each round. On the plus side, the game is simple enough to learn quickly, and the rule book is straight forward. But there is just so little interaction that it feels more like two people sharing a deck of cards as they play their own game of solitaire.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TC1rTts6ghI/AAAAAAAAAS8/p5lCwYCp3fQ/s1600/Board.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TC1rTts6ghI/AAAAAAAAAS8/p5lCwYCp3fQ/s320/Board.jpg" /></a></div><br />
<b>Replayability: 3.5 of 5</b>. Assuming you like the game (and many people do), it has some replay value. The random cards mixed with the danger of starting a new expedition keeps the game relatively fresh. But, in my experience it tends to wear thin rather quickly.<br />
<br />
<b>Spite: 2 of 5</b>. There are no express "screw you" cards in Lost Cities. However, if you see your opponent has started the Mountain expedition, and you have the 10, then it's to your benefit not to discard that card. Keep it from your opponent to hinder their progress. I've also heard tales of discarding an investment when you have several high cards in the hope your opponent will have the lower cards, take the investment, and play it hoping to draw the high cards that you have. That seems a little situational and I don't know how often that really occurs.<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TC1rq81or8I/AAAAAAAAATE/XMbnrQUWY1A/s1600/Yellow.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TC1rq81or8I/AAAAAAAAATE/XMbnrQUWY1A/s320/Yellow.jpg" /></a></div><br />
<b>Overall: 2 of 5</b>. Though beautiful, this game lacks any real joy. You and a friend might as well play Klondike with two standard decks of playing cards. You'll have about the same amount of interaction. The feeling that there is always a very obvious "right" or "best" decision really detracts from this game as well. A good game should provide multiple options toward victory. With Lost Cities, an experienced player more or less has their play dictated by the luck of their draw.<br />
<br />
If you'd still like to pick it up, you can grab it from BoardsandBits <a href="http://www.boardsandbits.com/product_info.php?products_id=12440&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Lost Cities');return false;">here</a>, or FunAgain <a href="http://www.funagain.com/control/product?product_id=006644&afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'FunAgain Lost Cities');return false;">here</a>.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com2tag:blogger.com,1999:blog-6321886159176376776.post-85768265473852941722010-07-01T09:34:00.000-07:002010-07-01T09:34:55.691-07:00Variant: The Over-Rated Game<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TCwBD0YlVpI/AAAAAAAAASU/caMwLclAW5Q/s1600/overrated.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TCwBD0YlVpI/AAAAAAAAASU/caMwLclAW5Q/s200/overrated.jpg" width="187" /></a></div><br />
Last week, we talked about <a href="http://geekinsight.blogspot.com/2010/06/variant-underrated-games.html">underrated games</a>. This week, I thought we'd hit the flip-side of the coin. Occasionally, I'll hear great things about a game. I'll check out reviews and everyone seems to love it. I might even hear from real people, whose opinon I trust, that the game is great. Based on the strength of this information, how can I lose? I go, I buy the game, and it just falls flat. <br />
<br />
<a name='more'></a><br />
<br />
For me, this happened with <a href="http://www.boardgamegeek.com/boardgame/50/lost-cities">Lost Cities</a>. Lost Cities is very, very popular, and I know I may take some heat for this, but I just don't like it. It was a two player game that many gamers played with their spouse. I have a soft spot in my heart for the two player game, and was eager to try it with my then-girlfriend. Not fun. I tried it with my now spouse. Not fun. I tried it with another friend of mine. Not fun. I have about a dozen plays now because I really wanted to like this game. But it just feels like two people playing solitaire. And, despite the many claims of interaction and bluffing, I felt like there was almost always a "right" move to take at any given time. <br />
<br />
I know that Lost Cities is enjoyed by many fans, and there's certainly nothing <i>wrong</i> with it, but it's just not my cup of tea. How about you? What game have you been excited for that ended up pretty lackluster in your eyes?GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com2tag:blogger.com,1999:blog-6321886159176376776.post-12397790206364277342010-06-30T08:25:00.000-07:002010-06-30T09:44:39.667-07:00News: Dixit wins the Spiel des Jahres!<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TCqqgFjPnmI/AAAAAAAAAR8/Snmhtkz1_nI/s1600/Dixit.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCqqgFjPnmI/AAAAAAAAAR8/Snmhtkz1_nI/s320/Dixit.jpg" /></a></div><br />
I <a href="http://geekinsight.blogspot.com/2010/06/news-spiel-des-jahres-nominees.html">previously reported</a> that the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a> nominees had been selected. On Monday, the Spiel jury came back and pronounced <a href="http://www.boardgamegeek.com/boardgame/39856/dixit">Dixit</a> the winner! I haven't had the opportunity to play Dixit, but from my review of the game and in discussions with people who have played it, it seems to be a subtle cross between <a href="http://www.boardgamegeek.com/boardgame/74/apples-to-apples">Apples to Apples</a> and <a href="http://geekinsight.blogspot.com/2010/06/once-upon-time-more-structured.html">Once Upon a Time</a>. <br />
<br />
<a name='more'></a><br />
<br />
The players all have a set of six cards. The cards, however, are little miniature works of art that have an array of detail and look gorgeous. Many have a dash of whimsey. See below:<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TCqqnmXBVJI/AAAAAAAAASE/QhwVUn5rlq8/s1600/Cards+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCqqnmXBVJI/AAAAAAAAASE/QhwVUn5rlq8/s320/Cards+1.jpg" /></a></div><br />
The acting player says a sentence that describes his card, then like Apples to Apples, everyone puts in a picture that could be that sentence. Then everyone takes a guess as to which was the speaker's card. However, if no one guesses the speaker's card or if everybody guesses it, the speaker gets no points. So there seems to be good tension between being too vague and too precise.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TCqqszU5TZI/AAAAAAAAASM/zk6zVCJymJI/s1600/Cards+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TCqqszU5TZI/AAAAAAAAASM/zk6zVCJymJI/s320/Cards+2.jpg" /></a></div><br />
I'd love to give this game a try, but I wonder how it holds up over repeated plays. If I play with my wife and a few friends, but then take it to a new group (where it's my wife, the new group, and I), I think my wife and I would have a significant advantage. We'd have prior experience with certain clues and I could help to ensure that my wife would pick my card even if other players didn't. I won't be sure if that's a real concern or not until I play so I may just be speculating nonsense. Any Dixit players want to chime in?GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-70745840527927039092010-06-28T09:11:00.000-07:002010-06-28T09:11:56.400-07:00First Impressions: Dominion, Ra, and Samurai<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/TCe-IPrcnqI/AAAAAAAAARc/n6l5Cs_EGXo/s1600/number-1-sign.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="166" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TCe-IPrcnqI/AAAAAAAAARc/n6l5Cs_EGXo/s200/number-1-sign.jpg" width="200" /></a></div><br />
This weekend, my lovely and talented wife was out of town for the wedding of her friend. That left me to my own devices. Friday saw me in my regular gaming group, and Saturday evening I drove out to <a href="http://www.gameologyshop.com/">Gameology</a> for their Not Closing sale (yay!) and participated in some boardgamey goodness. I racked up plays of <a href="http://www.boardgamegeek.com/boardgame/50/lost-cities">Lost Cities</a>, <a href="http://www.boardgamegeek.com/boardgame/258/fluxx">Fluxx</a>, <a href="http://geekinsight.blogspot.com/2010/05/review-citadels-easy-to-learn-fun-to.html">Citadels</a>, and <a href="http://geekinsight.blogspot.com/2010/06/review-caylus-fun-wrapped-in-complexity.html">Caylus</a>, as well as first plays of <a href="http://www.boardgamegeek.com/boardgame/36218/dominion">Dominion</a>, <a href="http://www.boardgamegeek.com/boardgame/12/ra">Ra</a>, and <a href="http://www.boardgamegeek.com/boardgame/3/samurai">Samurai</a>. I felt both very accomplished and highly sated.<br />
<br />
First impressions after the cut.<br />
<div class="separator" style="clear: both; text-align: center;"></div><br />
<a name='more'></a><br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/TCe-pePnOCI/AAAAAAAAARk/4SLXhSQ7IiY/s1600/Domnion.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TCe-pePnOCI/AAAAAAAAARk/4SLXhSQ7IiY/s320/Domnion.jpg" /></a></div><br />
Dominion was the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a> winner for 2009 so I had high expectations going into it. Dominion did not disappoint. It's been likened to card drafting in Magic: the Gathering, but I think that comparison is only superficial. In Dominion, you start with a deck of 10 cards - three 1 point cards, and seven copper cards. You draw a hand of five. Victory point cards are worthless until the end of the game. Copper cards can buy more valuable money or action cards that allow you to take specified actions. You can play one action card and buy one thing per turn.<br />
<br />
Dominion is incredibly simple to learn. There are between 10-12 cards a player can buy in a game. But the box comes with many, many more than 12 kinds. You just select from the wide assortment so that you only use 12 for a given game. The combinations are mind numbing (3,268,760 to be precise). My first game used the suggested "start" cards for new players. My second game used the "Big Money" variant with an all new set of 12 to purchase.<br />
<br />
The play has a good luck element, but you are in near total control of it. If you want to be able to draw better cards, you buy them. However, you can't just pick up every action or copper available because then you'll flood your deck with cards that may not be helpful in future turns. You have to manage what goes into your deck as you play. Further, there is a nice tension between grabbing victory points (the only thing that matters in the end), and grabbing a card that will actually provide some use in the game. Every time you draw one of the victory point cards you've purchased, that's one card in your hand that is completely worthless for your turn.<br />
<br />
I'm looking forward to more Dominion. The card and resource management, semi-random draws, and tension between play and victory, as well as the many variants, make me believe that this game will see a lot more play at my table in the future.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TCfBek09swI/AAAAAAAAARs/Jfec82Ky6eo/s1600/Ra.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TCfBek09swI/AAAAAAAAARs/Jfec82Ky6eo/s320/Ra.jpg" /></a></div><br />
I've been looking in to Ra for a while. I'd heard that it was one of the better auction games. It's also one of Reiner Knizia's games - which is a cautiously good sign. Despite being an auction game, there is a startling amount of strategy and depth.<br />
<br />
Tiles representing different Egyptian themed elements are placed on the board as they are drawn randomly from a sack. Each player also has three numbered tiles (between 2 and 16 if there are five players) to bid with. The number one tile is in the center. When a player wants to grab all the tiles that have been laid out, they can call an auction rather than draw a tile. Each player has one chance to bid with one of their number tiles. Highest bidder gets the Egyptian tiles. He then puts his number tile in the center and takes the "1" tile that was there. The next person to win an auction places his tile in the center and gets the tile that was there previously. In this way, the players are bidding with position, rather than simple currency. It also allows a lower bidder to trade in his low number for a higher tile in the following round. Three rounds of play and the winner is scored.<br />
