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Friday, July 1, 2011

HOT BOX - 'Navegador' (What's in the Box?)

Hello! Glad you could stop by again today! I want to show you one of my new games that I'm really excited about!

I had the opportunity to try Navegador on my last day @ Gamestorm 2011 earlier this year. I really enjoyed it. There seemed to be many different paths to victory and the score came out very close in the end (I squeaked out a victory although I think the experience players let me backtrack on one turn where I bought a spice factory a little too early on and they suggested I shouldn't).

I love the rondel! I love the achievement multipliers! I love the exploration aspect! I love how the market works!

I loved it enough to pick up my own copy of the game. Last weekend I finally got around to getting it punched and then played (well, we didn't quite finish the game but we 'saved' it with pictures so we can finish the next gaming session).

Anyhow, I took some pics while opening it. Here's the process of opening and punching it:

Box cover - Henry the Navigator, um, navigating...
Back of the box (there he is again!)
Why Henry the Navigator? Well, according to the booklet inside the box: "The explorations along the African coast guided by Henry heralded the Age of Discovery."


 
You know the drill - 2 cuts at the corner, then peel the plastic!


The moment of truth.... (alas, no box fart :( )

There's something weird that I pay attention to that not everyone does. No, not box farts! Everyone loves those! It's how well the box top and bottom fit together. Some fit really tightly. Some come off easily. Some are JUST tight enough to cause a box fart. But, it seems to require a certain box HEIGHT to actually cause a box fart. The right combination of tightness and height brings you the joy. And, sometimes you don't get a fart when pulling it OPEN but when you go to CLOSE it....fttttt....ahhhhh. :laugh:

Wednesday, June 29, 2011

TIMELY TOPICS - Time to Game, Time to NOT game

I was looking at my most recent posts and realized I've only posted twice this month! I've come to the realization that I probably will only be able to post once per week writing to the depth I've been writing in the past. This month has been particularly bad as I've been particularly busy.

And, I have a hard time just writing shorter posts in a quick manner as normal blogs tend to be written. However, I've seen other blogs with fairly short posts and they can still be interesting.

So, I'm going to try to fill in shorter posts about topics of interest without going into to much detail.

I can already see this is going to be tough for me.

So, my topic today is TIME. More specifically NO TIME to play games because life has just been too busy. I know this happens to many people and that's why I wanted to talk about it.

May and June are traditionally busy for our family due to birthdays, holidays, anniversaries, etc. This year it was PARTICULARLY busy as the kids were also doing softball/baseball plus dance classes. So, I decided to look back at the calendar and give the breakdown since June 13th (my last post):

  • Ceremony where my daughter 'graduated' from Elementary school to Middle school
  • 8 kids' baseball or softball practices
  • 10 kids' baseball or softball games
  • 4 kids' dance performance dress rehearsals
  • 2 kids' dance performances
  • 2 birthday parties for my son (one for 10 kids, one for family)
  • 1 additional birthday party for my daughter to attend
  • clean the house
  • grocery shopping
  • mow the lawns - twice (and it desperately needs it again now but will have to wait a bit longer)
  • kids' field day on last day of school
  • parents visiting in town
  • cook full barbecue for 10 family members
  • Father's Day
  • 12th Wedding Anniversary
  • Trip to the Oregon coast (had to cut this short to only 1-1/2 days
  • Dinner out for my son on his actual birthday
  • Birthday pictures @ JCPenny
  • Son's baseball pictures
  • Scouts awards/crossover ceremony and potluck
I think there was some other stuff too. And yes, that really was all crammed into 16 days! A couple of the days were absolutely non-stop.

Yes, I did manage to get a couple of games in this past weekend, mostly with my son and a couple of great games with my friend Bob on Sunday.

Unfortunately I missed the EGG Game Day on Saturday due to 2 baseball/softball games that exactly broke up the day enough that I couldn't fit in the EGG day.

I definitely work to try to find time to get some gaming in (I want to get all my games played as much as I can, right?), but I also work to balance that with regular life. My wife feels that I have been spending too much time on gaming related activities. It may definitely be the case that I spend a lot of time thinking about games, playing games, making game player aids and custom pieces, playing games, reading about games, buying games, taking pictures about games, writing about games, and playing games.

