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Tuesday, May 31, 2011

TIMELY TOPICS - Confessions from an AP Prone Gamer

I'm an AP gamer. I admit it. If I'm not careful I'll slow games down due to my over-analyzing of a game. The good thing is that I'm aware I have this problem, this affliction. The bad thing is that sometimes I fall into the realm of AP during a game and don't even notice it - and this can be an issue. If you game with me, you can expect it to take longer than what is suggested for the game. HOWEVER, I have been actively working to keep my AP problem under control, so when I say it may take longer, it now usually only takes a little longer. Most of the time....

WHAT IS AP?
In case you aren't aware what AP means, I suppose I should try to define it. AP stands for Analysis Paralysis. What it means is that a player can get stuck analyzing a situation on their turn for so long that they seem to be paralyzed with indecision and, in fact, they likely are - they can't get to the point of making a decision and completing their turn.

I'm sure you may have seen an AP gamer here or there. Nearly every gaming group has one. In reality, just about anyone can suffer from AP from time-to-time. However, a true AP player is someone who CONSISTENTLY takes a long time to take their turn, even if the choices may seem obvious to other players. A true AP player not only takes a long time, they often cannot decide which decision to make about a move and this may be truly baffling to other players.

Now, sometimes spending a long time on a turn is expected. Chess is a good example. People EXPECT you to take a long time on your turn. Chess is a notorious game for this sort of behavior. It is part of the culture really. Perhaps this is why some people are intimidated by Chess or refuse to play it...they can't deal with the length and depth of thinking that is required to fully analyze the current board position.

But, there's an important distinction here for what is expected/necessary for a game. Chess typically has players competing 'in their minds'. They are thinking of hundreds of possible move combinations in their heads. They are planning out multiple moves in advance for themselves while also trying to anticipate what the other player is trying to do and prevent anything catastrophic. This is especially important when you consider that money or prestige may be on the line. This isn't to say you can't plan out several moves in advance in other games, just that it's more critical in chess with the idea that several lines of planning should really occur to be successful.

However, I don't know that I would define that sort of behavior as AP. The reason is because they are still DOING something in their mind - it just takes a long time. But, it's still possible for AP to creep in, to get to the point where the analysis is leading nowhere and a decision cannot be made. This is why they have chess clocks, to force players to manage their time and keep them from falling into an AP mode.

On the other hand, AP gamers take a longer than expected amount of time on their turn. This idea is what I think is the crux of the problem - the EXPECTATION of HOW LONG a turn should actually be during a game. If one person is taking longer on their turn than everyone else expects them to be taking it, then they might be considered an AP player by that group, even if they aren't 'spinning their wheels' so to speak.

The interesting thing with this idea is that AP may mean different things to different groups. I, as an AP player, love taking my time on a turn and not feeling rushed about it. With some people I play with, me taking more time on my turn is fine and they aren't bothered by it at all. Other times, I might be playing the same game with someone else and, if I don't take my turn relatively quickly it becomes a problem for them.

How do I know it's a problem? Well, I'll get to that in a bit.

Wednesday, May 25, 2011

HOT BOX - 'Dominant Species' (What's in the Box?) - Where I talk about being a bit too anal about my new games....

Well, here it is in my grubby washed and dried little hands - DOMINANT SPECIES! I've been lusting after it since before it became available. But even with all that lusting I was waiting to get it as it's a bit pricey and I hadn't had a chance to play it yet. I also felt that maybe the wooden cubes didn't do the game justice - I thought: "It's a game about animals killing each other, right? Not little cubes eating other little cubes!"

Then I got to play it recently and I couldn't resist getting my own copy! And, I found it for a 'decent' price (note: it was still a bit pricey, but I at least got it with another good game and free shipping). Now that it has arrived, I just have to get it played some more! 

Not knowing when I'd have a larger group available (because some people I know are afraid of playing it), I did some research and read that it was actually pretty decent as a 2-player. So, I tried playing it 2-player with Bob but I think it was a little too much for him all at once (and a little late at the time we started). I think he'll get it but we might need to start it earlier in our gaming session to give us enough time to spend on a solid full game. I think maybe with another player or two might be good as well, just for some balance...

Oh well, I know I loved it my first play and can't wait to get it to the table again!

And, if you have any reservations about the price in regards to getting it yourself, I will say that it's DEFINITELY worth it - it has terrific components and TONS of wood bits. Some people may be disappointed that it's just cubes and cones, but the designer admits in the rules that it's abstracted, so I'm totally fine with it. The box is beautiful as well with a shiny smooth finish and it feels very solid. OH, of course it's a good game, too!