<br />
I enjoyed Ra. Bidding with position, and knowing that giving up my 12 tile meant someone else might have it for the next round, brought a different dimension to it. There were also multiple methods of obtaining victory points at the end, so the strategy was individually tailored. Some of the players went for monuments, others for floods or rivers. I imagine Ra would see a lot replay value.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TCfD_XoB83I/AAAAAAAAAR0/mLVVi2YwPoM/s1600/samurai.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCfD_XoB83I/AAAAAAAAAR0/mLVVi2YwPoM/s320/samurai.jpg" /></a></div><br />
Samurai was another Knizia game. Here, the board represents feudal Japan. Each town or village has one or more resources on it - rice, hats, and Buddhas. Your tiles represent mercenaries (who can get any kind of resource) or resource specific attacks. Each player takes turns putting a tile on the game board. Once any city or town is surrounded, the tiles are added up. If the town has rice, then all rice tiles plus mercenaries surrounding the town are added. The player with the highest number gets the rice. If the town also has a Buddha, then all Buddhas plus mercenaries are added and the player with the most gets the Buddha.<br />
<br />
Once the board is full, the players reveal the resources they've accumulated. You add the two you have the most in. Whoever has a higher count wins. In a tie, you count all three resources.<br />
<br />
This game was a particular delight because it wasn't even on my radar. I'm usually wary of games named after Samurai or Ninja because the name can often be an unsuspecting lure, preying on the general coolness of the topic, to get me to purchase a lackluster game. I'm pleased to report that such was not the case with Samurai. Instead, the simple game became increasingly strategic. The cities are close enough together that if you try to surround one, you will likely also be partially surrounding a second. Thus, if you play a tile to get one resource, it may help an opponent surround a neighboring city get a resource of his own. <br />
<br />
I'm not sure that I liked it enough to own it, but I would definitely play it again if given the chance.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com2tag:blogger.com,1999:blog-6321886159176376776.post-33099375017792501442010-06-25T12:09:00.000-07:002010-06-25T12:09:53.271-07:00Review: Munchkin - Stab your Friends!<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TCLiREF_HGI/AAAAAAAAAQs/hr3fP21b12c/s1600/Munchkin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCLiREF_HGI/AAAAAAAAAQs/hr3fP21b12c/s320/Munchkin.jpg" /></a></div><br />
As I posted previously, <a href="http://www.boardgamegeek.com/boardgameexpansion/1927/munchkin">Munchkin</a> is one of the more underrated games that I've played. Munchkin is thematically light hearted. Every card is humorous, and most play off of recognizable monsters and spells for the D&D player. One quick example is the monster that a player may face: The Grassy Gnoll. If that got a chuckle out of you, then this game may be right up your alley.<br />
<br />
But be warned, Munchkin is all about screwing over the other players while you try to climb to the top. If your group can take it in good fun, then this will be a fabulous endeavor. If your players tend to take assaults personally, then Munchkin is the perfect way to breed mistrust, hatred, and loathing where once was camaraderie.<br />
<br />
<a name='more'></a><br />
<b>The Basics</b>. In Munchkin, each player is an adventurer traveling through the dungeon. There are two types of cards: treasure cards and door cards. Treasures are items that can be equipped, used, or otherwise help your character out (or hurt other characters). Doors contain monsters, curses, monster enhancers, classes, races, and anything else that isn't strictly a treasure. <br />
<br />
Each turn, the player kicks open the door to a room of the dungeon and draws a card face up. If it's a monster, he has to fight it. Otherwise, he gets the card, then can either 'go looking for trouble' and fight a monster from his hand, or simply take another door card face down as he loots the room. <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TCLpRdS_FDI/AAAAAAAAAQ0/1m4mI7GrzU4/s1600/Monsters.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TCLpRdS_FDI/AAAAAAAAAQ0/1m4mI7GrzU4/s320/Monsters.jpg" /></a></div>Fighting a monster means that if you win, you get a level and a certain number of treasures. If you're not quite strong enough to kill a monster, you might be able to use items to help you. Of course, the other players can play cards to make the monster much more difficult to kill. You can also allow one player to help you fight the monster together - though they usually want to share in the treasure. If you can't kill the monster, then you have to run away, lest its bad stuff happen to you. <br />
<br />
In this way, the players try to kill their own monsters to level up and get treasure, and try to throw their negative cards at other players to prevent them from doing the same. Becoming special races or classes give the players additional powers. The first munchkin to level 10 is the winner.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TCLpeB3WOVI/AAAAAAAAAQ8/8WFoUFr-5f8/s1600/Curse.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TCLpeB3WOVI/AAAAAAAAAQ8/8WFoUFr-5f8/s320/Curse.jpg" /></a></div><b>Components: 3.5 of 5.</b> The cards are a good size which allows for ease of shuffling. The artwork is quite hilarious and is reminiscent of other Steve Jackson games, including <a href="http://www.boardgamegeek.com/boardgame/553/chez-geek">Chez Geek</a>. However, after repeated plays (and I've played this a few dozen times), the cards do start to show a little wear. Also, the cards are done in a semi-sepia tone and some color artwork would have advanced the look of the game. <br />
<br />
<b>Strategy/Luck Balance: 3 of 5. </b>As a card game, there is a significant luck aspect. If you draw the potted plant as your monster to fight, you'll have a much easier time than fighting the Plutonium Dragon. However, over the course of play, you can expect to see some high points and low points. The luck element doesn't unbalance the game. In fact, towards the end, there are often two or three players who are close to getting their last level and it becomes a dog-pile match to prevent everyone from winning until you can do so. Striking after the other players' spite cards have been used is key. There is also excellent strategy in deciding who to help and who to have help you. <br />
<br />
<b>Mechanics: 4 of 5. </b>For the most part, the rules are very simple and laid out clearly. The game progresses quickly. Even during other players' turns, everyone is still involved as they need to decide whether to use their cards to hamper the acting player, or save them for a better moment. However, not all of the cards are self-explanatory. More than one session of Munchkin has devolved into rules arguments and my particular group has removed the "Cursed Thingy" card because leaving it in caused too many debates that side tracked the game entirely. <br />
<br />
<b>Replayability: 2.5 of 5. </b>The random nature of the cards and the ability to help or hurt other players helps the replayability of this game. It's never quite the same twice. However, the whole of the game is very similar. You hope for small monsters, you beg for help on larger ones, and you try to get good treasures that will help you get to level 10. Plus, there's the strong incentive to screw over your friends. So, while the particulars change from game to game, the broad strokes remain very much the same. It loses its initial appeal after a few plays, but it will hit the table every so often - especially when there's a mood to throw spite at one another.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TCLpmXERTpI/AAAAAAAAARE/sXLpPkOBvKM/s1600/GUAL.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TCLpmXERTpI/AAAAAAAAARE/sXLpPkOBvKM/s320/GUAL.jpg" /></a></div><b>Spite: 5 of 5. </b>Munchkin is probably one of the spite-ie-est (most spitey?) games out there. One of the central components of the game is in throwing hateful cards at your friends. If you failed to do so, not only would you likely lose the game, but about half the cards in your hand would be worthless. It's important to play this game with the right group of people. If your friends can have fun as they prevent one another from winning or getting treasure, then this is great fun. But if they take the loss of treasure and levels too seriously, play with caution!<br />
<br />
<b>Overall: 4 of 5</b>. As long as your friends can handle the spite, this is an excellent gem of a game. This is especially true if you've played your fair share of D&D stories and can relate to many of the references. If so, you will be laughing as you read each card and view the artwork. When I first bought Munchkin, my friends and I played it probably ten or twelve weeks in a row, every week. It's the kind of game that always allows for a good time - even if you hate your friends just a little by the end. <br />
<br />
You can pick up your copy from boards and bits <a href="http://www.boardsandbits.com/product_info.php?products_id=12337&osCsid=9g0gdmt6cg03u55f4da04an1c4&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Munchkin');return false;">here</a>. <br />
<br />
Or from FunAgain <a href="http://www.funagain.com/control/product?product_id=012068&afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'funagain Munchkin');return false;">here</a>.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com4tag:blogger.com,1999:blog-6321886159176376776.post-16289880169959542272010-06-24T09:09:00.000-07:002010-06-27T15:06:09.423-07:00Variant: Underrated Games<div class="separator" style="clear: both; text-align: center;"><img border="0" height="200" ru="true" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCJMJ0CYwmI/AAAAAAAAAQc/lSw9VrBJ1TQ/s200/Underated2.jpg" width="200" /></div><br />
<br />
One of the nicer aspects of <a href="http://www.boardgamegeek.com/">BoardGameGeek</a> (the mega-resource for gaming) is that you can review the rating for each game. Every user of the site can rate games on a scale of 1 to 10 (with five being 'meh'). The aggregate score is caluclated and you can quickly pull up a game you're interested in and see what the gamers have been rating it. <br />
<br />
Overall, it's a nice feature. And you'll rarely be disappointed with a game rating above 7 or so. But, sometimes, I find myself a gem of a game that, nevertheless, doesn't get much love from other gamers - whether online or in person. <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><img border="0" ru="true" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCJOZvsJCvI/AAAAAAAAAQk/IRrCaSyMJjQ/s320/Underated.jpg" /></div>The one that sticks out in my mind is <a href="http://www.boardgamegeek.com/boardgameexpansion/1927/munchkin">Munchkin</a>. Munchkin is a devious little game where you and a group of adventurers travel through a comical dungeon looking for treasure. It also offers a lot of back stabbing and spite throwing. Munchkin has numerous expansions and several theme spin-offs. However, the original Munchkin is rated below a 6 on BGG, and rated lower than any other version of the franchise. And some of my real life gamer buddies do not enjoy the direct attacks that are so flagrant in this game. <br />
<br />
Since I've played more than my fair share of D&D, the deliciously pun-fueled cards really strike a chord. I enjoy reading the cards and running from the Plutonium Dragon as much as I like the game itself. Perhaps non-D&D players are missing out on an essential part of the experience. (Stay tuned for a full review of Munchkin).<br />
<br />
What about you? What game do you enjoy that doesn't seem to get much love from your friends or the board gaming community?GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com3tag:blogger.com,1999:blog-6321886159176376776.post-5734135589048959732010-06-23T08:47:00.000-07:002010-06-23T08:47:25.334-07:00Steve Jackson Talks Zombie Dice<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TCGNt8qtyOI/AAAAAAAAAQU/ERY4Hc1EUsw/s1600/Zombie+dice.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="118" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TCGNt8qtyOI/AAAAAAAAAQU/ERY4Hc1EUsw/s400/Zombie+dice.jpg" width="400" /></a></div><br />