But I also feel like I'm not shirking my other duties to my family. I could just as easily spend all my time around TV or movies or rebuilding cars or whatever. It's the hobby I enjoy most so I can't help spending a lot of time on it.

I think the key is finding the right balance - when to game, and when to NOT game.

My wife has pointed out that conventions can be a problem. Gone all day for 2-5 days, maybe a couple of times per year. I admit that taking time off from work to go to the Gamestorm convention each spring is somewhat of a problem. No, a rather big problem really. I definitely feel guilty being gone for that amount of time, and it really irks me that it happens during Spring Break when the kids are off from school. I love going but it costs money and takes away from family time. Next year will likely be a break away from Gamestorm for me as a result.

Beyond conventions is the weekly gaming. If I could I'd be playing games every day, but that's just not happening. I've been very lucky to find lots of different gamers available in my area. I can usually coordinate gaming with someone on my own schedule. The important thing is to find an appropriate time.

In the past, I would have someone over when my wife would go out and do something with one of her friends or her mom. However, this became a problem because sometimes the kids needed managing (showers, homework, dinner, etc) and this conflicted with focusing on gaming and being a good host to my guests. Ok, mostly the gaming for me as most of my friends are understanding that I have kids to deal with. Anyhow, I would get frustrated and sometimes didn't give the kids the attention they deserved. But, I've been learning how to better balance that and take the time needed to get them going without being frustrated...as I said my friends are understanding. I still don't like leaving them sitting alone for extended periods though.

But, we are making a shift now so that either my wife or I will be available to make sure the kids get the attention they need. I also need to cut back a bit on how often gaming occurs. Or, at least try to keep gaming with friends to once a week or every 2 weeks, with maybe an extra day here or there, and then squeeze in gaming as appropriate with the kids. My son in particular seems to really enjoy gaming and has been getting into it more and more, although my daughter loves certain games like Dominion, Thunderstone and Stone Age.

I used to be able to get my wife to play games, but she seems to have backed off more and more lately. I even put together a Ticket to Ride based on her design idea that we entered into the TtR design contest, but I think she only played it twice total. Of course, I only played it a handful of times as well.

It's just not her thing so I don't try to push it on her anymore and encourage her to partake in activities she prefers instead.

Well, that's all I've got. I'm sure if I came back tomorrow I could write a ton more, but I'm trying to keep it shorter, right? Well, that failed I guess...

I'm curious as to how others manage their game time versus personal time. I suspect single people and people without kids will likely have more time to fit gaming into their lives, but whether that's true or not I have no idea.


BTW, check back for my next post. I'm going to start offering a monthly prize drawing to everyone that thumbs my blog posts in a month on BGG and thumbs to this post (click the link to go to BGG to add a thumb) will count as entries for the prize I offer in July. And, yes, it will be game related! You'll have to wait for my next post to find out what it is!

Now, go find some time and play a game. I know you've got a few milliseconds in your schedule for at least a filler!

Monday, June 13, 2011

10+4 BG Questions with Antoine Bauza about '7 Wonders'


This is only my second 10+4 interview with a game designer about a specific game they have designed - I've been hoping to do more but haven't been on the ball about pursuing more. My first one was with Sean Ross about his game 'Haggis' and I got some really great responses from him


The concept of the 10+4 interview is to ask 10 questions, then after receiving the responses, ask 4 follow-up questions.

For this 'interview' I asked Antoine Bauza if he would answer some questions about his game '7 Wonders' and he graciously agreed to do it - well, he said he'd try to when he had a bit of time. My initial timing of asking him was just a couple of days before the Spiel de Jahres announcements. And, once I saw that 7 Wonders had been nominated I knew the chances were low that he would have the time to get back to me - surely he would be swamped with more important inquiries.

Much to my surprise I got responses back - first asking me to send my questions to his email address (rather than via BGG) then he let me know what timeframe he would respond in.

Now, my 'method' for the 10+4 interview is to send 10 questions then 4 follow-up questions after receiving the responses. However, it seemed to me that based on his schedule, getting a response for the 4 follow-up questions might be inconvenient to expect those back anytime in the near future - completely understandable considering the circumstances. So, a week after I sent the 10 questions I sent the +4 in hopes he might be able to respond to them all at once.

And, yesterday, I was pleasantly surprised to get his response! With all 10+4 questions answered! Well, I didn't get DIRECT answers on the first 4 questions (see below for details) but I was still very happy to have gotten his response at all. I was truly impressed that he made the effort for little ol' me and my blog.

