Ridere, ludere, hoc est vivere.

Tuesday, October 30, 2012

Lessons Learned in Le Havre

For today's cocktail hour game, Kathy and I selected one that we both like but are still getting the hang of, the worker-placement masterpiece Le Havre (designer Uwe Rosenberg, artists Klemens Franz and Uwe Rosenberg, publisher Lookout Games [website in German]).  We've played three times before; Kathy won the first two, and I managed to win the last one.  This time we fell into a familiar pattern - Kathy kept beating me to the punch, with the knockout blow being a big shipment of leather and bread for 26 Francs.  I had some high-point buildings, plus both an iron ship and a steel ship, but it wasn't enough to overcome Kathy's strong position (including the 22-point steel mill), so she won 117 to 96.

Monday, October 29, 2012

Is two-player St. Petersburg a runaway?

(c) Rio Grande Games
Used by permission
Hurricane Sandy motivated me to leave work early this afternoon, which provided Kathy and me the opportunity to play our first complete two-player round of Saint Petersburg (designer Michael Tummelhofer alias Bernd Brunnhofer, artist Doris Matthaus, publisher Rio Grande).  I've really come to like St.P. as a multi-player game, and I really hoped that it would work well as a two-player option.  I have to say that the jury is still out, though, on whether this will become a cocktail-hour regular.

Thursday, October 25, 2012

Changing history and other fun things with card games

I had a string of boardgame losses last week.  My last post recounted my thumping at the hands of Frank H. in Midway.  The next evening, my wife Kathy beat me in 7 Wonders with the Pyramids of Giza over my Statue of Zeus in Olympia.  And then the following afternoon, she beat me in one of our very favorite games, Citadels in which we used the alternate Tax Collector and Abbott.

Thursday, October 18, 2012

Mauled at Midway

This evening after work, my colleague Frank H. and I met for a reprise of our customary (if infrequent) game of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill). Last time, we'd introduced a few rules modifications from the Wargamers Guide to Midway, most notably a variable order of battle (OOB) based on a chit draw.  Well, apparently that inspired Frank dramatically, because he spent quite a bit of time researching and revising the possible alternate OOBs as well as other optional rules, so that the game we played today was a considerably souped-up version of the Avalon Hill classic.

Monday, October 15, 2012

Washout

This afternoon's backyard boardgame session was cut short by Mother Nature.  We finished a quick game of Pirateer, but we hadn't got very far into a round of Ingenious Challenges: "Dice Challenge" before rain unexpectedly intervened and chased us inside.  That's the first time we've ever had a game interrupted by weather.

Sunday, October 14, 2012

Backyard Traders of Carthage

My wife and I love this time of year.  The crisp air and the fall foliage call us to our backyard refuge, where we start a little fire in the firebowl, set out the cheese and crackers and cocktails, and play our afternoon game.  Today it was our new favorite, a bring-and-buy acquisition at Congress of Gamers - Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).

Wednesday, October 10, 2012

CoG Unpub Protozone Report, Part 3

Finishing up my after-action report on the Unpub ProtoZone event at Congress of Gamers.
[Edit:  The "Dr. Wictz" design team has changed the name of their game from "Pole Position" to "Post Position," so I have updated it here for correctness. - PDO]

Post Position
Austin Smokowicz and Aaron Honsowetz
with "Post Position"
The Unpub Protozone was organized to have us designers pre-register to bring our designs in for playtesting, but in fact the event was actually pretty open-ended.  Two fellows I'd never met before, Aaron Honsowetz and Austin Smokowicz, came in and asked Darrell Louder if they could get their game design playtested even though they hadn't pre-registered.  As it happened, there was an open table, so Darrell said, "Sure, no problem, go ahead and set up."  And thus the game "Post Position" was introduced to the Unpub.

Monday, October 8, 2012

CoG: Unpub Protozone Report, Part 2

Tonight's post continues my accounts of games playtested in the Congress of Gamers designers room last weekend.