<br />
<a href="http://www.boardgamegeek.com/boardgame/62871/zombie-dice">Zombie dice</a> recently hit the shelves in my local game shop* If you're not familiar with it, it's a 'press your luck' type game where you play as zombies trying to eat humans. Keep rolling for delicious brains, but if you accumulate too many shotgun blasts, the humans kill you.<br />
<br />
However, Steve Jackson recently posted his <a href="http://www.sjgames.com/dice/zombiedice/notes.html">notes</a> on the design of Zombie Dice (he recently did <a href="http://www.sjgames.com/dice/cthulhudice/notes.html">the same thing</a> for <a href="http://www.boardgamegeek.com/boardgame/65611/cthulhu-dice">Cthulhu Dice</a>). It's an interesting insight into the process for fans or would-be designers of their own games.<br />
<br />
In the case of Zombie Dice, it started out very similar to the finished product. But, when play-tested, it was pretty broken. Jackson then revamped the whole feel of the game with an almost, according to his description, board game like feel of various 'houses' and the ability to strengthen or weaken them. When that didn't work, he returned to his original idea and tweaked it until we got the game we have today.<br />
<br />
Though I don't design games for a living (or even for a hobby, really), I guess I would take away that a designer shouldn't stay married to the original concept. Keep the theme and story, but be prepared to play around with it a lot. Any amateur (or professional) game designers have thoughts on his notes?<br />
<br />
<i>*Due to <a href="http://geekinsight.blogspot.com/2010/05/weekend-recap-out-of-business.html">recent closures</a>, "local" is a relative term in my neighborhood </i>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-66807404850682219302010-06-21T09:07:00.000-07:002010-06-21T09:08:02.146-07:00What Kind of Robot?A Giant Fire Breathing Kind!<br />
<br />
So I've been talking with Andrew over at <a href="http://www.gfbrobot.com/">Giant Fire Breathing Robot</a>. He liked what I've been doing over here and wanted someone to cover board game developments. So now you'll start seeing my posts over there as well. I'm super excited to be joining the GFBR team over there. <br />
<br />
<a href="http://gfbrobot.com/?author=18">Here's</a> a link to my additions, but check out the whole site. It has awesome comic news and other geekery for your reading pleasure.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com1tag:blogger.com,1999:blog-6321886159176376776.post-82284464549874414622010-06-21T08:59:00.000-07:002010-06-27T15:09:11.967-07:00Genoa and El Grande: First Impressions<div class="separator" style="clear: both; text-align: center;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TB7yL6WKfyI/AAAAAAAAAQE/OsUW_BTZSUI/s320/Genoa.jpg" /></div><div style="text-align: center;"><i>Once again, stock footage prevails as I forgot to take pictures. I intend to take pictures, promise.</i></div><div style="text-align: center;"><br />
</div><div style="text-align: left;">This weekend found me playing two interesting games for the first time. The first was <a href="http://www.boardgamegeek.com/boardgame/1345/genoa">Genoa</a>. In this game, you take the role of a merchant. The goal is to have the most money by the end of the game. The play is heavy on negotiation. Essentially, each player takes a turn being the "merchant." The Merchant has near total control over what actions are available and which each player can take. Thus, the other players must bribe the merchant and haggle with him in order to take actions. </div><div style="text-align: left;"></div><a name='more'></a><br />
<br />
<div style="text-align: left;">The Merchant can't be too evil, however, because then the next player gets to be the merchant. If you don't build some good will while you are in charge, you'll have to pay a steep price for actions when another player is calling the shots. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;">Overall, I was pretty impressed with Genoa. Being in control was, of course, fabulous. And being out of control meant using your negotiations skills with as much precision as possible. However, there are times when it is best to deny another player any action whatsoever. This extreme move can cut a player from a turn entirely. So Genoa will only work with the right group of people. If a player easily has their feelings hurt, will feel 'picked on' even if they just happen to be in the wrong place at the wrong time, you may want to avoid this one. Same for those players who seek out extreme vengeance when they are harmed in a game. That activity would really hurt the fun of Genoa. </div><div style="text-align: left;"><br />
</div><div style="text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TB7z1-XUMwI/AAAAAAAAAQM/OFwJ4mbTnUc/s320/elgrande.jpg" /></div><div style="text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: left;"></div><div class="separator" style="clear: both; text-align: left;">Next up was <a href="http://www.boardgamegeek.com/boardgame/93/el-grande">El Grande</a>. This is an area control game. Each player plays cards to determine turn order and to decide how many cubes are available for placement. Then they select cards that allow for special actions and allow the player to place a certain number of cubes onto various territories. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">El Grande turned out to be quite entertaining. The area control base was very much enhanced by the special actions and strategic turn order placement. If the game had just been about placing units and scoring position, it would have fallen very flat. Instead, the special actions revealed a whole host of potential extras. Sometimes it was important to go first, even if that made things more difficult, just to snag a card to prevent another player from getting it. There were several key decisions to be made each turn. In the end, oru four player game had the top three players within five points of each other. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I can see how Analysis Paralysis could creep into this game. Luckily, we played fairly quickly without much downtime. A <a href="http://geekinsight.blogspot.com/2010/06/variant-what-kind-of-gamer-are-you.html">Deep Thought</a> player, though, could significantly increase play time. Barring that, however, I'm very much looking forward to playing this game again and further refining my strategy. </div><div style="text-align: left;"><br />
</div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-7897227491621475192010-06-18T08:11:00.000-07:002010-06-18T08:11:33.187-07:00Once Upon a Time - More Structured Storytelling than a Competitive Game<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/TBsCxqLK7uI/AAAAAAAAAPk/QPD1oBe3S3U/s1600/Game.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TBsCxqLK7uI/AAAAAAAAAPk/QPD1oBe3S3U/s320/Game.jpg" /></a></div><br />
Most games can be categorized one way or another. There are competitive vs. cooperative games. "Ameritrash" vs. "Euro" games. Deeply strategic vs. lighter fun. But, occasionally a game comes along that defies the usual descriptions and just is what it is. <a href="http://www.boardgamegeek.com/boardgame/1234/once-upon-a-time">Once Upon a Time</a> is that kind of game. This is less of a competitive endeavor than a structured means of facilitating a group story telling session.<br />
<br />
<a name='more'></a><br />
<br />
<b>The Basics</b>: In Once Upon a Time, the players are called to tell a story. Each is dealt a number of cards depending on players. Then, one person just starts telling the story. All the stories are fantasy themed. Evil step-mothers, brave travelers, far away kingdoms, beautiful princesses, and enchanted objects are likely to feature strongly in any of the tales. The cards and the game don't exist so much to determine a winner, as they do to assist in telling a good story.<br />
<br />
In addition to their regular cards, each person also gets an ending card which is a single sentence. "And it fit perfectly," would be a typical ending. The goal is to use the cards in your hand to get to that ending. Each person's ending is different, so each tale teller will twist the events more toward their own end. <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TBsMm8xIKFI/AAAAAAAAAP0/pprvI68T9Pc/s1600/Cards.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TBsMm8xIKFI/AAAAAAAAAP0/pprvI68T9Pc/s320/Cards.jpg" /></a></div>The first player starts the story. Each time the player says a sentence, he can play down one card if that card's title was included in his sentence. Once he plays all of his cards, he can finish the story with his ending (if appropriate as judged by the other players). However, any player can jump in and take over the storytelling when one of two things happen. If the current storyteller happens to mention something in another player's hand, that player can play it and interrupt the story. They become the new storyteller and pick the tale up exactly where it left off. They can now change the direction of the tale towards their own ending.<br />
<br />
The second way is with special interrupt cards that allow another player to take over the story when the storyteller plays cards of a certain type. Either way, the new storyteller cannot go back and change events. He can only move the story forward in the way he desires. <br />
<br />
The storyteller doesn't have to play a card to tell his story, either. Maybe he wants the tale to take place in a distant and aging castle. He can simply say so even if he doesn't have those other cards. While that does risk another player jumping in with a "castle" or "old" card, it also allows the storyteller to craft the tale he wants.<br />
<br />
<b>Components: 4 of 5</b>. The components are all cards. They are a good size and easy to shuffle. They are on good stock and will withstand numerous plays. However, their new glossy sheen does seem to wear away fairly quickly. <br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TBsMvqlPuwI/AAAAAAAAAP8/oMbimrdbLCo/s1600/Interrupts.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TBsMvqlPuwI/AAAAAAAAAP8/oMbimrdbLCo/s320/Interrupts.jpg" /></a></div><div style="border-bottom: medium none; border-left: medium none; border-right: medium none; border-top: medium none;"><br />
</div><b>Strategy/Luck Balance: NA</b>. There is an element of luck in this game. On one memorable play, I was stuck with the "Wolf" card trying to break in to another player's tale. The odds of him saying anything about a wolf were nil. However, there really isn't a "strategy" element per se. Instead, it's all about the player's imagination and how he can craft the story towards his ending while keeping the continuity of what came before going. So, strategy is limited only by imagination. <br />
<br />
<b>Mechanics: 3.5 of 5</b>. Overall, the rules are fairly elegant. All of the cards are there to support the story. However, I had to subtract points for a glaring mechanical error. As noted above, if a player is stuck with one random card that is unlikely to be mentioned in the story, they are pretty much out of luck through the end of the game. To fix this, my group developed a variant where any player, at any time, may draw two cards. Doing so gives the player additional chances to interrupt, but also make sure they tell much more story before they can simply 'go out' and end the game. <br />
<br />
<b>Replayability: 5 of 5</b>. The replayability of this game is immense. Every time the story is different and are guided by the random draw of the cards. Different endings encourage different versions. After multiple plays, I've never had the same experience twice, but always had a good time. <br />
<br />
