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Wednesday, May 18, 2011

TIMELY TOPICS - Tension in games - Ratchet it up, please!

I love tension in games. I'm sure you know what I mean, those games where the tension builds and you can feel your adrenaline start to rise. You get that little bit of shakiness as you are about to pull off what you hope is a big move, but afraid of how the other person might counter.

The other night I got to play some good, tense games with my friend Cary. It's amazing how something as simple as a game with just cards, bits and a handful of rules can have such an affect on you. Your blood starts flowing and you get an almost euphoric feeling. Like I'm feeling right now after playing several tough games.

Tension is probably the biggest draw for me in a game - the tensest games are the ones I seen to remember and enjoy the most. Every move you make seems crucial. You can't let your guard down one bit or it will be the end of the game for you. You are engaged and focused on the game throughout.

What kind of elements seem to make a game tense for me? I'd say its a handful of things:
  • The ability to plan ahead and make a clever move that surprises your opponent.
  • The ability to quickly turn the tables then have it turned right back on you again.
  • Racing to meet certain conditions in a set period of time (not just 'time' itself, but in the depletion of cards or resources)
  • Multiple possible paths to victory.
  • Auctions where every auction has value in it, either for what's in the auction or for the need to prevent someone ELSE from getting what's in it (or at least making them pay the price).
  • Brinkmanship - taking a chance and putting yourself out on a limb in the hopes of achieving a goal before others can stop you (hopefully)
  • Tight two-player games (this isn't crucial for me, but I love head-to-head competition and find it the most interesting in games. Don't get me wrong, multi-player games can also be tense and terrific at those higher numbers, but 2-player to me is where it's really at.
So, what specifically got me so amped up in these games we played? Well, let me tell you...

Tuesday, May 10, 2011

HOT BOX - "Pastiche" by Sean D. MacDonald (Review) +Can you be color blind and play this game?

(I started writing this review a couple of weeks ago when I was quick on the uptake, or so I thought. I neglected to get it completed and since then, a glut of reviews have come out. So why read yet ANOTHER Pastiche review? Because I'm awesome. Oh, and because my father played - he is color-blind and you might want to know how this plays if you play with someone that is also color-blind).

As I mentioned in the box opening for Pastiche previously I knew I would have to have this game as soon as I saw it. I love art. I love mixing colors. Yada-yada.

I've played it a handful of times now and am ready to tell you if I actually LIKE this game or not. Well, not until a bit later.....first let me tell you about the components.

THE COMPONENTS


Pastiche! The box!

When I initially opened the box and looked at the components I had a couple of immediate thoughts about them. First, it was obvious the quality of the components was excellent - tasteful artwork, clean, consistent graphics, and nice quality and thickness of the various tiles. The box itself has nice thick walls and feels luxurious.

The Board
This is a board game, right? I thought the board looked really nice with the painter's palette. Here's the board with the cards on them (note: these are fairly small cards)


The palette board with cards on it and
example of the size of a card (back showing)

However, I was concerned about HOW BIG the board was in relation to it's function which was solely a placeholder for the color cards - it isn't exactly 'central' to the game - well sort of. I guess it seemed a bit overkill when first looking at it. Others have noted this in reviews and comments with everyone coming to pretty much the same conclusion: the board size ends up being just fine because there is so much card churn they kind of get messy on the palette and there's enough room that they don't mix together. Interestingly, this fits nicely thematically as well as functionally. Personally, I still think it could have been tightened up a bit, but when you're playing, you won't really find any issues here.

I DID wonder why it wasn't organized differently with perhaps the primary colors grouped together with white and black, then the others listed in some other manner perhaps by value or something. I think this arrangement (or perhaps a myriad of other possible arrangements) could have been laid out. In practice, it just doesn't matter much - you get used to where the colors are and generally can spot them quickly. And, if it really bothers you, just lay them out in any order you want because it won't affect the game one bit!

Friday, April 29, 2011

TIMELY TOPICS - I like to Fiddle with my bits (Fiddliness in gaming - what's the big deal?)

I love my game bits! This is of course why I'm so obsessive about storing them properly. I love opening a game and seeing lots of bits or having lots of chits to punch out and sort.

So what's the deal with everyone bothered by fiddliness in games? No really!? Most games have stuff you have to mess around with - pieces all over the board, drawing tiles or bits, etc. And, honestly, I'm sort of tired of hearing about games being 'too fiddly'. I love fiddly!

