Working at Thebes

I apologize for the ultra-crap-cam image but today was an official holiday (Veteran’s Day) for the employees of the location where I work. A small number of employees and many independent contractors work anyway so Rich, Jason, and I (all contractors) planned ahead and took a long lunch to play Thebes. All I had was my cellphone camera so you get what you get.

I still like the game but I’m starting to get the feeling that the strategy depth is pretty thin. On my last few plays, I’ve taken the exact approach to victory with comparable results by either winning or coming in very near the top. It seems to me that the luck of the card flips (both regular and exhibit) as well as the luck of the chit pulling from the bags will ultimately determine how well I do.

On my first few plays, I felt engaged the entire time but in this game, I felt like I was just going through the motions following a preset script. During those digging forays when I’d get out ahead on the time track by a few weeks I began losing focus and started noticing the downtime. Rich and Jason weren’t playing slowly either so that’s got me worried about replayability.

Thoughts?

A Gathering of Gamers

I organized an extended game night at my house almost two years ago and thought it high time to do it again. My standing gaming group is neither large enough nor ‘hard-core’enough to play games more than once a month at the most. So, to ensure a large quorum of gamers, I invited many first time gamers from work and some others that I’ve gamed with in the past during other events.

Out of the total list I ended up with about a dozen committed attendees and Lisa and I set about organizing the weekend plan, getting the food bought and prepared, etc. In the end though, I had many last second cancellations and no-shows that put a damper on the evening for me.

Regardless though, I did enjoy playing the games with a great group of people. I hope I did a satisfactory job at introducing and teaching new games to new gamers in a manner that they can appreciate them. However, I need to figure out a way to be successful at organizing and promoting events like these in such a way that I can count on relatively accurate numbers. Lisa and I spent an inordinate amount of time and energy preparing the night before and on the day of the event (I left work several hours early) only to find ourselves in a position of feeling like we were holding a party but nobody came. If you have any suggestions, add a comment or drop me an email. I’d greatly appreciate tips on how I can attain attendance numbers that are at least in the same ballpark as the numbers from the RSVPs.

Enough belly-aching and let’s get to the games. After Bob, Sonny, Brian, and Mike arrived, I got them involved in Union Pacific. I have yet to play the game myself, but I didn’t have any problem teaching it to group of relatively new gamers. I sat out so that I could help organize another game when more people arrived. I think the game was a hit with them because I heard the telltale chatter that occurs after a good game. “Hey, if you did X I would have done Y.” “Yeah, well I was ready for that because…” The game came up several times through the night so I think it was a good choice for new gamers.

After Rich, Jason, and Tim showed up we played Hey! That’s My Fish and Coloretto. By the time we finished, the Union Pacific game had broken up and we took some time off for some food and then reorganized for a pair of games on two tables.

Rich, Bob, Mike, and Tim took the kitchen table for a game of Zooloretto.

While they were playing, Jason, Sonny, Brian, and I played Ra on the dining room table.

After Tim and Jason headed home, we broke out Elfenlandas our closer for six. Elfenland makes my head hurt. The first few times I played it I was totally lost. The relationship between the travel tokens and the cards made sense but I just couldn’t wrap my brain around how to organize them in a coherent pattern of use. This time was different. I didn’t win but I did tie for second. I didn’t feel lost in the game and felt like I could see the options in front of me and had a plan every turn. Maybe I just need an entire night of gaming to get warmed up.

Well, thank you everyone for attending. I did have a good time and I will organize more of these in the future. However, bear with me while I learn to be better at it.

Wooden Tiles

I got bored tonight and decided to gather up some scrap materials I have on hand and I began the process of making a handmade copy of Ponte del Diavolo. I’ve only ever manufactured a copy of a game once before when I made a copy of Hive . With Hive, after many, many hours, I had a copy of the game that originally cost me less than $25 for the real deal in the first place. So, no, this isn’t about possessing the game. If it was centered on owning a copy, I’d just buy one, a much simpler and much more cost effective approach. Instead, it’s about the process. The tactile aspects of handling the wood, shaping the textures, smoothing the cherry and white oak tiles, and drawing my gaming hobby towards a common goal with my other favorite hobby, woodworking.

On the left are some of the cherry 1″x1″ cherry tiles I cut out that have had an initial amount of sanding. Behind those, are some cherry tiles that have yet to be sanded. On the right are the white oak tiles for the second player. They’ve not received anything beyond cutting.

My plan is to stain the white oak tiles very dark, to leave the cherry tiles natural, and to seal all of them with a satin poly top coat. I haven’t a clue what I’m going to do for the bridges yet. For the board, I plan to use a 10×10 tile sheet of 1″x1″ white unglazed mosaic ceramic tile left over from when I installed the flooring in our bathrooms. I’ll mount and grout that into a frame for the board.