<b>Spite: 0.5 of 5</b>. Spite is not encouraged in this game. While you can interrupt a player, you always interrupt the current speaking player. And it's always a good thing to interrupt when you can. The half point here is for the possibility, however counterproductive and against the spirit of the game, that a player saves all his or her interrupt cards to use on another specific player. <br />
<br />
<b>Overall: 4.5 of 5</b>. This is a wonderful gem of a game. It forces players to use imagination and encourages what could be termed Karaoke storytelling. Everyone has a good time and there is always laughter around the table. The sole negative is making sure you have the right group. Those who are easily intimidated by sharing their ideas will not find much fun in this game. And, enter it with the mindset that the group will be telling a story. If someone tries solely to win it, the essential charm of Once Upon a Time will vanish. <br />
<br />
You can pick the game up from Boards and Bits <a href="http://www.boardsandbits.com/product_info.php?products_id=12406&osCsid=a2jodk3vcop2cptvoq35ck5l17&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Once Upon a Time');return false;">here</a>.<br />
<br />
Or from FunAgain <a href="http://www.funagain.com/control/product?product_id=004374&afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'Funagain Once Upon a Time');return false;">here</a>.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com3tag:blogger.com,1999:blog-6321886159176376776.post-23076483813350641162010-06-17T09:03:00.000-07:002010-06-17T09:03:21.972-07:00Variant: Where do you get your games?<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TBl2DquW0II/AAAAAAAAAPU/TisbuJDTYEA/s1600/Games.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TBl2DquW0II/AAAAAAAAAPU/TisbuJDTYEA/s320/Games.jpg" /></a></div><br />
I have sort of a lot of games (though by no means "enough"). Among my regular gaming group, I have the clear majority by far. In fact, when my friends do purchase a game, they often leave it at my place. I think they do this so that it can grow up among friends and not stay home alone - like taking a child to preschool.<br />
<br />
<a name='more'></a><br />
<br />
Anyway, where do you usually get your games? I like the idea of supporting the local game shop. In fact, if more people supported them, maybe they wouldn't <a href="http://geekinsight.blogspot.com/2010/05/weekend-recap-out-of-business.html">all be closed</a> in my area. Buying at the local shop means you get to open up the game and tear into it right away. But, it also means you have to pay tax. Sales tax is the devil.<br />
<br />
The alternative is an online retailer. Maybe even (cough, cough) <a href="http://boardsandbits.com/?afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits.com');return false;">boards and bits</a> or <a href="http://www.blogger.com//www.funagain.com/?afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'funagain.com');return false;">funagain</a>. No tax and they usually have significantly better prices than the local shop. The downside is that paying for shipping tends to cut into the savings on the price and you have to wait a week to get your game. A whole week!?<br />
<br />
Another avenue is the second hand game. Looking around on different websites (even craigslist) can net you some pretty good deals. Second hand games tend to be far, far cheaper than even the online retailers. And you can pick them up in person. But, with these pre-owned (like a fine automobile) games, you have to be careful about missing components or broken pieces. Plus, for me, half the fun is punching the chits and tokens out of the boards. And second hand usually means you miss out on that.<br />
<br />
The same is true for ebay or other auction sites. There is another potential negative that you can't really inspect the product until the deal is complete. And, you're paying for shipping again. On the plus side, you can get a very good price and it's easier to find a desired game on an auction site than spending time on random listings hoping something good shows up.<br />
<br />
For me, it depends on the price point. Less expensive card games I'll grab at a local shop. Weightier games, I'll grab through one of my sponsors (and you should, too!). I've been pretty pleased with the second hand games I've picked up, but it's rare that someone is selling something I want. <br />
<br />
What about you? Which is your preferred method?<br />
<br />
<i>(Note: I had a poll placed in here, but it changed the formatting of my page. Anyone know a good way to add a poll on blogger?)</i>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com4tag:blogger.com,1999:blog-6321886159176376776.post-49907257033184861012010-06-16T10:19:00.000-07:002010-06-16T10:19:36.045-07:00News: Meeple's Choice Winners!<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TBkFQ1KKxHI/AAAAAAAAAPM/MpjxqOoKQhs/s1600/meeplebanner.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" qu="true" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TBkFQ1KKxHI/AAAAAAAAAPM/MpjxqOoKQhs/s320/meeplebanner.gif" /></a></div><br />
<br />
This week, the Spielfrieks jury <a href="http://www.boardgamenews.com/index.php/boardgamenews/comments/2009_meeples_choice_award_results/">voted</a> and came up with the Meeple's Choice awards. This year's winners are:<br />
<br />
<a href="http://www.boardgamegeek.com/boardgame/40692/small-world">Small World</a><br />
<a href="http://www.boardgamegeek.com/boardgame/43015/hansa-teutonica">Hans Tuetonica</a><br />
<a href="http://www.boardgamegeek.com/boardgame/33160/endeavor">Endeavor</a><br />
<br />
<br />
<a name='more'></a><br />
<br />
Like the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a>, Meeples' Choice is a prestigious game award that is given to well designed games that are fun to play. A "Meeple" is short for "My People" and comes from the little wooden men in Carcassonne. The term has since come to be applied to any wooden disc representing a player or their workers. If a wooden disc or cube represents an animal, you'll often see talk of the animeeples. <br />
<br />
Past winners include some of my favorites: <a href="http://www.boardgamegeek.com/boardgame/35677/le-havre">Le Havre</a>, <a href="http://www.boardgamegeek.com/boardgame/28720/brass">Brass</a>, and <a href="http://www.boardgamegeek.com/boardgame/31260/agricola">Agricola</a>. Looking over the awards for the past three or so years, I also see that it overlaps nicely with much of my wishlist. And I <em>do</em> have a birthday just around the corner....GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com4tag:blogger.com,1999:blog-6321886159176376776.post-33136845498339068882010-06-14T10:15:00.000-07:002010-06-27T15:09:59.671-07:00Recap: Tikal First Impressions<div class="separator" style="clear: both; text-align: center;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TBVzshuqO0I/AAAAAAAAAPE/lV9AXexlkUw/s320/tikal.jpg" /></div><br />
<div style="text-align: center;"><i> Stock Footage Because I'm Apparently Incapable of Remembering My Camera</i></div><br />
This weekend, I had the chance to try out <a href="http://www.boardgamegeek.com/boardgame/54/tikal">Tikal</a>. Tikal was the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a> winner in 1999 so I was eagerly anticipating a first play. The game is a mix of tile placement and worker movement. So it's a bit like <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne">Carcassonne</a> meets checkers. It's difficult to judge the worth of a game after only one play, but on the whole I liked it. I'm looking forward to an additional game now that I know which tiles are better and the approximate distribution.<br />
<br />
The one potential negative for Tikal is that there isn't a general scoring time. Instead, when the scoring round occurs (four times throughout the game), each player takes a turn and then scores his points. So, Player One will move his workers, and then score his points. Then, Player Two will move his workers and score and so on. This means the same temple might be scored multiple times as first Player One has the most workers, then after Player Two adds some workers to it, Player Two will also get the points. It also means that the first to score has an advantage because each succeeding player must put <i>more </i>workers in the hex in order to score it, making it more difficult each time. <br />
<br />
I found this encouraged players to look for outlying temples that had low competition, rather than to directly compete. In fact, that strategy nearly won me the game until another player decided to directly compete with me and the resultant resource war dropped me to second place. So, I'll have to play a few more times before I make my decision, but I generally like the game with that one bizarre exception.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-91325837843699176392010-06-11T08:57:00.000-07:002010-06-11T08:57:15.637-07:00Review: Caylus - Fun Wrapped in Complexity<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TBHB0rjtQTI/AAAAAAAAAOk/BNmjIYUFgnQ/s1600/Caylus+Box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TBHB0rjtQTI/AAAAAAAAAOk/BNmjIYUFgnQ/s320/Caylus+Box.jpg" /></a></div><div style="text-align: center;"><i>The man on the box seems angry you want to play...</i></div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Every once in a while, the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a> jury selects a game that, while awesome, doesn't quite fit into the Family Oriented type games generally in the running for the award. In those cases, they will create a special prize. <a href="http://www.boardgamegeek.com/boardgame/18602/caylus">Caylus</a> was awarded the best Complex Game award by the Spiel jury in 2006. <a href="http://www.boardgamegeek.com/boardgame/31260/agricola">Agricola</a> also received that special designation. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Caylus has several key methods to obtain points, immense interaction, and cutthroat competition. On the plus side, this means every game plays a little differently, and allows for extreme strategic depth. There are no dice in Caylus and no cards, so the game is a strong exercise in strategy. However, Caylus also is one of the more complex games in my gaming closet, so this is not a game for the faint of heart. </div><div class="separator" style="clear: both; text-align: center;"></div><div style="text-align: justify;"></div><a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHFh08CqoI/AAAAAAAAAOs/WivUoRIVqKE/s1600/Full+Board.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHFh08CqoI/AAAAAAAAAOs/WivUoRIVqKE/s320/Full+Board.jpg" width="320" /></a></div><div style="text-align: justify;"><div align="center"><em>Buildings on the Right, Resources on the Left</em></div><div align="center"><br />
</div><b>The Basics</b>: In Caylus, the goal is to build the King's castle. Each player is in charge of several workers that can contribute to the work. Though the players can build parts of the castle directly, they can also build up the town surrounding the castle in order to allow more actions. Some actions allow them to gain Kingly favor. And they gain prestige by constructing certain buildings within the town. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Other than determining who the starting player is, there are no elements of luck in Caylus. After that, the turn order can be completely rearranged by player actions. If the player uses a builder to get moved up in turn order, then he gets moved up. Going over all of the actions and choices available in this game is well beyond this review, but I would be remiss not to call attention to two interesting mechanics. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">The first is the pass ability. There are numbers on the board, 1 through 5. The smallest number showing is the cost of playing a worker. So, with the one showing, all the workers cost but one denier. If a player passes (decides not to place any more workers) his token covers up the one. Now everyone else must pay two deniers for the privilege of placing a worker. And so on as each player passes. This leads to interesting decisions where it may be better to sacrifice taking a turn in order to either bleed a rival's resources or prevent them from taking additional actions (because they can't afford the increased cost). It also means that a player with fewer deniers, who passess early, helps to mitigate the other players' advantage from having higher resources. </div><div style="text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHHSccgscI/AAAAAAAAAO0/iLrs4D2JWZQ/s1600/Board+Close+up.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHHSccgscI/AAAAAAAAAO0/iLrs4D2JWZQ/s320/Board+Close+up.jpg" width="320" /></a></div><div style="text-align: justify;"><div align="center"><em>Close up of the start of the road, the favor track, and the castle</em></div><br />