Compounded
T.C. Petty III considers his next
chemical concoction in
"Compounded"
The game I specifically remembered from the CoG design room last year and really wanted to play again was Darrell Louder's "Compounded," a game of set construction with a particularly unique theme - building molecular compounds by combining elements.  Darrell calls it "better gameplaying through chemistry."  Players draw crystals from a bag whose six colors represent elements.  An array of 16 cards in the center of the table depicts different molecular diagrams that players can populate with element crystals to complete and score the corresponding compounds.  Some compounds are flammable and can be lost or even cause chain reactions.  All compounds score points when completed, but some also enable a player to draw more elements from the bag, store more on his workbench, claim more compounds for future scoring, or place more elements in a single turn.  Some also provide other particular special benefits.

Congress of Gamers: Unpub Protozone Report, Part 1

This weekend saw a two-day session of game design playtesting at the Congress of Gamers in Rockville, Maryland.  CoG was the venue for an Unpub Protozone event in which several designers convened to have prototypes playtested and to compare notes on game design, development, and publication.  I had a terrific time with a number of energetic, imaginative game designers and saw some clever prototypes.

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.

Friday, October 5, 2012

Prototype photos

At last, I've finished the second prototype of "East India Company," right down to the makeshift box art and player's aids.  This will be the copy that I bring to Congress of Gamers in Rockville, Maryland, this weekend.  I hope to gain a lot of feedback and really refine this rough cut gem into something special.

Thursday, September 27, 2012

Prototype fever

Prototype art for English galleon game piece
As I mentioned Monday, this week is prototype week for "East India Company."  I've designed the stickers that will go on the ships and player tokens.  I picked up some bass wood and spray paint at Michaels craft store.  Last night I uploaded some updated gameboard art to the Superior POD website so they could finish my order and, I hope, ship it by tomorrow.

This evening I cut 25 "ships" out of the 1/16"-thick bass wood.  The next step will be spray painting all the wooden pieces in the five player colors.  I'm having a lot of fun spending time on the physical components; my first prototype was a very rudimentary hand-drawn paper affair - functional, not pretty.  It's nice to take the time to put together something that I hope will be nice looking as well as fun to play.

Wednesday, September 26, 2012

Favorite 2011 game

The following tweet inspired this post:
 
In that spirit, my Best Board Game of 2011 is Trajan. Last Will is a close second. Lots of games tied for third. Lots more unplayed.
Gil designed Prolix (artist Gary Simpson, publisher Z-man).  His tweet made me wonder, "how many 2011 games did I buy, and which would be my favorite?"

So as it happens, I bought seven games published in 2011:
  • Band of Brothers: Screaming Eagles
  • Belfort
  • Scrabble Turbo Slam
  • Sour Apples to Apples
  • Star Fluxx
  • Struggle for Catan
  • Trains Planes and Automobiles
So, the self-serving answer to the question would be that my favorite 2011 game should be Trains Planes and Automobiles.  And I do like my own game, but the fact is that TPA isn't the first of these seven that I'd choose to play.  It would be my first choice to play with kids, even over SAtA.  

But my favorite game of this list would have to be Belfort.  That's a game that has some depth and potential.  It's funny to find myself picking this game as my top acquisition of 2011 publications, given that Kathy and I found it less than satisfying as a two-player game.  But I was so impressed with it in the five-player session after work last week that I think it deserves top billing for last year's releases.

Tuesday, September 25, 2012

Battle Line in the Back Yard

Back yard setting for Battle Line
Fall is really our favorite time of year for sitting out back in the yard.  We have a fire in the firebowl, we set up cocktails and snacks, and play a small game on the little glass table outside.  This evening, after I got home from work, we sat down to beer and wine and Battle Line (designer Reiner Knizia, artists Rodger B. MacGowan and Mark Simonitch, publisher GMT).

I really like this game.  In fact, I'd go so far as to say Battle Line is my favorite Knizia game.  It's perhaps the most knife-edge card game I know.  You really never want to waste a move in this game, never want to make an unnecessary commitment of a card to a slot.  It's playing the odds, it's card luck, but mostly, it's calculated risk-taking.  Not exactly a push-your-luck game, BL is really a strategic game of options and opportunity cost.

Monday, September 24, 2012

Prototype progress

The last week has seen a lot of preparation for Congress of Gamers and the UnPub ProtoZone event on Columbus Day weekend in Rockville, Maryland.  I've been putting together a new prototype for "East India Company" in anticipation of getting some playtesting and exposure of the game in an exhibition environment.  My son helped me with the basics of Adobe Photoshop to put together a nice map layout.  I've got an order in to Superior Print-on-demand (Superior POD) for a mounted version of the mapboard that I hope will be ready in time for CoG.  Meanwhile I've been assembling materials to make up some nice game pieces.  So it has all been coming together, and I look forward to showing off my work-in-progress.

