This weekend I had the privilege of playing the Protestants in a six-player game of GMT’s excellent Virgin Queen, designed by Ed Beach.
- Wow, what a great game!
- Wow, what a long game!
We played through about 3.5 turns in 8 hours, and at that point, and I had a slight edge in victory points over my close rivals the French; the Holy Roman Empire (who had secretly chosen to support the protestants) had an excellent chance of winning had the game continued. England was making some major moves against Spain, and the Ottoman Empire was pursuing their destiny against Venice and patronizing the arts like nobody’s business after several unlucky plays set them back slightly.
I really enjoyed the rich tapestry the game presents, although at times it felt like things were a little too open-ended. Possibly as a side-effect of playing the protestants, I was in a constant state of war vs. France and Spain, and was content with continual alliances with all 3 other major powers. I would have had to turn on the Holy Roman Empire in turn 5 I suspect, and though I really had a one-track strategy for turns 1-3, I don’t feel like that’s a negative thing.
I managed to convince France to not ally with Spain in turn 1, and ally with me instead, which I honored by not taking any religious or military action in France, and instead focused on getting a strong foothold in the Netherlands. The protestants have some really powerful options and an awesome Home card, but they’re not the usual “move and fight” style actions, so my advice to anyone considering playing the protestants is to pay careful attention to the options for religious struggles when learning the rules and relentlessly use “preach sermon” and “rebellion” actions on every turn of the game.
Even though we didn’t finish, I really enjoyed the game and I’d jump at the chance to play it again, especially with six players. There’s so much going and the game is engaging on so many levels that I didn’t really notice the downtime at all, even during our 3 hour play of turn 1.
There are a lot of rules with lots of details, but they all fit thematically and once you get the hang of them they’re not too bad. In our case, we had the paper rules and 2 iPads with the PDF rules at the table, which helped a lot. Players were able to look up rules in between turns and also quickly clarify things as they came up.
Though it’s definitely not for casual games, Virgin Queen is an excellent multi-player war game that should be taken seriously if you enjoy card-driven war games and don’t mind spending multiple hours on a completely absorbing six-player adventure.
It’s been a while since I last posted anything, and it’s already past labour day. In as much as the summer is ever over in San Diego, it’s over.
I didn’t take the summer off from board games though. I played a number of new (to me) games over the past couple of months.
Concordia is a typical eurogame with a cliched eurogame theme (trading in the Mediterranean). Still, it’s quite a brilliant game. Designed by Mac Gerdts, you might be expecting a rondel, and there is one, sort-of. You have a hand of cards and on each turn you play one of them. You can’t pick up the cards you’ve played until you play a specific card to do so. As an interesting twist, you can buy more cards and they go into your hand immediately which makes for some interesting tactics as compared to a deckbuilding game where you have to cycle your discard pile first. The scoring is also quite open-ended and you can definitely try different strategies to generate points, though one of the keys to winning seems to be to buy cards as often as feasible, regardless of strategy.
As a mid-weight Euro, it works well and it’s been a hit with my group. I’m sure it will hit the table many more times.
Another euro that’s gone over well is Keyflower, and each time I’ve played it, I’ve completely underestimated what it will take to succeed in the Winter round. I’ll figure it out eventually. The mix of worker placement and auctions is quite unique and interesting. The mix of tiles seems to vary enough from game to game so I don’t foresee needing the expansion.
A third game I was excited to try out was A Study in Emerald, but this one fell pretty flat the first time out of the gate. We played several rules wrong, and unfortunately some of the blame goes on the game’s production in my mind. The zero spaces on the war and revolution tracks aren’t exactly clear on the board, and the starting “assassinate” card should really be marked as a “hired assassin” card because that’s really what it is. These might sound like quibbling details, but consider that there is already a somewhat extensive FAQ filled with a lot of edge cases and clarifications. The rulebook is OK but could have been better organized (and more clearly worded) which led to our first play being more frustrating than it should have been. I’m convinced there’s a good game there despite some of the odd mechanisms (the zombies and vampires stand out), but I don’t know if I’ll ever find out. I suspect my regular group will not be willing to play it ever again, based on our first play, so I may have to find another group to get this to the table again. I have a much firmer grip on the rules now, and that will hopefully help.
Other than these, three games I played recently for the first time were Merchants and Marauders (which I really liked), Tzolk’in (which I enjoyed but in which a single serious mistake was unrecoverable), and Robinson Crusoe (which fit an interesting niche in between “light” co-ops like Pandemic and “heavy” ones like Arkham Horror).