That’s the plan anyway. It may take me many months to finish it but I’m not in a hurry. Wish me luck.

Coughing Up a List of Interesting Games

I maintain a list of games that cross my radar. There is an ebb and flow to the amount ofeffort I put into the list but some recent images from Essen have gotten me to scribble downsome items for further study. As you can see the list is barely formed, in no particular order,and has little to no data yet. Thought you might like to see what’s interesting me at themoment.

Name: Utopia
Category: Territory Building, City Building, Civilization
Mechanics: Commodity Speculation, Area Control, Area Movement, Area Enclosure, Card Drafting
Average Rating: 6.67
Avg. Game Weight: 4.00

Name: Antler Island
Category: Bluffing, Fighting, Humor, Animals
Mechanics: Simultaneous Action Selection
Average Rating: 6.94
Avg. Game Weight: 2.00

Name: The Circle
Category: N/A
Mechanics: N/A
Average Rating: 6.67
Avg. Game Weight: 4.00

Name: Amyitis
Category: N/A
Mechanics: N/A
Average Rating: 7.64
Avg. Game Weight: 3.80

Name: Cuba
Category: Transportation, Farming, Economic
Mechanics: Variable Player Powers, Voting, Hand Management
Average Rating: 7.84
Avg. Game Weight: 3.29

Name: Before the Wind
Category: Card Game
Mechanics: Pick-up and Deliver, Card Drafting
Average Rating: 7.22
Avg. Game Weight: 2.78

Name: Patrician
Category: Medieval
Mechanics: N/A
Average Rating: 6.85
Avg. Game Weight: 1.90

Name: Altamira
Category: Prehistoric, Animals
Mechanics: Area Movement, Set Collection
Average Rating: 7.00
Avg. Game Weight: N/A

Name: Vikings
Category: Economic
Mechanics: Tile Placement, Auction/Bidding
Average Rating: 7.38
Avg. Game Weight: 2.66

Name: Origo
Category: Medieval
Mechanics: Hand Management, Area Movement
Average Rating: 6.33
Avg. Game Weight: 2.40

Name: Eketorp
Category: Ancient, City Building, Bluffing
Mechanics: Hand Management, Simultaneous Action Selection, Secret Unit Deployment
Average Rating: 6.29
Avg. Game Weight: 2.75

Name: Ponte del Diavolo
Category: N/A
Mechanics: Tile Placement
Average Rating: 6.81
Avg. Game Weight: 2.23

Name: Hamburgum
Category: City Building, Medieval
Mechanics: Area Movement
Average Rating: 7.26
Avg. Game Weight: 3.08

My Third BGG Trade Arrives Today – Union Pacific

I received Bonaparte at Marengo as a Christmas gift back in 2005 and I really wanted it. It didn’t help that I talked to Bowen Simmons at Origins earlier that year. He’d convinced me that I should dip my toe in the wargame waters and so I put the copy on my wishlist, Lisa picked up a copy for me, and there it sat gathering dust.

So, after two great trade experiences on BGG, I started looking for a good candidate for a trade and I think I found it in a copy of the (German) Amigo version of Union Pacific. UP is out of print and although the Rio Grande Games version is next to impossible to find and very expensive on eBay ($80+), the Amigo version is somewhat easier to find and runs in the $60+ ballpark. 999 also carries a Dutch copy that apparently is easier to find but I couldn’t locate one myself.

UP was designed by Alan Moon, a two-time winner of the Spiel des Jahres and the designer of Ticket to Ride. The game is a stock market/set collection game at its heart with players attempting to ‘invest’ in the railroad that pays out the largest total dividends over the course of the game. Players place cards to build track and place trains to extends railroad routes across the map of North America. Players must also choose to skip expanding routes to invest in specific railroads. In the end, the player who has collected the most money from investing in the right railroads will win the game.

Even after many years, UP still holds an amazing 7.52 rating on BGG and I’m reallying looking forward to my first play.

Meeple People T-Shirt Contest

A few weeks ago I submitted a group of textual T-shirt ideas to a contest being sponsored by MeeplePeople.com. Given the quality of the contest submissions in more than 340 postings in the BGG forums, I didn’t expect to win anything but I had fun trying to think up ideas. Tonight, however, I was notified that I won 2nd place for my “I Survived Analysis Paralysis” entry and for that, I not only receive a $20 gift certificate but a lifetime 10% discount from the website!

Thanks MeeplePeople!

Analog Game Night – October 2007

We met at my house for the October session of Analog Game Night (AGN). I thought it was going to be lightly attended but we started the night with six! An hour into the night we traded a regular player who had to leave early for a first timer to our game group. Welcome Bob G.!