Well, I thought I did. But then I wondered: what exactly is 'fiddly'? Once I started looking into it, everyone seemed to think 'fiddly' means something different. And, often, 'fiddly' seems to be associated with something 'bad' in relation to evaluating and describing games although I didn't really see that at all.

If I'm going to be writing more game reviews, I really want to make sure what I'm saying comes across clearly without ambiguity. And, although I like the word fiddly quite a bit (because to me it means a game has lots of bits that you might have to move around a lot) it seems there is too much confusion in it's usage.

So, my first stop was the dictionary (well, several online dictionaries rather). Here are some 'official' definitions I found:

FIDDLY
  1. Small and awkward to do or handle (www.dictionary.com)
  2. Requiring dexterity to operate (www.wiktionary.com)
  3. Requiring close attention to detail : fussy; especially : requiring an annoying amount of close attention (www.merriam-webster.com)
  4. Difficult and annoying because you have to make small complicated movements with your fingers (www.macmillandictionary.com)
  5. Difficult to do, especially because you have to deal with very small objects (www.ldoceonline.com)
  6. صعب  (www.almaany.com - arabic)
  7. Requiring dexterity to operate (www.allwords.com)
  8. U.K.: tricky to do; difficult to do, handle, or use, usually because intricate work with the hands or small objects are involved (encarta.msn.com)
  9. Nitpicky, detailed, fine, small, repetitive, possibly boring. Usually used in reference to a task. (www.urbandictionary.com)
  10. Complicated or detailed and awkward to do or use (oxforddictionaries.com)
Ok, formal definitions are all fine and dandy, but do these REALLY describe what people are talking about when referring to board games being fiddly? Somewhat I think - they are definitely related. And, I'm a little disheartened as fiddly seems to be more of a bad word than a good word, even by those definitions above depending on which dictionary you're looking at. But, I suspect there's something more to it than just that when relating to games.

Wednesday, April 20, 2011

THE CREATIVE GAMER - Making mini-"Troyes" (OR, my impatience overshadows the potential for the reprint)

(Warning - this is a really long post with a lot of pictures! If you don't feel like reading everything just jump down to the sections that look interesting and look at the pics, especially near the end although the ones in the middle are cool, too. I thought about breaking it up but thought I'd just make you, poor reader, suffer instead. You're welcome.)

Last year just after Essen, Lorna brought back a bunch of games she'd purchased (as she always does) and invited a few people over to play (as she always does). I got to try out some the previous year (after Essen 2009) and enjoyed the experience and didn't want to miss out this year as well. I had a couple of games I really wanted to try including The Great Fire of London 1666, Norenberc, Key Market, Porto Carthago, Sun, Sea & Sand, and Troyes (among others).

Of those, I still haven't played Norenberc or Porto Carthago. Lorna traded away Norenberc after a couple of plays and I didn't even get a chance to try it :(  I'm hoping to get to play it eventually (even if she didn't like it), as well as Porto Carthago. The Great Fire was good but not quite what I was expecting. After a 2nd play earlier this year I enjoyed it a bit more than the first and would still eventually like to get a copy as I love the theme.

PLAYING TROYES FOR THE FIRST TIME
Troyes had some of the best buzz coming out of Essen so I was really looking forward to it. And, I think it ended up being the first game I got to try out of the bunch. The first round took well over an hour as the mechanics were so different, the iconography was puzzling, and the rules were a bit of trouble to get through.

Eventually we struggled through it enough to complete a game. I REALLY enjoyed it. I loved the interesting usage of dice and all the things you could do with them. The idea of competing for which color dice you get, the different benefits of each type, plus being able to improve upon/change bad rolls was all very interesting and exciting.

FAILED ACQUISITION OF TROYES
I decided I wanted a copy for myself. So, I went looking for one but it was almost no where to be found (or at least not for a very reasonable price). They had pretty much sold off all their stock at Essen and only a few remained for retail purchase. I found a couple of copies on the BGG Marketplace but they were all in Europe with high price tags and just as high shipping. And, there were murmurs of Z-Man publishing it in the future. I decided to wait although I knew it likely would be a longish wait. Could I wait? Hmmmm, well yes.

THE SEEDS OF DESIRE ARE SOWN
At first I DID entertain the thought of making my own copy. I know some people frown on this but generally I only would consider it if it was out-of-print and hard-to-get or just not available at all. Really, all of this was true and murmurs of re-prints can often take months or years, if ever. Although, I was pretty sure this game would get a new printing and probably not too horribly far off either to meet the demand that Essen had generated.