Based on all the buzz from Gencon, there’s one more game I’m likely to purchase: Five Tribes. Stay tuned.
A few games have shown up at my door recently, and another is en route.
First, I took advantage of an Atlus Games deal and picked up Pieces of Eight. It’s a nice little light pirate-themed game, and its portability means I’ll probably take it a number of places. The only downside is there isn’t any iconography on the coins to remind you what each coin does, so you pretty much have to memorize them all. It’s not that bad after the first couple of plays, and the tactical choices and chance to push your luck makes it more intersting than it may appear. The other downside is the price, but the sale negated that very quickly, and I have enough sets for four players.
Next, I took advantage of a GMT Games sale and picked up Command And Colors: Ancients, Battle Line, and 1989: Dawn of Freedom. Command and Colors is a game I had always been interested in but was never sure it was the game for me. Now that I figured out the basics of the rules and tried it once, I quite like it. It’s simple and straightforward for a war game, and plays relatively quickly. The rules are obviously more complex than many lighter family / euro games, but I’d say they’re on par with a heavy euro in terms of complexity, and you don’t need to know all the rules to play a simple scenario. I narrowly lost the first game, but learned valuable lessons about the realities of retreating and evading, so I won’t make the same mistakes next time.
By contrast, Battle Line reminds me a lot of Lost Cities (and it’s designed by the same designer, Reiner Knizia), only with a slightly different bent and a little more complexity. It still scratches a similar itch for me, and seems to be a good “couples game”. It’s also less “mathy”. I’ve played numerous times now and while I don’t think it replaces Lost Cities, I suspect I’ll play Battle Line a little more often than Lost Cities over the long run.
I haven’t yet tried 1989, but from a read-through of the rules it seems quite similar to Twilight Struggle in the basic gameplay. The rules twists that were added seem quite interesting and I’m looking forward to getting it to the table.
Though it wasn’t on sale and despite the annoyance of it being a Game Salute game, I picked up a copy of Keyflower, which looks like quite an interesting eurogame. Half auction, half worker placement, half tableau-building, and half victory point salad. Or something. It looks to be on the mid-to-heavy end of the euro spectrum, and it also seems different enough from the other games in my collection to warrant its addition.
Finally, I have a copy of A Study In Emerald en route from Cool Stuff Inc. so I suspect it will go over well with my usual mid-week group. It’s another game for my mid-week group to digest. I was less sure about this one, but I’m a sucker for Cthulhu and I really enjoyed the namesake short story by Neil Gaiman so why not give it a try. I’m not quite sure how the area control / deck-building mechanics interplay here, and I’m also curious how the semi-cooperative mechanics play out. I’m also pretty sure it will need to be a 5 or 6 player game to get the full effect, but I wonder how much that will draw out the play time.
So three new games down, and three more to go…
My Coachella 2014 adventure began innocently enough on a Wednesday afternoon. Packing, shopping, picking friends up from the airport, and reuniting with a number of other friends in Palm Springs at a hotel.
Thursday morning we all made the trek at an early hour to La Qunita where we met up with still more friends and our entire posse entered the campground to do the campground security dance first thing in the morning.
The lines seemed to move a little faster than last year, but once it was all said and done we entered the campground at about the same time. Little did we realize we were unfortunately in a line destined for exile to the dreaded Lot 4. It wasn’t really that bad, but not as close to the entrance as where we would have been in Lot 8. Next year: Stay right!
Thursday camping included an evening snowball fight (fun!) and the silent disco (lame DJs and sound problems). No biggie, Friday’s festival start was on the way.
Over the next three days, I would see full or part sets from 41 acts (according to my notes). Too many to really mention here except in summary, and even then…
My first act Friday was Wye Oak who are fantastic live. Austra was good but somewhat forgettable. Jagwar Ma really impressed me, and was probably the most surprising (in a good way) act all weekend. Aloe Blacc and Bastille were both predictably good, but the Glitch Mob was high on my list coming into the day and they didn’t disappoint. Despite the fact that I missed Chromeo and Broken Bells, I have no regrets. It was easily the best Sahara set I have ever seen.
After hanging at the Replacements and catching part of Girl Talk from the beer gardens (which was a mercy given the looks of the crowd and the craptastic nature of the music), I watched most of The Knife‘s set, which I can only describe as hauntingly beautiful. I was too tired to go on after that, and enjoyed a shower before heading to bed.
