Ridere, ludere, hoc est vivere.

Showing posts with label Compounded. Show all posts
Showing posts with label Compounded. Show all posts

Friday, October 17, 2014

Top ten games that I play with my wife

Quite some time ago, Chris Norwood posted a list of his top ten games that he plays with his wife.  That list in turn was inspired by The Dice Tower podcast Episode 189, in which Tom Vasel and Eric Summerer shared their own top ten games that they play with their wives.  Those lists are both several years old, but the topic is timeless, so I thought I'd confer with my wife Kathy so that we could compile our own list.

Friday, September 5, 2014

My candidates for the 2014 Dice Tower Top 100

(c) Queen Games
Used by permission
The Dice Tower is soliciting People's Choice votes for its annual Top 100 Games.  At the risk of exposing my idiosyncratic taste in games, here are the twenty for which I voted:

Sunday, January 27, 2013

UnPub 3 Part IV: Brewing beer and getting GIPF

Brewmasters
Chris Kirkman (left) fermenting a concoction in
"Brewmasters" by Ben Rosset (right)
In the last prototype game that I played at UnPub 3, I joined Chris Kirkman and Ben Rosset in a three-player round of Ben's "Brewmasters."  I have to say, this game is neck-and-neck with "Post Position" for my favorite game of all of those that I played at UnPub.  Players represent presidents of microbreweries, and the goal is to score the most points by producing beer.  Beer options include basic, tried-and-true recipes like porter, stout, and ale, while other more exotic concoctions like "pumpkin spice ale" score more points per unit brewed.  Players need to manage not only the acquisition of ingredients but the throughput of the brewing operation, from storage to fermenting to bottling to shipping.

Wednesday, January 23, 2013

UnPub3 Part I: Power Playtesting

I have begun to catch up on my sleep, and now I will begin to catch up on my blogging with a series of postsUnPub 3 event in Magnolia, Delaware, where 45 designers plus other gamers convened to playtest unpublished games in an open forum over two days.
on last weekend's

Sunday, October 7, 2012

Quick note on Congress of Gamers

A very quick note after the first day of Congress of Gamers 2012:  I spent most of the day in the designers room.  Detailed notes to follow in a subsequent post.

Sunday, October 9, 2011

Congress of Gamers Part I: Best laid designs

My plan for Congress of Gamers was to demonstrate Trains Planes and Automobiles once and then move on to the usual Eurogaming fare (Carcassone, 7 Wonders, Agricola, Settlers of Catan) for the rest of the day.  Strangely, it didn't work out that way.

Parker Brothers
1971 edition
Waiting for the main events to get started, I played a pick-up game of Mille Bornes (designer Arthur "Edmond" Dujardin, artist Joseph le Callennac, publisher Winning Moves) with young Josh and his father John.  I've always liked MB for sentimental reasons.  My family played it when I was growing up, and it brings back fond memories of my Mom (almost as much as Clue does).  Those memories were even stronger yesterday, because John and Josh had the same 1971 edition MB that was our first family copy of the game, with a chartreuse plastic card tray.  Theirs was an obviously well-loved copy, because the cards showed the wear of many, many plays.  It is especially appropriate that MB should be the first game I played yesterday, because its card-play mechanic provided the inspiration for the Travel deck in TPA.

I had time to play Can't Stop, the first entry in Mark Love's "America First" tournament series at CoG.  Clearly, I am way too conservative in my dice rolling in this terrific push-your-luck game.  I came in last place at a table of four players (with Phil and two more Joshes) because I just couldn't bring myself to be as aggressive as they were in the dice rolling.  The three central columns - sixes, sevens, and eights, were finished early, which made all subsequent dice-rolling risky.

I set up for my TPA demo later that morning in the same gaming room where the Stone Age / Ticket to Ride / Vegas Showdown Eurocaucus event was going on.  I had only one taker - young Josh from our earlier MB game.  (I didn't see as many kids at CoG yesterday as I thought I'd remembered seeing in earlier years, but perhaps I'm mistaken.)  Josh enjoyed playing, and the game attracted some attention from a few others in the room.

After lunch, I hooked up with TC Petty (designer of Viva Java, which I'd playtested at WBC last summer) and his friend Tim.  We had some time to kill, so I introduced them to TPA.  They seemed to like it, despite my ridiculous card luck with unlimited mileage airline tickets.

At this point, I made a pretty fundamental change in plans for the day.  Instead of playing Carcassonne or De Bellis Antiquitatis, I decided to head to the game design contest hosted by Josh Tempkin.  There I met Darrell Louder, whose unpublished prototype Compounded was ready for a run-through.  I sat down at what turned out to be a six-player game, the first time Compounded would ever have been played with that many people.

I have to say that I really like what I saw in Darrell's design.  As chemists, players accumulate crystals that represent elements (hydrogen, oxygen, etc), claim eligible compounds (hydrogen peroxide, sulfur dioxide, etc), and then allocate elements to those compounds to complete them for points, increased abilities, and new functions.  Compounds in progress can be undone by lab fires or an excess of oxygen.  What really impressed me was the way that the end-game conditions came together.  Game end is triggered by any of three conditions - running through the deck of compounds twice, scoring at least 50 points, or completing three of four experiments (solid, liquid, gas, or "wildcard").  In our session, all three conditions were met almost simultaneously.  Although the game was a bit lengthy for six players (five of whom were new to the game), I was hard-pressed to suggest any tweak to shorten the game duration that wouldn't disrupt the balance among the game elements.

Next post:  CoG Part II - More adventures in the game design contest room