The second ability is the provost. The little white disc is the overseer who makes sure none of the workers slack off As you can see from the board, the town is created along one main road. The provost travels down that road and only the workers before him actually work. If the provost doesn't get to your worker, that worker takes the day off because the boss ain't watchin'. The players also get the opportunity to move the provost, with an appropriate bribe. So if you place a worker near the end of the road, you run the risk of the other players moving the provost back so that he doesn't reach your worker. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Various actions on the board (building castle parts and hosting tournaments being the major ones) also result in favors from the King. Favors take the form of deniers, victory points, resources, or the ability to build a building. Gaining favors at the right time can be an important part of victory. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">The buildings that are constructed have a large impact on the game. For example, there are two spaces from the start where players can move a worker and build a wood building. But the mason must be built (which is itself a wood building) before any stone buildings can be built. And the lawyer and the architect must be created before residential or monument buildings can be constructed. Sometimes they come out early, sometimes late or never, and that alters the way players gain points and favor dramatically. A player may choose which building he creates. He does not simply draw a random tile. </div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHJRe28SJI/AAAAAAAAAO8/gStwKGvyUoM/s1600/Buildings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TBHJRe28SJI/AAAAAAAAAO8/gStwKGvyUoM/s320/Buildings.jpg" /></a></div><div style="text-align: justify;"><div align="center"><em>Wood Buildings, Stone Buildings, and Deniers</em></div><br />
</div><b>Components: 4.5 of 5</b>. The buildings are on sturdy stock and all the pieces are made of wood. The board has excellent artwork. Hidden around the board are reminders about how much it costs to build the castle, what actions give favors, bonuses and penalties when scoring castle parts, etc. This limits the need to refer to the rules. My one complaint is that the goods are all (very) little cubes. A little variety would have been nice, or at a minimum, a little bit larger cubes. God help you if you accidentally drop the cloth ones (deep blue/purple) onto a dark floor. <br />
<br />
<b>Strategy/Luck Balance: 5 of 5.</b> This game is pure strategy. Without introducing a chance element (such as dice or cards), there really needn't be a balance. The player is in total control of his actions and must make decisions that will directly impact his standing. <br />
<br />
<b>Mechanics: 4 of 5</b>. Mechanically, the game plays very well. Once you have a firm grasp, everything falls into place and makes perfect sense. Plus, the board contains numerous reminders, without being obtrusive, to keep you from having to refer to the rulebook. However, the rulebook is written in small print and will take you a bit to go through it. There's a lot going on, and there is a steep learning curve on the first play or two. <br />
<br />
<b>Replayability: 4.5 of 5</b>. This game plays out differently every time. Different players adopt different strategies to maximize their points. Good strategies can focus on the castle, or they can focus on constructing buildings (which also give victory points). And, depending on which route your opponents go, it'll impact your choices as well. And, despite its complexity, I've never seen the game take more than two hours - even with five players. So you don't have to commit an entire afternoon and evening to a single game. <br />
<br />
<b>Spite: 3.5 of 5</b>. There are many ways to strongly take from your opponents in this game. The provost is one good example. If a player places a worker on the castle to build, but doesn't end up with enough resources (because another player starved him out), he'll actually lose points. Residential buildings can build over the starting buildings, thus eliminating worker choices for other players. While not the main focus of the game, these dastardly tactics are prevalent and effective.<br />
<br />
<b>Overall: 5 of 5</b>. If you enjoy a deeply complex game, I highly recommend Caylus. It is always different, is entirely devoid of chance, and allows for some pretty hefty competition. There are numerous paths to victory, and the player is free to focus on one strategy in particular (unlike some games where diversification is required -e.g., Agricola or <a href="http://www.boardgamegeek.com/boardgame/42/tigris-euphrates">Tigris & Euphrates</a>). In my view, the only negative is that the depth of the game keeps it from coming down when there are new players around, or when certain gamers who prefer lighter endeavors join us. <br />
<br />
You can grab it from Boards and Bits <a href="http://www.boardsandbits.com/product_info.php?products_id=13727&osCsid=nv7guvim2sgf96ovqienhf55e5&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Caylus');return false;">here</a>.<br />
<br />
You can also get it from FunAgain <a href="http://www.funagain.com/control/product?product_id=015410&afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'funagain Caylus');return false;">here</a>. <br />
<div style="text-align: justify;"></div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com3tag:blogger.com,1999:blog-6321886159176376776.post-45051887036693194472010-06-10T07:49:00.000-07:002013-06-08T14:32:10.898-07:00Variant: What kind of Gamer are you?<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
While perusing the interwebs, I came across an interesting article by Dave Lartique over at <a href="http://thebureauchiefs.com/tag/analog-gaming/">Analog Gaming</a>. It describes the most common gamer archetypes. It made me smile because, over the course of many years of gameplay, I've pretty much run into every type of person described. I contacted the site and they were kind enough to give me permission to reproduce the gamer types here for discussion.<br />
<br />
<a name='more'></a><br />
I've made some edits for length, spelling, and grammar, but I'd encourage you to read the original article <a href="http://thebureauchiefs.com/2010/06/analog-gaming-a-guide-to-boardgamer-types/">here</a>. <br />
<br />
<br />
<b>1. Deep Thought</b><br />
Is it this player’s turn? Hope you brought a magazine! Deep Thought has to completely analyze every possible move he can make and extend it out to its logical conclusion to determine which is the optimal one. If there’s math in the game, he’ll do it. He wants to know how much money everyone has, how many points, who has actions left this round, the relative humidity, if anyone is diabetic, current position of Saturn; anything that can possibly factor into his calculations must be taken into account before he can risk any all-important decision. (And all decisions are important.) Trying to hurry him up will just make him lose count and have to start over.<br />
<br />
<b>2. The Coach</b><br />
The Coach enjoys his turn so much, he makes it last through your turn as well. After all, he’s a much better player than you and you can probably benefit from his helpful advice. Why would you want to make your own decisions when The Coach can easily show you better ones? He’s not trying to sabotage your game, either, just make you a more worthy opponent. Wouldn’t you rather just be there to move pieces for him so that he can essentially play himself — the only true challenge he has at this table? <br />
<br />
<br />
<b>3. Blood Ninja</b><br />
Blood Ninja wants to win. Period. Oh sure, we all want to win, but Blood Ninja lives <i>only</i> to win. No less will do. If he does not win, something went horribly wrong. Either someone wasn’t playing right, or there’s too much randomness in the game, or sinister forces conspired to deny him a victory he so obviously earned. He may find a way afterward to explain that, although it doesn’t <i>seem</i> like he won, when you think about it, he really did. That’s only if he doesn’t win. And during the game, if his winning makes things utterly miserable for everyone else, so be it. The important thing is that he wins. Because really, what else matters?<br />
<br />
<br />
<b>4. Social Joe</b><br />
Hey everyone, Social Joe is here! Boardgaming is a social activity and no one knows that more than Social Joe. Say, that card you just played reminds me of a story! Hey, I’m gonna go have a smoke! Oh hey, where’s your computer? You gotta see this YouTube video! Oh yeah, I have to make a move, don’t I? Screw it, I’ll just do this. I don’t even know what’s going on anymore! Hey, anyone want another beer? <br />
<br />
<b>5. Serious Joe</b><br />
What are you talking about? Serious Joe also likes having a good time. A good time is quiet, focused play with opponents who are all working at their best. Sure, sometimes things get a little raucous and someone chuckles, but we tend to keep that kind of horseplay away from the game table (along with all food and drinks, because maybe you want your games to look like garbage, but I don’t). The good news is, Serious Joes pretty much can’t stand to play with anyone who isn’t a Serious Joe, so they tend to self-segregate. <br />
<br />
<b>6. The Negotiator</b><br />
Everything has a price. Everything’s negotiable. So says The Negotiator. No matter what the game, what the situation, he’s ready to make a deal. Don’t take the action I want and I’ll not take the action you want. If you leave me alone, I won’t play this card against you. Sure, that’s a featured part of many games, but the Negotiator makes it the main part of every game. Even if he’s completely stomping you and you don’t stand a chance, he has an offer for you to consider. (He can also, in a pinch, explain how everyone at the table except him is a threat to you right now, and they only way you stand a chance is to team up with him against them.) Very often his offers consist of something you can do for him for which, in return, he won’t attack you, but “threat” is such an ugly word.<br />
<br />
<b>7. Whiney Whinerson</b><br />
Double-dubs never does good at this game. And the cards aren’t shuffled well. Also, dice hate him. People are teaming up against him for no reason. That guy isn’t playing right. He didn’t get much sleep last night. He can’t see which cards are in front of you. There’s glare on the board. It’s hot in here. He’s not used to playing by these rules. That one strategy is unstoppable. People are playing too fast. People are playing too slow. Someone’s playing a denial deck. He can’t seem to draw a magic item. The start player has too much of an advantage. This board layout is strange. That card is broken and un-fun. Can we get better light in here? He’s just used to playing green. And then he wins.<br />
<br />
<b>8. Johnny Takeback</b><br />
When Johnny Takeback plays a videogame, he saves his game constantly. Unfortunately there’s no such thing in boardgames, but he makes do. While Deep Thought agonizes for years over his move, he eventually makes one and sticks with it. Johnny Takeback does the same agonizing but can’t settle. He’ll make and unmake a move several times, paying and restoring his cash or resources or whatever each time until only he has any idea what his “save game state” is. He’s not cheating, he just can’t settle on a course of action. In addition, once his turn is over, he still hasn’t decided. He may need to re-think it again. Or he might have forgotten to get his money. Or maybe he was going to do a point of damage to you with his war wizard, but he forgot. Is it okay if he just goes ahead and does that?<br />