Saturday was a later start to see part of Headhunterz (to see what sort of crowd they would draw; I’m not a hardstyle fan) and then my only set in the Yuma all weekend, Aeroplane. It was a great warm-up dance set for the afternoon. I did a drive-by of Banks on my way to Chvrches which was quite enjoyable. Holy Ghost blurred into Washed Out blurred into a giant dust storm blurred into Future Islands from there. I enjoyed them all despite the weather.
Lorde had a big crowd, somewhat bad sound due to lowered speakers (high winds), and minimal stage presence, so I moved on despite her vocal talents to see Solange. Believe the hype: she’s every bit as awesome as her more-famous sister. I caught the tail end of the Pixies which was great musically, but turned out to be a mistake that led to my biggest disappointment of the weekend. By the time I made my way to the Sahara for Empire of the Sun, it was a lost cause. There was no way I was going to even get into the tent. I’m not exactly a small guy, and I was almost knocked to the ground in the crush of douchebros. So instead I checked out Mogwai which was really cool and then went to the back of the crowd for Pharrell Williams (so I could make an easy escape). I was tired at this point, and his string of semi-random special guests didn’t really excite me (Gwen Stefani? Seriously?), so I instead positioned myself in prime spot for the Pet Shop Boys.
One word. Wow. My weekend could have ended at 1:00am and I would have gone home very satisfied with the festival.
Of course, there was still Sunday left.
Trombone Shorty was too early in the day for me, so my first act was Surfer Blood which was a lot of fun, followed by STRFKR which I also enjoyed. Showtek got me dancing briefly before I got bored and decided to check out Zoe which didn’t leave much of an impression. I caught all of Rudimental‘s set which was one of the weekend’s highlights for sure. Very talented, great crowd, and a ton of fun. I caught about a third of Superchunk and the last few songs of Blood Orange; I wish I had heard more of the latter.
The Naked and Famous were enjoyable, followed by the truly awful performance of Neutral Milk Hotel. Yes, I said it. They sucked. I’m told I should have been at AlunaGeorge instead. Little Dragon was great but I wasn’t in the right mood, so we drove by the Toy Dolls (odd) and then went back to the beer garden from which we could observe the spectacle of Calvin Harris. It was the largest and most awful crowd I’ve ever seen for a main stage set, and I was glad to be in the relative safety and crowd-controlled beer gardens. Lana Del Rey was good, but Beck blew me away. Very talented performer. I enjoyed the whole set. I caught bits of Disclosure afterwards which was fantastic, then headed to the Sahara for Duck Sauce (lame sauce would be a better description). An A-Trak solo set would have been preferable.
Since the duck-billed duo wasn’t doing it for me, I went back to the main stage to catch part of Arcade Fire. They were fantastic although I was too tired to really appreciate them, so I left a little early (about 10 minutes before the crowd).
I felt fine Monday morning, and after loading up the car, we started the (long) drive to San Diego. Sadly, it took 2.5 hours to get as far as… Cabazon. From Indio. About 35 miles. Traffic was that bad, thanks to numerous accidents along I-10 and heavy traffic leaving Indio. After grabbing a bite to eat at the Morongo Casino, traffic was smoother back to San Diego (well, smoother after we got off of I-10 onto CA-79 that is).
I was quite tired when I got home and unpacked, but all in all it was a fantastic experience.
Coachella 2014 is in less than 2 months. Once again, I’m attending and camping with the usual crew. Here’s the top 10 acts I’m currently looking forward to:
8. Wye Oak
7. Queens of the Stone Age
6. Fatboy Slim
4. Neutral Milk Hotel
3. Arcade Fire
2. The Glitch Mob
1. Pet Shop Boys
There are tons of honourable mentions too. It’s looking like another year where I could easily see 16-20 bands a day, if only for the inevitable scheduling conflicts.
I’ve managed to get another play of Caverna in during the past month, and I can appreciate it more now that I’ve played it again. It’s definitely superior to Agricola in every way. If you like Agricola, keep it. If you like the idea of Agricola but not the implementation, trade it away as quickly as possible and buy this instead. Seriously.
In addition to Dwarfs making farms in caves, I’ve played another new hotness 2 weeks in a row. Nations is a civilization-themed euro-game that has grown on me quite a bit. I’m not convinced the 5 different nations are completely balanced, but it’s fun to play. My only complaint is the theme feels a bit thin. To me, it’s a typical euro in that you get resources to produce resources to produce other resources to generate victory points. It’s also quite brutal as a 5-player game, but for me, the key was realizing you can deliberately tank some of the events so long as the costs are acceptable. Tanking a war or the famine seems like a bad idea in most cases, but the events are manageable so long as you don’t lose VP.