So, I waited. For a while. Well, ok, it ended up being only a couple of weeks. I originally played it for the first time on October 25th. I had a mostly usable copy made by November 11th and it was pretty much completed by November 17th.

Now, in my defense, I REALLY WASN'T planning on making a copy. Anyone who knows me knows that I'll do things the hard/long way because if I'm going to make the effort to re-create a game I'm not going to do it half-way. And, because of this, I knew it would be a lot of work. So, I decided against it and figured I would just wait.

But THEN one evening I remembered I had some miniature dice (100 to be exact) that I'd purchased for $1 from some online deal earlier in the year. Hmmm, I wondered if it had the correct distribution of dice....? I checked. It did! Well, except there weren't enough WHITE dice if you can believe that. And not enough BLACK dice. BUT, it had enough yellow and red dice. I found I DID have enough green dice to maybe use in place of the white dice. And, there were enough purple dice to replace the black. Those seemed like reasonable trade-offs. Although, I was concerned the yellow and green might get confused. And I knew I'd have to deal with the fact that the white building and spaces would now have green dice associated with them. But ah well, I was excited to possibly have found a use for some of these dice that had been sitting around for months!

But did I really want to make this game? Did I have the rest of the components to put it all together? Did I really want to spend the time doing this project?

Tuesday, April 19, 2011

HOT BOX - "Pastiche" by Sean D. MacDonald (What's in the Box?)

Gosh, a whole other week has gone by since I last posted! I've had a couple of posting ideas but just been too tired to stay awake enough to think them through.

My focus this last weekend was to get started opening my cadre of new games that piled up from last month:

New games & expansions waiting to be opened and/or played
Note that Hansa Teutonica and Fresco I already own, but I now have the new expansions for them -- they are already opened and inside the base boxes just waiting to be played. In particular, can't wait to give Fresco a go with ALL the expansions at once. There was a group that tried that @ Gamestorm and loved it but I missed out :(

Anyhow, as soon as I saw Pastiche I knew I had to have it - anything that has to do with art, painting and especially mixing colors is a must for me! I ordered a copy and had it delivered to Gamestorm. So, it's been sitting on there all ready for me to open it and get it to the table (and my friend Robert REALLY wanted to play it a couple of weeks ago when he was over) but didn't until this weekend as I knew I wanted to do a 'proper' box opening.

So, here it is!

The box. Ready. Waiting.
A beautiful looking box - tasteful and appealing. Nothing too fancy, just enough to let the masterpieces stand out. I love the touch with the paint palette profile above the name - subtle but suggestive of the board as you will see later...

Back of the box.
 Well, ok, you can see the board on the back of the box. But still....

Tuesday, April 12, 2011

TIMELY TOPICS - Fear of the Unknown Box (Games I Have Avoided Playing)

Howdy! Glad you could stop by today. I've kinda been busy and haven't posted here in a bit. What have I been busy with? Work. Kids stuff (soccer, dance, etc). Attending part of the EGG game day. Being sick. And creating a new Ticket to Ride map. Yes, a new map. Days of Wonder is holding a $10,000 contest for the best new map submitted and will be part of an anniversary box (or some such thing) that will come out next year (for DOW's 10th anniversary). My wife, Lynda, came up with an idea and I started running with it. I'm not saying anything else until we've submitted and it's past the April 15th deadline. Not that you'd copy our ideas or anything, right?

Anyhow, so I've been somewhat busy with that. We've barely play tested it though and I need to revamp the map and the tickets again but it's been a blast seeing it come together and having fun doing graphics stuff.

But, I've also been thinking about a topic that has intrigued me. I have noticed that there are certain games I've had a 'fear' of playing and tended to avoid. By 'fear' I mean having trepidation around playing them. I get that funny twisty feeling in your stomach when I think about playing them and I'm not sure if I really want to. I've been wondering why I was avoiding certain games because, when I finally got around to playing them, I often really enjoyed them! It is silly to avoid them because THEY ARE JUST GAMES! And, if I had continued to avoid them I might have missed out on the great fun and experience of playing them.

So, here are some of the reasons I've come up with for having 'Fear of the Unknown Box' and the games that fell into that category for me.