My focus has been more on constructing the prototype than on refining the gameplay, so the rules tweaks that will be in place are the ones I identified at the last round of playtesting at WBC.  I hope to get more comments and improvements out of the CoG designers room.  From there I should get a sense of how close to pitch-ready the game really is.  I'm getting pretty excited about EIC, and I look forward to sharing my excitement in a couple of weeks.

Tuesday, September 18, 2012

Building Belfort

(c) Tasty Minstrel Games
Used by permission
This evening after work, Frank H., Brian G., Mike R., Keith F., and I got together and cracked open Belfort  (designers Bamboozle Brothers Jay Cormier and Sen-Foong Lim, artist Joshua Cappel, publisher Tasty Minstrel).  I had played a couple of times in its two-player form but never finished a game all the way through because my wife Kathy and I just didn't find it altogether engaging.  I hoped that perhaps the game would be more fun with more players.

Most of us are fairly familiar with the usual Euro game mechanics, and we found that Belfort is replete with those worker-placing, resource-gathering, building-constructing, area-occupying, hand-managing functions that characterize the genre.  Oh, and there's elves and dwarves and gnomes.  (Sure, why not?)  I'd set up the game by the time the fifth of us arrived, so we launched right into rules explanation and got started.  We had the occasional, "oh, I didn't know that" moments where yours truly hadn't quite explained the rules clearly (although I swear I said everything I said I said), but generally the gameplay went well.

Saturday, September 8, 2012

Was Alexander the Great a runaway leader?

This afternoon, Kathy and I played Alexandros (designer Leo Colovini, art by Grafik Studio Krüger [website in German], publisher Rio Grande), which was a gift from some years ago.  Although we hadn't played in a while, we've both done well against each other, so it was fun to bring back to the table.

Alexandros is a semi-thematic game of area control and card management with an interesting mechanism for moving the neutral Alexander piece around the map of his empire and carving it up into provinces for the players to occupy and tax.  The map is clearly recognizable as a representation of the extent of Alexander's empire, and the roles of the players as generals fits with the historical fracturing of his empire.  Beyond that and the Hellenistic iconography, the game is fairly abstract. The decision space isn't very large, but it can be a brain-burner.

Thursday, September 6, 2012

Boardgame landscape 76 years ago

Last year I wrote about the shortcomings of Monopoly as a case study for game design.  I caveated my criticism of the game with the observation that it is still among the best-selling games of all time.  One reader commented that there might not have been a lot of competition for Monopoly when it first caught fire as an American staple.  Re-reading that post inspired me to have a look at what boardgame options were available back when Parker Brothers introduced Boardwalk and Park Place to the gaming public.

Monday, September 3, 2012

Labor Day weekend gaming

We marked the three-day Labor Day weekend celebrating American workers with several boardgaming sessions.  (In other words, we commemorated work by playing.)

Image courtesy of
Rio Grande Games
Friday evening, Kathy and I had our friend Theresa H. over for a game of Puerto Rico, one of our very favorites but one that we seldom get to play in its original three-to-five player form.  The three of us ended up very close in shipping and building points, but Kathy won with a strong showing of bonus points from the fortress and city hall.

Saturday, September 1, 2012

Thought processes and algorithms

I was recently asked to help design the Artificial Intelligence (AI) algorithm for an iOS app based on a boardgame with which I am familiar.

[I admit to a pet peeve regarding the use of the term "AI" to represent algorithm-driven characters and players in computer games.  I consider Artificial Intelligence to be much more sophisticated than simple state-driven rule sets.  Few if any computer and video games are truly artificially intelligent.  But that's okay.  I accept the terminology for what it is - adulteration of the English language.  There.  I've said it.  Now I can let it go.]

Tuesday, August 28, 2012

Worker placement gold standard - another Agricola session

It seems that I can never talk about worker-placement games without comparing them to Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man), which I guess was my first introduction to the genre and the one nearest to my gaming heart.  It has become the standard against which I measure all other worker-placement games.  Tonight, Kathy and I decided to drag it to the table again, and this old favorite still satisfies as much as it ever did.