<br />
<b>9. Someone’s Friend</b><br />
Usually Someone’s Girlfriend, but not always. Someone’s Friend showed up for game day! Now, if that friend is really interested in trying out boardgames, this is great. More often than not, though, Someone’s Friend has just been dragged into this. They have no interest in playing, can’t (or won’t) follow the rules, are pretty much just doing whatever Someone tells them to do, and pretty much having a miserable time. This is not the fault of Someone’s Friend (though often they will continue to insist on participating even after it’s more than clear that they’re not really interested), it’s the Someone who will keep pushing them into this. Nevertheless, you can count on a pretty lousy time for everybody.<br />
<br />
<b>10. Captain Chaos</b><br />
Have your boardgames become too stale and predictable? Captain Chaos is here to liven things up! He doesn’t care if he wins or loses, so long as he has a good time, and what he considers a good time is making the entire game unbearable for everyone else. Do you have any kind of strategy whatsoever? Too bad, because Captain Chaos is going to behave in a completely unpredictable manner and do things that don’t help him in the slightest just to screw with you. If you get frustrated by all this, lighten up, it’s just a game! And God help you if he somehow ends up winning.<br />
<br />
<b>11. Mr. Fix-It</b><br />
You’ll know you’re playing with Mr. Fix-It before you even open the box. He’ll take a look at the cover and tell you how the fonts and color choices are all wrong, and what they should have done. Then he’ll examine the components and be totally amazed that any serious company would make these kinds of mistakes with them. He can tell you what kind of cardstock they should have used and why the finish is all wrong for the board. And speaking of the board, who the hell came up with that awful design and color scheme? Through Mr. Fix-It you’ll find out how the rules SHOULD have been written and what player aids they should have included. Once you start playing, he’ll determine, on first play, what strategies are “broken” and how poorly the game was playtested. After that first play, he’ll have the whole game figured out and a list of ways to improve it. He’s got the answers.<br />
<br />
In my group of about seven regular players, we have a Negotiator, two Social Joes, one Blood Ninja, two Serious Joes and one guy that just sort of plays. We're converting him from a casual. One of our Social Joes sometimes will turn into a Captain Chaos depending on the game situation.<br />
<br />
Of course, I see little bits of myself in a lot of these descriptions. I know I've had periods of being a Deep Thought on occasion, and I'm guilty of some Johnny Takeback behaviors from time to time. But, I think I'm closest to a Serious Joe. I'm not nearly so serious as the description, but I do like highly competitive games with all players playing to win it. And I refuse to play with any Whiney Whinersons.<br />
<br />
What about you? What category do you fit in? Who plays at your table?GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com1tag:blogger.com,1999:blog-6321886159176376776.post-25816862917368251182010-06-09T08:53:00.000-07:002010-06-09T08:53:44.730-07:00News: Sign up for Catan Beta on the iPad<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/TA-3EJusDBI/AAAAAAAAANw/tk7KFAb-hQ4/s1600/pic268839_t.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" qu="true" src="http://2.bp.blogspot.com/_DSrSZox3dxg/TA-3EJusDBI/AAAAAAAAANw/tk7KFAb-hQ4/s320/pic268839_t.jpg" /></a></div><br />
<br />
I've <a href="http://geekinsight.blogspot.com/2010/06/news-spiel-des-jahres-nominees.html">previously reported</a> on a number of games coming to Xbox and Playstation. Recently, <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne">Carcassonne</a> has made an appearance as an iPhone <a href="http://itunes.apple.com/us/app/carcassonne/id375295479?mt=8">application</a>. <br />
<br />
However, now it looks like <a href="http://www.boardgamegeek.com/boardgame/13/the-settlers-of-catan">Settlers of Catan</a> will be coming to the iPad. If you are the proud owner of apple's newest iGadget, then you can sign up for Beta invites to "Catan" <a href="http://cdn1.exozet.com/beta/apply_en.php">here</a>. <br />
<br />
I'm really happy about this trend for board games, especially the more accessible kind, to come to electronic devices everywhere. I think it will spawn a new breed of board gamer who, after playing some games on their device, will be more likely to dip into the cardboard pool with real people. GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-83948814593765250492010-06-07T11:00:00.000-07:002010-06-07T11:05:51.510-07:00Recap: Fluxx Strategy - An Oxymoron?<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TA0zovPh8_I/AAAAAAAAANo/dY7tTP0su7k/s1600/CIMG0019.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" qu="true" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TA0zovPh8_I/AAAAAAAAANo/dY7tTP0su7k/s200/CIMG0019.jpg" width="149" /></a></div><div class="separator" style="clear: both; text-align: center;"><em>My Type II Deck</em></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>This last weekend found me at none other than a Magic: the Gathering tournament. Many moons ago, I loved Magic. I eagerly bought each new expansion, made weekly or bi-weekly trips to card shows for the best prices on the best cards, and even competed in a few tournaments. I never won anything grand, but it was all fun. <br />
<a name='more'></a><br />
At some point, however, I realized that the people at Magic were going to keep coming out with new cards. And if I wanted to continue to play Type II, that meant continuing to buy new cards. As I realized how much money I had been spending on a single game, I broke ties with Magic. As much as I enjoyed it, I couldn't justify the expense. <br />
<br />
Fast forward about five years (more?) to last weekend. Two of my friends recently got back into it. They've been trying to drag me along, but I've stuck to my Magic-is-too-expensive line. But this last weekend was a free tournament. And they happened to have an extra (pretty crappy) deck. So, I decided to join them. I didn't do too well, and I'm pretty sure my opponents got sick of me asking "what does that do" since I hadn't seen any cards in several years. But overall, it was pretty fun. <br />
<br />
And that's when I saw <a href="http://www.boardgamegeek.com/boardgame/258/fluxx">Fluxx</a> sitting under the glass case. Fluxx is one of those games I've been meaning to pick up, but hadn't. It was reasonably priced right there so I grabbed it and immediately played with my two friends, plus a new one we picked up just for Fluxx. <br />
<br />
In Fluxx, the rules are constantly changing. Hand size will grow and suddenly decrease. Sometimes you play a lot, sometimes a little. It was great fun, even though the game is highly luck dependent. But it has a nice challenge of keeping and monitoring the ever growing number of rules changes. There is just the barest hint of strategy. It's usually best to get Keepers down as quickly as possible. And its also good to hold onto a goal (if you can) where you have one of the two requried keepers so that you can play it when you get the other keeper. But, other than a few instances, it's mostly just hoping that the tides of fate turn your way. <br />
<br />
I also got in a play of <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne">Carcassonne</a> with some nephews. Interestingly, one nephew who is only about six, managed to win the entire game! I played his meeples based on whether they (the meeples) wanted to be robbers or knights or farmers. He got a good 20 point farmer in the early game that lead to his victory.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com3tag:blogger.com,1999:blog-6321886159176376776.post-20146781740847927862010-06-04T08:57:00.000-07:002010-06-04T08:57:44.073-07:00Review: Jaipur - A Favorite for Two<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TAiApRc9xiI/AAAAAAAAANQ/DCpAHEJF0kA/s1600/Game+-+Full+View.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TAiApRc9xiI/AAAAAAAAANQ/DCpAHEJF0kA/s320/Game+-+Full+View.jpg" width="320" /></a></div><br />
Jaipur is the capital of the <a href="http://en.wikipedia.org/wiki/Jaipur">largest city</a> in Rajashtan. It also lends its name to probably the best two player game I have had the joy of experiencing. In <a href="http://www.boardgamegeek.com/boardgame/54043/jaipur">Jaipur</a>, the Maharaja will invite his top merchant to his court. While many lesser traders exist, only you and your top rival really have a chance at being that invitee.<br />
<br />
Jaipur is quick to set up, easy to grasp, moves quickly, and has a surprising depth of strategy for what, on first glance, appears to be a relatively simple game.<br />
<br />
<a name='more'></a><br />
<br />
<b>The Basics</b>. In Jaipur, the players can trade and sell six different kinds of goods. From most precious (i.e., worth the most points) to least precious they are: Diamonds, Gold, Silver, Cloth, Spice, and Leather. The players may also maintain herds of camels which can be used to obtain additional goods.<br />
<br />
On a turn, a player may either sell goods, or obtain goods. This keeps the game rolling along as there aren't any long delays between drawing a card and then deciding what to do with it. The market consists of five cards. It begins each round with three camels and then two cards pulled from the top of the draw pile. If a player wants to obtain goods from the market he may either take one card, OR take as many cards as he wants, but replace an equal number from his hand or camels, OR take all the camels.<br />
<br />
Camels don't count against the hand limit, so having a ready supply can be handy. It allows the player to trade them in for valuable goods.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TAiEUFohSgI/AAAAAAAAANY/Ckc_NVaOxFI/s1600/Discs.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TAiEUFohSgI/AAAAAAAAANY/Ckc_NVaOxFI/s200/Discs.jpg" width="200" /></a></div>Alternatively, a player can sell any number of the same kind of good by discarding them from his hand. When he does, he gets the topmost disc for that commodity for each item sold. The tiles are numbered with the highest numbers on top. So, for example, the first two diamonds sold are worth seven points each. The next three are worth only five. By contrast, only the first spice is worth five, and the next two are worth only three and they decrease from there. If he sells three, four, or five at once, the player will get a bonus tile worth additional points. <br />
<br />
It seems simple enough, but there are a number of strategical concerns. On the selling side, there is tension between selling early to get the higher valued discs, or trying to save up to get the bonus tiles. The bonus for a five sale can be between 7 and 10 (more valuable than the most precious diamond).<br />
<br />
On the buying side, there is strong strategery with respect to taking camels. It may be great to snag four camels off the board, but they are immediately replaced with four random cards from the draw pile. And now it's your opponent's turn. That means, if gold or diamonds are drawn, your opponent now can grab them before you have the opportunity to do so. It may be best to forgo camels if your opponent has a small hand and a large herd (thus enabling them to steal many of the new goods played to replace the camels).<br />
<br />
It can also be advantageous to 'starve' your opponent of camels by taking them first. Without them, your opponent will only be able to take one good per turn (a huge disadvantage) or will have to replace cards he takes with cards from his hand.<br />
<br />
After a round is played through, the players count up the points on their discs. The one who has the most wins that round. The game is played best of three rounds for the winner. In sum, Jaipur provides a number of strategic choices that can impact game play.<br />
<br />