"IT'S TOO POPULAR" - Dominion
Some people are extremely averse to popular culture whether it is games, music, etc. I'm only slightly averse to pop culture. I avoid some of the more popular music much more than I used to but am still drawn to some of it as well. Games are the same for me. I tended to avoid Dominion for a long time after it came out and likely would never have ended up purchasing my own copy had not a friend of mine forced encouraged me to play (thanks Bob!). I'm not really sure if I had a specific reason to avoid it - maybe because it was Deck Building which I'd never really done before and maybe because it was just the 'hot thing' and avoided it as a result.

But once I learned it and then tried out Intrigue and Seaside I decided I liked it enough to have it myself. AND, later I taught it to my Dad and he instantly loved it and immediately bought his own copy. I've had a lot of fun playing with my family as well as many of my friends - it is one of my daughter's all-time favorite games, so I'm glad I gave it a go.

"IT'S TOO COMPLICATED" - Web of Power, Age of Steam
Now, here's the thing that I think has affected me the most: I get an idea in my head about what the game is about and end up making it out to more or different than what it really ends up being. In other words, after learning the game and playing for the first time I went "That's it?!" and I wondered why I avoided it to begin with.

Just last week I finally played Web of Power for the first time. I admit I was intrigued by it, but I had in my mind that it was a negotiation game and had all these complicated rules and powers in it. What it turned out to be was a fast playing area control game with a card driven mechanism. When Cary taught it to me I literally thought "That's it?" as I was expecting much more. Now, the 2-player game is a bit more complicated than that, but really not all that much more. 3-player this game really shined AND it's a pretty easy game to understand in terms of the rules. Of course, how you play the game is a bit more complicated. BUT, this was a game I was nervous about playing and then found my fears were unfounded.

Age of Steam (which I finally learned to play last year) was another game I imagined in my head to be more complicated than I thought. When you read through the rules and play a turn or two you realize there's really not that much to the system itself. You take shares (money), bid for turn order, build tracks, build cities, improve your shipping capabilities, ship goods and earn income. It makes sense. The money is really tight and you have to manage it carefully, but the mechanics are pretty straight forward. Again, it comes down to the game play and the interactions that are more complicated BUT there's really nothing to fear in the game itself. I found I loved it and, even though I got trounced my first game out, I have learned to love the game to the point of buying my own copy and several expansion maps.

Tuesday, April 5, 2011

TIMELY TOPICS - Getting it Wrong - Traps Game Explainers Can Fall Into

The other day I found out I've been playing a rule wrong in Troyes. Not horribly wrong as I don't think it would have impacted our games too much, but it also might have opened up the possibility of the game being played differently.

In this case, it was actually the ABSENCE of a rule - empty spots in buildings aren't filled in with gray citizens unless an event causes them to be placed (or when you place them during setup)! I had assumed all dice should be in the game and, therefore, all the spots should be filled in the buildings when 'Assembling the Workforce'. DRAT! I HATE getting rules wrong.... :(  It really bothers me, even if I know it might not have impacted the game much. I know some people might write these off as unintentional 'variants' (ok, sometimes you do this and end up with a better way to play, or at least a different interesting way to play) but it just irks me to get it wrong from the original rules. The absence of the rule along with an assumption is what trapped me here.

So, it got me thinking about some of the traps that Game Explainers might fall into.

Here are some common traps that I have (or seen others) fallen into:

TRAP: Forgetting to teach important rules.
Danger of the trap: Well, this one is fairly obvious - if you forget a rule you can completely change the game, perhaps even breaking it. Also, when you remember it later and let everyone know, they can think you were holding it back on purpose until the moment you 'remember' it and it's to your benefit. Or worse, it can completely ruin someone's strategy and take them out of the game. I have been on the receiving end of this before where I thought one thing and it turned out to not be allowed or something due to a neglected rule.


Example: Caylus - In a 2-player game I played a while ago, the rule not taught to me was where the worker in the Inn can be removed voluntarily the next turn when the Inn is activated or be left there if the other player has not pushed him out. Actually, this doesn't apply just to 2-player. I didn't realize I could remove that worker on subsequent turns - I thought it had to be forced out. I mentioned this and the person I was playing with seemed to confirm it would stay. On the first turn I had placed a worker there and NEVER got him back for the rest of the game as the other player never used the Inn to force me out. So, I was basically 1 guy short the ENTIRE game. The plus side was I never had to pay more than 1 Denier after the other player passed...so at least I had some benefit from it.