If you like area control in the vein of El Grande and/or action selection in the vein of Age of Empires III, this game will be right up your alley. Or if you're into animals eating other animals (well, I have to admit that animal eating only happens a little bit in this game). 

Note that this game is NOT a simulation (try American Megafauna if that's what you want) and it's NOT a wargame (even though it's published by GMT) but it IS a fairly heavy and long game. The great thing is you're fully engaged pretty much the entire time and you won't notice the time going by at all. (Well, unless you're playing with cro-magnon man, aka. APe man - HA! Sorry, it's late...)

Ok, so, here's my box opening to give you a nice view inside:

The front of the box...

...and the back before removing the shrink.

Monday, May 23, 2011

HOT BOX - '7 Wonders' by Antoine Bauza (Review) - Yes ANOTHER review of this 'Kennerspiel de Jahres' nominee

Seriously, you really want to write a review of 7 Wonders? Really? There are already 54 reviews on BGG. 54!? Wow.

The box for 7 Wonders - some of the nicest box
cover art I've seen

Well, this review has been rolling around in my head since playing it this weekend with 6-players at Lorna's house and then 3-player with my kids.

So, sorry to subject you to another. And, with the nomination announcements for the Kinnerspiel de Jahres today (although Spiel de Jahres seemed to me the more appropriate category for it), I'm sure there will be another 50+ reviews in the coming weeks. Ah well, I guess I'm 'on the bandwagon' with this one.

Ok, I've played this game a handful of times so far. And, I have to admit that I really do enjoy playing it. It is not an extremely deep game but it has some interesting decisions to make. It is light enough that I can play it with my kids (although I suspect they are nearing the point where they can wade into deeper waters) but it has enough meat on it to keep me interested. I love that you can play it as easily with 3 as you can with 7 (I've heard 2 might be ok, but it might not be - hopefully I'll get to try it that way soon). And, best of all, it's just a fun game!

Well, I guess you know my opinion so you might as well stop reading now......



No? Still there? Alrighty then.

I taught this game to my kids on Sunday evening. My son is 8 and my daughter is 11. They love Dominion, Thunderstone, Stone Age and other light-ish to middle weight sorts of games, although I was a bit concerned about their ability to parse the symbols and the variety of functions. Still, this is billed by many as a family-friendly game and they often surprise me in their ability to pick games up. I was probably most worried about my son due to the age of 13+ listed on the box (although BGG says 10+ which I think is probably more accurate) but he picks up stuff pretty well so figured this was be a good test.

Friday, May 20, 2011

CLASSICS CLOSET - Doubletrack (Review) - Reliving a Game from my Youth

When I was a kid we actually had quite a few games around our house that I remembered playing. A good number of them really. However, I'd kind of forgotten the extent and variety until I first discovered and started looking around on BGG back in 2008. As I ran across them/remembered them I started marking them as Previously Owned and, in this case, 'Want in Trade'. Some others I remembered included: Inner Circle, Leverage, Touring, Waterworks, Survive!, Stay Alive, Operation, Hungry Hungry Hippos, Tri-Ominos, Quadominos, Pictionary Yahtzee, and many more. And, I'm not ashamed to admit it that we owned Monopoly and it was one of my favorite games!

So anyway, last year I picked up the version of Cave Troll with the figures and I marked my version with the chits for trade. I wasn't sure if I'd ever get any bites on it, but recently I did as I received a trade request in exchange for Doubletrack. I'm sure not everyone has heard of this game but it was one I certainly remembered.

Doubletrack box (this is a fairly large box at 12"x20"x1-1/2")

In this game, I recalled there being plastic gates attached to the board that controlled access to certain paths on the board and you used a physical (cardboard) 'pass' that had to be inserted into the gates to open them up. I always found this functionality intriguing both the gate itself as well as the concept - each player controls a gate pass (or several in some cases) which gives them more control over who can go through them and when. I don't recall seeing this sort of feature in more modern games (if you've seen it I'd be interested to hear about it in the comments)

I also remembered the mechanic of using a Big pawn on an outer track that moves and then affects what the Small pawn on the inner track is doing.

So, I accepted the trade and thought this could be fun to play again.

Soon it arrived. It was a bit more beat up than the copy we used to own, but it had all the familiar components to it. There's something about getting your hands on a game you remember from your childhood that brings back warm memories of simpler days. You get this sense of zipping back in time, remembering where you would play it (on my bedroom floor with it's bright red carpet - no really, that's what I chose, much to my mother's chagrin), who you played it with (my sister mostly, sometimes my friend Jeff), and some vague memories of really enjoying it.

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.