<b>Components: 4.5 of 5</b>. The components are of top quality. The discs are made of sturdy cardboard. The cards are about the size of normal playing cards making them easy to shuffle. They are also on a nice quality stock that I expect to stand up to many, many plays without much damage. The artwork is also well suited to the theme. <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TAiJzB1RbrI/AAAAAAAAANg/I7pRQFg9QDo/s1600/Cards.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TAiJzB1RbrI/AAAAAAAAANg/I7pRQFg9QDo/s200/Cards.jpg" width="200" /></a></div><b>Strategy/Luck Balance: 4 of 5</b>. As a card game, there will sometimes be lucky draws. I've been dealt two diamonds in my opening hand with one on the board to take right away. I've also had some tough draws where it was hard to get leather together. Yet, there is a nice balance. As explained above, there is substantial depth about when to take what items, when to sell, and when to buy. It's also possible to end a round by buying up all of three types of goods. So, if a player is ahead, he may try grabbing up a few one point chips if by doing so he'll end the round. <br />
<br />
<b>Mechanics: 5 of 5</b>. The manual is very straightforward. And, mechanically, the rules are very clear. Sell or buy - and buying only has three options. There aren't a lot of special exceptions or other alterations. A read-through of the rules took much less than five minutes and we were up and playing within minutes after that. <br />
<br />
<b>Replayability: 4 of 5.</b> This game comes down from my shelf quite a bit. I've only owned it for a few weeks, but my wife and I really enjoy it. We play several times each week. The game plays mechanically the same each time. The only difference is what cards you are dealt and how you maximize your sales. But, I find that it injects just enough of a random element to keep me coming back to the game for another play. <br />
<br />
<b>Spite: 0 of 5</b>. There is no mechanical way to throw spite at an opponent. No cards allow you to discard from your opponents hand or discs. No cards allow you to make an opponent lose a turn. The most you can do is take an action that would give you the biggest benefit - but that's just competition, not spite.<br />
<br />
<b>Overall: 4.5 of 5</b>. I've played Jaipur over a dozen times now and am still looking forward to more. It is light, thematically enjoyable, quick to play, and simple. I've been using it as the conversion tool for my non-gamer wife who now requests that we play Jaipur from time to time. (All part of the <a href="http://geekinsight.blogspot.com/2010/06/recap-scottish-festivals-and-wife.html">Master Plan</a>). My only complaint is that this game is limited to two players. I'm not sure that it would work as well with more, but it's a shame that it can't be played in a group.<br />
<br />
Oh, and its also way, way, way better than <a href="http://www.boardgamegeek.com/boardgame/50/lost-cities">Lost Cities</a>. There's no needless math in Jaipur. <br />
<br />
You can get it from Boards and Bits <a href="http://www.boardsandbits.com/product_info.php?products_id=22222&osCsid=nh0davuf1t5tt4phcvc59rsdt1&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Jaipur');return false;">here</a>. <br />
<br />
You can also get it from FunAgain <a href="http://www.funagain.com/control/product?product_id=020946&afill=GKIN" onclick="recordOutboundLink(this, 'Outbound Links', 'FunAgain Jaipur');return false;">here</a>.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com3tag:blogger.com,1999:blog-6321886159176376776.post-64236357597124261532010-06-03T09:04:00.000-07:002010-06-03T09:37:10.464-07:00Variant: When is it OK to quit a game?<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TAcrR55EnhI/AAAAAAAAAM4/X3Uyp1OBf8k/s1600/angry_baby_head.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TAcrR55EnhI/AAAAAAAAAM4/X3Uyp1OBf8k/s200/angry_baby_head.jpg" width="185" /></a></div><div style="text-align: center;"><i>Angry Baby hates to lose</i></div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">I was speaking with a friend of mine and the question came up, when is it OK to quit a multi-player board game, and what is the proper etiquette for doing so? I looked around online and was very surprised at the divergent views. Everything from, "when its not fun anymore" to "as long as it doesn't impact the other players" to "well if they are playing by the wrong rules" found supporters. But I found very few people with my take. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">When is it OK to quit a game? Answer: <u>Never.</u> </div><div style="text-align: justify;"></div><a name='more'></a><br />
<div style="text-align: justify;">Alright, maybe not <i>never</i>, but close enough. In my opinion, the biggest sin in gaming is the spoilsport. This is the person who complains incessantly throughout the game (everyone is entitled to bemoan a bad roll or two) no matter what is going on. The spoilsport may be the person who, after realizing he won't win, decides that rather than try a come-from-behind strategy, he's simply going to play kingmaker and throw his support to a favored player. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;"><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_DSrSZox3dxg/TAcw_jSj5-I/AAAAAAAAANA/UeFWumnvbAo/s1600/notAngry.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="185" src="http://3.bp.blogspot.com/_DSrSZox3dxg/TAcw_jSj5-I/AAAAAAAAANA/UeFWumnvbAo/s200/notAngry.jpg" width="200" /></a></div>But, the worst spoilsport of all, is the I'm-taking-my-football-and-going-home kind. It's a bit of a cliche, but playing the game really should be about the gameplay and strategy - not about victory. Enjoyment should come between opening the box and reaching the end of the game. If you win, neat. But you should also be able to cheer the victor when it isn't you. If you adopt that mindset, it really makes games a lot more fun. <br />
<br />
Getting up and leaving the game inherently changes the game dynamic. Games with area control or competition (<a href="http://www.boardgamegeek.com/boardgame/13/the-settlers-of-catan">Catan</a>, <a href="http://www.boardgamegeek.com/boardgame/2651/power-grid">Power Grid</a>, <a href="http://www.boardgamegeek.com/boardgame/9209/ticket-to-ride">Ticket to Ride</a>) are dramatically impacted as there is suddenly a vacuum of space, or at least less competition for where the absent player would have expanded. In card games, there is suddenly an influx of previously unavailable cards that can dramatically change strategy.<br />
<br />
But most importantly, it puts the rest of the players in a bad position. They can finish playing their game, but now they have the quitter pouting in the corner reminding them that he didn't have fun. It also puts a real damper on the joy and camaraderie of playing with everyone. Or, they can stop playing the game where they were all having a good time and cater to the quitter's selfish whim.<br />
<br />
No, if the game just isn't for you, it's best to tough it out to the end. Even long games eventually end. Bite the bullet and see it through. Then, the next time the game is suggested, you can politely decline. Better to voice opposition to the game from the get go than to quit in the middle.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/TAcxw-TYfgI/AAAAAAAAANI/zYK8HF7YnGU/s1600/im-a-quitter.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="142" src="http://1.bp.blogspot.com/_DSrSZox3dxg/TAcxw-TYfgI/AAAAAAAAANI/zYK8HF7YnGU/s200/im-a-quitter.jpg" width="200" /></a></div>The only times quitting a game in the middle is defensible is:<br />
<ol><li>All the players are clearly not having much fun and its a mutual decision to cease; or</li>
<li>The game has gone on many hours longer than anticipated (I'm looking at you, <a href="http://www.boardgamegeek.com/boardgame/17223/world-of-warcraft-the-boardgame">World of Warcraft</a>) and if you don't leave, you'll fall asleep on the drive home. </li>
</ol>Other than that, quitting a game midway through is the peak of selfishness. A game is a communal endeavor of enjoyment. </div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Or am I wrong? When is it appropriate to quit a game midway through?</div><div style="text-align: justify;"><br />
</div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com16tag:blogger.com,1999:blog-6321886159176376776.post-27313328149621233472010-06-02T08:35:00.000-07:002010-06-02T08:35:16.231-07:00News: Spiel des Jahres nominees announced<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TAW2oIsowrI/AAAAAAAAAMw/Wb72bdtAmDk/s1600/spieldesjahres.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TAW2oIsowrI/AAAAAAAAAMw/Wb72bdtAmDk/s320/spieldesjahres.jpg" /></a></div><br />
<br />
The nominees for the <a href="http://en.wikipedia.org/wiki/Spiel_des_Jahres">Spiel des Jahres</a> (German Game of the Year) were announced on May 31, 2010. The SdJ is a prestigious game award which, according to Wikipedia, can triple the game sales of a nominee, and multiply the sales of the winner by thirty times or more. So far, I haven't run across a single SdJ winner that I haven't thoroughly enjoyed. Past winners include: <a href="http://www.boardgamegeek.com/boardgame/13/the-settlers-of-catan">Settlers of Catan</a>, <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne">Carcassonne</a>, and <a href="http://www.boardgamegeek.com/boardgame/9209/ticket-to-ride">Ticket to Ride</a>. <br />
<br />
This year's nominees include (in alphabetical order):<br />
<a href="http://www.boardgamegeek.com/boardgame/217/a-la-carte">A la Carte</a><br />
<a href="http://www.boardgamegeek.com/boardgame/39856/dixit">Dixit </a><br />
<a href="http://www.boardgamegeek.com/boardgame/66188/fresco">Fresco</a><br />
<a href="http://www.boardgamegeek.com/boardgame/22348/portrayal">Identik </a>(aka Portrayal)<br />
<a href="http://www.boardgamegeek.com/boardgame/37380/roll-through-the-ages-the-bronze-age">Roll Through the Ages</a><br />
<a name='more'></a><br />
Some of the games are a little older in the U.S. market, but this was their first year published in Germany so they are up for the award. <br />
<br />
The jury selecting the nominees also creates a list of "recommended" games (sort of an honorable mention). Among those recommended was <a href="http://www.boardgamegeek.com/boardgame/54043/jaipur">Jaipur </a>- a game that is fast becoming a favorite of my wife and I. <br />
<br />
Two other quick news items: Settlers of Catan will be coming to the <a href="http://www.catan.com/electronic-games/catan-ps3.html">Play Station Network</a>. It looks like Sony has decided to jump on the board game bandwagon after Microsoft obtained, among others, Carcassonne. <br />
<br />