Aside from these, I managed to get in another play of both Merchant of Venus and Le Havre, as well as a quick game of For Sale. Of the three, I managed to win only For Sale and not the other two, although I enjoyed all of them. Recent plays of classics like For Sale and Ra remind me how great they are, and then I realize that they’ve been out for more than a decade. I guess that’s proof that the cult of the new isn’t the only game in town. In any case, I’m still playing lots of games. And hopefully that continues…
Over the past month I’ve played a couple of recent releases that have been pleasant surprises.
The first is Caverna: The Cave Farmers, which is a worthy successor to Agricola. I already traded away my copy of Agricola and so had little intention of playing it again. Which is a good thing, since Caverna has completely replaced it. It’s the same basic game, minus the cruel punishment of feeding your family against seemingly impossible odds, and without the luck of the card draw. So basically, it’s Agricola minus the sucky parts. I’m not sure I’ll want to play it often, but I’ll definitely play it instead of Agricola any day of the week.
The second is Suburbia. This is an interesting area control game with simple rules but a surprising amount of depth. It teeters a bit on the realm of being too complex, since tiles interact with all previous tiles as well as all future tiles, sometimes including those in your opponents’ boroughs. Yikes. That said, it starts to click pretty quickly and there’s an interesting tension between raising income and increasing population where you can’t just charge for a high score straight out of the gate.
An honourable mention goes to String Railway which has so far been a hit when I’ve played it with a variety of people. It’s light, quick, and slightly unusual. A fair amount of luck goes into the game but it’s done quick enough that it’s still a fun filler or casual game.
This past Thursday my regular group played 3 games that were all new to at least some of the players.
- Love Letter
- Small World
Love Letter is a nice light filler that seems to work well in a huge number of situations. It’s a simple-to-teach and fast-yet-fun deduction game with plenty of luck. In this case, we played a 3-player filler with the rules being first to 5 points or highest score with the final round being the round when Ramin arrived. Ramin arrived when it was 3-2-2 in favor of Eric.
After all four of us were present, we set about playing Karesansui. It’s an auction-based game with some very interesting mechanics, with a Zen Garden theme (yes, really). The goal is to avoid collecting sets and, in so doing, collect the fewest points. The Auction mechanic is really well done and it opens some very interesting strategies up; players have to keep a close eye on both their own situation as well as the other players in order to succeed. I managed to eke out a very narrow victory that came down to the final draw. Unfortunately, I can’t claim a skill-based victory here. It was luck of the draw. Still, everyone enjoyed the game and I’d be very interested to play again to flex a different strategy.
At this point, fueled by pizza and beer, we embarked on a game of Small World. This is a game I don’t always do well at, given that it’s somewhat combat-based, but this time things went my way and I won with a 15 point margin. We were playing with a few expansions and a couple of new players, which probably worked in my favor. I managed to pick up Cursed Humans with an 18 point bonus sitting on it. I’m a little surprised I got away with this, since I was careful to explain to the 2 players who had never played that 10 points is the hallmark of a very good turn. The humans had 2 good turns piled on top of them when the race choice came around to me in the mid-game, and even though I put them in decline a turn later with only 1 territory, I had a huge net win of 24 points in 2 turns.
I also got a lucky draw in the late game, with the leprechauns netting me a decent number of points in the final 2 turns to keep me ahead of Ramin and Eric who I thought were closer than they actually were. They both took substantial swings at me in turns 7 through 9 (damn Eric and his sorcerers…) but I managed a nice win in the end.
Of the 3 games, only Karesansui was new to me, and i really enjoyed it. If you’re looking for a fun, fast, yet deep game where the auction is the only core mechanic you should check it out. I haven’t tried Going, Going, Gone! yet but I suspect it has a very different feel.
I’m curious what next game night will bring; will I get to play Airlines Europe? Or Merchant of Venus? Maybe Eclipse? Stay tuned…
It’s hard to believe it’s the end of November already. The year certainly has gone by quickly.
Lately I’ve been consumed with home projects, namely, repainting the living areas and one of the bathrooms, and putting a tile backsplash in the kitchen. Well, more accurately, shopping for paint and tile. It took a lot longer than I expected to find tile I like, and now that the order has been placed I get to wait 3-4 weeks for some of the liner tile to arrive (it’s backordered). I did manage to pick out the paint colors finally, and the contractor will be here to do the painting within the next week or two. The tiling will have to wait until the new year from the looks of it, but I’m excited. Expect some photos when it’s all done.