Anyhow, here's are the questions and answers with some of my commentary interjected for explanation and more detail.

Monday, June 6, 2011

FRESH BAKED - 'Qwirkle' by Susan McKinley Ross (Review) - Lucky Charms the game, or Brain Food for the Avid Gamer?

Ok, here goes. I don't want to hear any complaining that I'm looking to get a bunch of attention due to my writing reviews of first '7 Wonders' and now 'Qwirkle', recent Spiel de Jahres nominees (well, Kennerspiel de Jahres for 7 Wonders).

Qwirkle box cover

 Honestly, it's purely coincidence. I will freely admit that I did the 7 Wonders review and timed it with the nominee announcements only because I'd just opened and played the game and it worked out well that way. HOWEVER, I did not also intend to open, play and review Qwirkle just because it was nominated as well.

As fate would have it, several days prior to the announcements, I literally opened and took pictures of BOTH games on the EXACT same day. Seriously! When I saw Qwirkle was on the SdJ list I was astounded, not only because of the openings foreshadowing the announcements, but I was also thinking "Hasn't Qwirkle been out for a while?!" Who would have guessed (well, here in the US at least) that it would be nominated or even considered? I mean, it was first released in 2006! Well, apparently it was just released in Germany in 2010, thus qualifying it for the SdJ.

Anyhow, that's my story and I'm sticking to it! And, in case you don't believe me, I can show you the timestamps on the pictures. Actually, here they are:

File properties as proof...

After the announcements, I considered sending Susan McKinley Ross (Qwirkle's designer) an interview request but then I heard Garrett's Games podcast from Kublacon over the Memorial Day Weekend (which included her, Richard Borg, and Aldie) and knew that it was pointless then as I wasn't going to top that...there might be a few interesting questions to ask, but I don't think I'll pursue it at this point.

But, I can still do a review, right? Ok, now that I've gotten that out of the way, here's my review.

THE REVIEW
Qwirkle is a very simple game in terms of rules and it sounds a bit like Scrabble (the similarities here are undeniable, although there are definite differences as well):
  • On your turn, play tiles of various colored symbols from your hand to form 'words' (the rules call them 'lines' but 'words' makes more sense when describing it, especially for Scrabblers)
    • All the tiles you play must legally create or extend ONE existing word.
    • It's possible to also create/extend branching words, just like in Scrabble.
  • Score points based on the word(s) you create. 
    • You get 1 point for every tile in the word you create or extend, even if you only added 1 tile.
    • If you create/extend additional words branching off of that word you also get 1 point per tile for those words (thus, some tiles might be scored twice, once per word they are in)
    • You can also earn an additional 6 bonus points for completing a 'Qwirkle' which is a 6 symbol word (the maximum length)
    • There are no other bonuses.
That's it!

Ok, sorry, there's a bit more info that's important to know:
  • The tiles have 6 possible symbols consisting of 6 possible colors on them. 
    • There are 3 sets of these tiles. 
    • Thus: 6 symbols x 6 colors x 3 sets = 108 tiles, so 3 of each color of each symbol. 
      • This is important to remember, especially as the game draws close to the end as you know what tiles haven't been played yet and, conversely, you can determine if ALL tiles of a particular symbol and color are out.
The sealed block of tiles you get (3 layers of the same set of tiles)

  • A WORD consists of one of two things:
    • x different symbols, all of the same color (where x = 2 to 6)
    • x of the same symbol, all of different colors (where x = 2 to 6)
    • NOTE: x different symbols of x different colors is NOT a legal word - each word has one and ONLY one similar attribute - symbols OR colors.
Thus, the smallest word you will create is of length 2 and the longest word you will create is of length 6, making a range of 2-6 points per word PLUS 6 more points in the case of a 6 tile word. Of course, creating branching words will give you additional points although getting huge scores in 1 play doesn't happen very often - I think the biggest score I saw was 15 --> 12 for completing a Qwirkle (6 tile word w/ bonus) + 3 for also extending a 2 symbol word by 1 tile.

The only other thing to know is that there is no board and there are no doubling or tripling bonuses outside of the Qwirkle bonus (which is effectively a doubling bonus).

Example end of a 2-player game

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.