Finally, a German game from World War I, where the object was to conquer Britain, after being found in an attic in pristine condition, is being auctioned. You can read about it, and see pictures, <a href="http://www.dailymail.co.uk/news/article-1281490/The-German-WW1-board-game-aim-destroy-Britain.html?ito=feeds-newsxml">here</a>. According to various reports, Unterseekriegspiel (loosely translating to Submarine Wargame), it is expected to sell for four hundred pounds.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-81302842433599039602010-06-01T10:13:00.000-07:002010-06-01T10:19:56.364-07:00Recap: Scottish Festivals and Wife Conversion<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/TAU75BQU8tI/AAAAAAAAAMo/P9fVuLbjER8/s1600/CIMG0010.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" gu="true" height="320" src="http://4.bp.blogspot.com/_DSrSZox3dxg/TAU75BQU8tI/AAAAAAAAAMo/P9fVuLbjER8/s320/CIMG0010.jpg" width="238" /></a></div><div class="separator" style="clear: both; text-align: center;"><em>Autumn makes her best I-have-a-wicked-knife-rawr face</em></div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;">This memorial day weekend (which is why Monday's post comes a day late) found my wife and I attending the Scottish festival. Just to be clear, I love bagpipes. I have requested them at my funeral so that they can play something really sad and make people cry (its always good to have a little insurance for these types of things). So, going to the festival and seeing dancing, highland games, and music sounded great. But I have to say that it ended up (to continue the overuse of the interweb meme) very meh. </div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;">The sword dancing had 100% less swords than advertised. The highland games occurred very matter-of-factly without any real fanfare or audience involvment. There were a number of vendors that had cool weapons or celtic/british type fare, but there's only so long you can window shop. I also enjoy renaissance faires (does anything scream nerd quite so loudly?), and the scottish festival wasn't as good. The immersive element was missing, and there was no one pretending to be from ye olde anywhere. So, next year, its the ren faire for me. </div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;">More importantly, I sat my beautiful wife down and we played some major board games. She is thoroughly enjoying <a href="http://www.boardgamegeek.com/boardgame/54043/jaipur">Jaipur</a> - especially because she won the last game we played. We also played some <a href="http://www.boardgamegeek.com/boardgame/31260/agricola">Agricola</a> and a 5 player <a href="http://www.boardgamegeek.com/boardgame/3076/puerto-rico">Puerto Rico</a>. It turns out, she likes games when she's played them several times and feels like she knows all the situations that could arise and possible strategies. So, my plan to convert her into a board game lover is to pick one or two games, and play those several times until she's comfortable with all of the rules so that her enjoyment can flourish. My theory is that once she falls in love with three or four games, she'll be more eager to try new ones. </div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;">I believe my theory is sound. We will begin Phase 1 of the implementation of this, my Master Plan, in the coming week. Progress will be reported here. Anyone have additional suggestions?</div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com4tag:blogger.com,1999:blog-6321886159176376776.post-76052653302414039372010-05-28T08:20:00.000-07:002010-05-28T08:44:50.126-07:00Review: Triplica - Very Enjoyable Light Family Game<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9Acuu6TdI/AAAAAAAAAMI/qgTXRvfJjBU/s1600/Triplica.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9Acuu6TdI/AAAAAAAAAMI/qgTXRvfJjBU/s320/Triplica.jpg" /></a></div><br />
<a href="http://www.boardgamegeek.com/boardgame/66256/triplica">Triplica </a>is a light, but very fun game. Triplica is <i>not </i>an involved, highly detailed, strategy oriented endeavor. It would be difficult to classify Triplica as a "euro" type game. However, it is quite enjoyable if you're looking to play something with kids, need something short, or are playing with non-gamers. A full game of Triplica lasts about five to ten minutes and is immediately replayable. As part of this review, I took this game to a number of my non-gamer friends and family to get their reaction. Universally, they liked it and wanted to play more.<br />
<br />
<a name='more'></a><br />
<i>(Full Disclosure: The copy of Triplica that I reviewed was provided to me by <a href="http://www.funqgames.com/">Fun Q Games</a>)</i><br />
<br />
<b>The Basics</b>. Triplica comes with three different variations. There are two different (though similar) multiplayer versions, as well as a solitaire game. In the multiplayer game, you lay out a number of cards in the center depending on the number of players. Each card has three symbols on it. A second deck, the goal cards, each have one symbol on it. Each player gets three play cards and one goal card.<br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9JjrN2qbI/AAAAAAAAAMQ/URJFJaDGZK8/s1600/Cards.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9JjrN2qbI/AAAAAAAAAMQ/URJFJaDGZK8/s320/Cards.jpg" /></a></div>From there, you simply try to get three in a row with the symbol on your goal card. Diagonal or Horizontal is fine. In the left picture, there's a Triplica of yellow diamonds. When three in a row of your goal symbol occurs, you yell, "Triplica," reveal your goal card, and grab a new goal. The first player to meet five goals wins. The interesting part is that each card you play goes right on top of one of the cards already down. Which means that while you try to build your Triplica, your opponents are doing likewise and may cover up your cards. Any player can call Triplica whenever their symbol is met - even if another player plays the final card.<br />
<br />
This leads to an interesting bit of strategy in this light game. You can usually figure out what your opponents' goal cards are if you pay attention, but the goals get met so quickly that knowing your opponent's goal doesn't provide much benefit. However, because any player can build on your cards, it means you want to play the card that contributes the least to other Triplicas. Since your opponents can call Triplica at any time, you don't want to build up the blue squares if you need green ovals.<br />
<br />
Triplica's quick pace contributes significantly to its enjoyability. There is almost no opportunity for analysis paralysis. And, because the game is completed so quickly, it leaves everyone clamoring for another go around. Even my non-gamer friends, who would never suggest a card game to begin with, wanted to play multiple times after the first game.<br />
<br />
<b>Components: 5 of 5</b>. The cards are top notch. They are about the size of traditional playing cards, making them easy to shuffle. Moreover, the cards are on good stock with a nice glossy coating. These cards will stand up to repeated plays and also readily weather abuse from younger children. <br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9Jq9nBF7I/AAAAAAAAAMY/UyF5-JCpA6w/s1600/Hand.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://2.bp.blogspot.com/_DSrSZox3dxg/S_9Jq9nBF7I/AAAAAAAAAMY/UyF5-JCpA6w/s320/Hand.jpg" /></a></div><b>Strategy/Luck Balance: 4 of 5</b>. Between randomly drawing your goal, and randomly drawing your play cards, there is a significant luck element. But it is fairly well balanced. Every card has three symbols which means each player will have nine chances to get their desired symbol into their hand. Sometimes, the luck isn't with you and you have cards devoid of your goal - but that occurs rarely. Moreover, there is still a strong strategic element. For example, I found that it was often better to build my Triplica on the outside cards first and move in, rather than start in the middle. The middle tended to get covered up before it came back around to my turn. <br />
<b><br />
</b><br />
<b>Mechanics: 5 of 5</b>. Triplica's rules are immediately understandable. It's a very simple game at heart that can be explained very quickly, even to children. Everyone can start playing right away without a full recitation of arcane situations and special circumstance rules. The rulebook is well written and straightforward. And everything becomes apparent after the first round or two of the game. <br />
<br />
<b>Replayability: 3.5 of 5</b>. The replayability was a little hard to quantify for this game. I never played it only once. Each time I brought it out, the group played it at least twice and usually three to five times. After about five plays in a row, though, everyone was ready to move on. Triplica will be my go to game for family affairs, but it isn't as likely to hit the table when my gamer friends come around. <br />
<br />
<b>Spite: 1 of 5</b>. The game moves too fast, and cards are far too precious, to waste on throwing spite at opponents. If you tried, your opponents would simply play over your cards, make their goals faster, and win the game. It gets a one in this category, though, because there are times when the cards you've drawn into your hand simply don't match your goal card. In that case, the best thing to do - since you can't help yourself - is play where it messes up potential Triplicas for opponents.<br />
<br />
<b>Overall: 4.5 of 5</b>. I very much enjoyed this game. It's important to accept this game for what it is: a light, quick, family style game. From that perspective, Triplica is a fun, durable, and well designed game. If you're looking for the complexities of a <a href="http://www.boardgamegeek.com/boardgame/8217/san-juan">San Juan</a>, or even the plethora of decision-making of a <a href="http://www.boardgamegeek.com/boardgameexpansion/1927/munchkin">Munchkin</a>, you won't find it here. However, as a light diversion for families, Triplica excels. I imagine it would be a wonderful tool to inculcate the younglings into the joy of boardgaming while they are still impressionable. <br />
<br />
You can order it from Boards and Bits <a href="http://www.boardsandbits.com/product_info.php?products_id=22293&osCsid=f3gu5p6jbv7bkc2lvnr483num1&afid=10103" onclick="recordOutboundLink(this, 'Outbound Links', 'boardsandbits Triplica');return false;">here</a>. <br />
<br />
As of this writing, Triplica isn't available from FunAgain.GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com0tag:blogger.com,1999:blog-6321886159176376776.post-66463822881127718382010-05-27T08:47:00.000-07:002010-05-27T08:54:54.705-07:00Variant: The Gateway Game<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_DSrSZox3dxg/S_6RDwOB_HI/AAAAAAAAALw/E1BdEEM8or0/s1600/gate.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" gu="true" src="http://1.bp.blogspot.com/_DSrSZox3dxg/S_6RDwOB_HI/AAAAAAAAALw/E1BdEEM8or0/s320/gate.jpg" /></a></div><div align="justify" class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: justify;">Somewhere along the line, the board game hobbiest goes from board games like Monopoly (::shudder::) and Parchisi and finds the world of real games. Getting past the hurdle of the boring or the kiddie type games, and finding the fun, interactive, and challenging ones starts somewhere. It's hard to imagine that you set Candy Land down and pick up <a href="http://www.boardgamegeek.com/boardgame/2651/power-grid">Power Grid</a>. Usually, the player starts with a so-called "gateway" game. Something that is interesting and fun, adopts mechanics not found in simpler games, and convinces the player that board games are not all bad. </div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><a name='more'></a><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/S_6S8N1_LiI/AAAAAAAAAL4/tcmvYcEIpxM/s1600/gateway.jpg" imageanchor="1" style="clear: left; cssfloat: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" gu="true" height="200" src="http://4.bp.blogspot.com/_DSrSZox3dxg/S_6S8N1_LiI/AAAAAAAAAL4/tcmvYcEIpxM/s200/gateway.jpg" width="151" /></a>Several games usually pop up as potential gateways. <a href="http://www.boardgamegeek.com/boardgame/822/carcassonne">Carcassone</a> and <a href="http://www.boardgamegeek.com/boardgame/9209/ticket-to-ride">Ticket to Ride</a> are favorites. For me, it was <a href="http://www.boardgamegeek.com/boardgame/13/the-settlers-of-catan">Settlers of Catan</a>. Having not played much in the way of good board games, the negotiation aspect ("I need brick! Give me sheep!") was great. The random rolls also kept the game interesting so that you would never be guaranteed production. I enjoyed that game so much, that I bought the expansions. When I did, I went to a local game shop that carried a number of challenging, adult oriented games. (Note, every time I want to write "adult" games, I'm worried someone will think it's an XXX endeavor. Stupid pornographic euphemism). That's when I saw there was a whole world of goodness out there. </div><div class="separator" style="clear: both; text-align: justify;"><br />
</div><div class="separator" style="clear: both; text-align: justify;"><a href="http://4.bp.blogspot.com/_DSrSZox3dxg/S_6TB_v0AnI/AAAAAAAAAMA/UqHXC6KAaic/s1600/arch.jpg" imageanchor="1" style="clear: right; cssfloat: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" gu="true" height="200" src="http://4.bp.blogspot.com/_DSrSZox3dxg/S_6TB_v0AnI/AAAAAAAAAMA/UqHXC6KAaic/s200/arch.jpg" width="200" /></a>If you are an entrenched hobbiest like myself, what was your gateway game? What was it about that game that got you into the adult board gaming hobby? Alternatively, what games do you bring to non-gamers because you think it would make a good gateway game for them?</div>GeekInsighthttp://www.blogger.com/profile/04807198219019852788noreply@blogger.com7