On the gaming front, I’ve mostly been playing older games recently, like Tikal and Agricola. I did manage to get in a game of something new on Halloween though: Dark Darker Darkest. It was interesting but felt a little too clumsy / complicated as compared to many cooperative games, and it was also pretty much impossible for us to win with the way the setup worked out, which was disappointing. I suppose Arkham Horror is probably more complex, more random, and less possible to win, but somehow I enjoy that game a lot more than I did Dark Darker Darkest.
I have also been playing a lot of 2-player Quarriors lately, and I really enjoy the variety in that game (I have 2 of the expansions as well, so plenty of dice can show up). It’s interesting to see what works and what doesn’t with each mix of dice. I’m sure this will stay in my collection for quite some time – I’m very glad I got it in the most recent San Diego No-Ship Math Trade.
December, as usual, is filled with Birthdays, Christmas, and lots of other distractions so I’m sure it will whiz by in a blur also. Which reminds me, I need to get shopping…
I’ve started working on a “spare time” project to build a web application supporting both simultaneous and asynchronous board gaming. I realize this isn’t the most original idea, but I intend to use it to play around with some different technology ideas than what I get to play with at work.
One of the things I am experimenting with is implementing the core functionality as a rich REST API which leverages the basic hypermedia principles behind REST as well.
One of the areas that hypermedia might be useful is in communicating what a player can do next from the current game state. In other words, hypermedia references could be used to communicate the possible moves a player has available on his turn.
Let’s consider a simple game as an example: Tic-Tac-Toe. On the first player’s turn, there are only 9 possible moves, and the number of possible moves decreases from that point until the game’s conclusion. It’s pretty easy to consider communicating all 9 moves to the player as a set of hypermedia references.
Now let’s consider a different game. Specifically, let’s consider the opening bidding sequence of the Looney Labs game Gnostica. In Gnostica, each player chooses a single card from their hand of 6 cards to bid with. 6 possible choices, looking good so far. Then, the highest bid card determines the first player. Then, in reverse player order (from last to first), the players choose one of the bid cards and add it back to their hand. So in a 5-player game the last player has 5 choices, the next-to-last player has 4 choices, and so on. We’re looking golden.
But here’s the kicker – there’s an edge case. If there is a tie for the highest bid, all players bid again, with one of their 5 remaining cards, and this repeats until the tie is broken. Then players draw from the entire pool of cards, to fill their hands back to 6 cards. In most games, this won’t be an issue; in the worst case, the players will each bid their entire hand of 6 cards, meaning there are 30 cards in the pool in a 5 player game. The fifth player will then choose any 6 of the 30 cards to fill their hand. In this unlikely-yet-technically-possible scenario, there are C(30,6 ) = 593,775 possible moves the player could make. Enumerating all of them is probably not the best approach here, due to the combinatoric explosion. And this is before the first turn of the game is taken.
You might argue it’s an edge case, and really it wouldn’t happen in the majority of games (I would agree). But now consider what happens during the game. A player normally has 4 options on their turn, one of which is to discard any number of cards from their hand, and draw back up until they have 6 cards (or fewer, if desired). Even just this one option (which is available on every turn) generates an awful lot of options; 255 for a hand of 6 cards, to be exact. And these aren’t even the “interesting” moves. Suppose a player has all 15 pieces in play and plays a Rod from their hand. There’s another 30 possible moves for the pieces, and more if you count pushing territories, and that’s only a single card. For some of the cards that allow 2 or 3 moves in a row, it quickly becomes a huge set of possible choices to enumerate. Even if the game system did work to remove duplicate / equivalent moves, our game of Gnostica is requiring a huge amount of compute power and bandwidth to generate thousands of possible moves that the player will not choose.
Beyond games like Gnostica, if you consider that any simulation of a game like Icehouse would require coordinates on the real number plane, it’s obvious that enumerating all possible moves is not the correct design approach for many games.
So how to still embrace hypermedia in these scenarios?
One approach I’m considering is supplying only a set of “valid move templates” to the client. The client would be responsible for filling in the templates with parameters like cards and pieces in order to submit a valid move. The client would need to have some basic a-priori knowledge baked in to use this kind of system, which isn’t hypermedia in the “pure” sense. Another approach is more “wizard-like”, where the client says things like “I propose a move with this piece” and the server replies with the next “set” of choices, and through several back-and-forth exchanges, the client can “fill out” the move and submit it. This is pretty chatty, but the client needs less knowledge of the game rules. I suppose both could be supported. Clients that already knew the game could just directly submit valid moves, and clients that didn’t know the game could be guided towards valid moves through an ongoing exchange. I’ll have to experiment and see where this lands.
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