Since we knew Bob would be coming later we broke into two groups for two shorter games. The far end of the table played Zooloretto while my end of the table played Medina.

I’d only played Medina with my kids and welcomed the chance to play against those in my game group. It definitely had a different flavor that only enhanced my rating of the game. The game plays extremely quickly with three. In most cases, the two pieces you play on the board are easily chosen but at times it’s agonizing trying to decide what to do. You have to keenly monitor the position and size of unclaimed palaces in hopes of getting other players to commit early while still leaving room for you to begin a new palace with room to grow. You need to plan to save some of your walls, inhabitants, and stables for the game end so that your opponents are forced to increase the value of your palace by placing the blocks they held back. It’s a great ‘filler’ game for those 45 to 60 minute spots.

Unfortunately, I didn’t get a chance to participate in Zooloretto (I have yet to play) but it looked like everyone was having a good time trying to decide what to do with the animals in their zoo exhibits. Zooloretto uses the same core mechanic as Coloretto for players to collect animals and coins. Once collected, you position animals in exhibits but you must plan your zoo wisely so that you don’t run out of room. Zooloretto won the 2007 Spiel des Jahres usually given to family friendly games. If you’re looking for lighter family fare, take a look at this title.

Paul K. (far end of the table) was concerned about having to leave early so he decided to sit out leaving five for our longer game of the evening. We decided to give Notre Dame a go. Notre Dame isn’t as complex as Puerto Rico or Caylus but it is considered a medium weight game when compared to available Eurogames. I was a little concerned about inflicting the game on a new gamer but Bob G. (far left) did a great job of keeping up with the rules run-through and played very respectably for his first time out.

We were all new to Notre Dame so the initial rule run through took a little bit of time fielding questions and consulting rules when necessary for the items I couldn’t remember. I take personal pride in teaching a game well and under most circumstances I won’t teach a game until I’ve at least played a few sample rounds or have recently refreshed my memory by reading the rules again before game night. Teaching a new game is a blog entry or two by itself so I’ll set that aside for another time.

Initially, the iconography is a little daunting but after a round or two it’s easy to recognize what your options are. Like Caylus, turns are comprised of multiple phases that require numerous trips around the table. This game feature decreases down time between turns giving you the impression that it’s almost always your turn.

At a high level, players use action cards across nine rounds to place cubes into one of the seven regions of a lobe of the city dedicated to a particular player (see the image above). The board uses a clever hub and spoke technique that allows the hub (depicting the cathedral) to be swapped for a square for two or four players, a triangle for three players, and a pentagon for five players. The regions of the lobe grant the user different benefits ranging from income, victory points, movement of a carriage around the lobes of the city, protection from plague-ridden rats, etc. Cubes can also be played in the cathedral for a shared payout of victory points.

In the end, the player with the most victory points is the winner. Players must manage income so that they can make offerings to the church and to hire the help of people granting special actions and resources. Players must must also manage their ever decreasing supply of action cubes, the flow of victory points, the impact of the plague, the movement of their carriage on trips through the city, and the position of their trusted friend who helps augment the effectiveness of an action. All of these aspects make the choices sweetly agonizing and I greatly look forward to my next play.

Some features of the game that I really like:

  • The clever board arrangement
  • The mechanism of passing cards to the player on your left
  • Managing and manipulating the income, victory point, and plague effects
  • Hiring people to augment actions taken in earlier rounds
  • Using the person cards to determine the strength of the plague effect for the round

Notre Dame has enough variables in the flow of the game that I suspect that each game may play quite differently. I also, however, suspect that it suffers from problems of players being able to benefit from sitting before or after a weaker player. I haven’t experienced that first hand but since passing cards is one of the few ways to impact other players, choosing poorly can greatly impact what the player to your left can do. Until that time, however, when all of its faults and foibles becomes apparent, I’m just going to sit back and enjoy it for what it is…a great game.

Medina – My First Play

Noah, Sophie, and I played a quick game of Medina tonight. This was out first playing of this out of print title and we all liked it. It’s often described as a great game of “chicken” and I can see why.

All players start with the same number of big chunky wooden palace pieces in orange, brown, black, and gray. Players also have four “domes” in one color (red, blue, green, and yellow), some “meeplish” inhabitants, some stockades, and some wall pieces. Play progresses with each player playing two of their wooden pieces from behind their screen. As pieces are placed, players try to guess when it’s most advantageous to grab a growing palace for their own (by placing one of their colored domes on it) before someone else does. If you grab too quickly the palace is not worth as much. But if you wait too long, another player may grab it before you.

With limited space on the board, the palaces grow with the stockades, the touching wall segments, and the roaming inhabitants increasing the value of the palace for its owner. Players also vie for point chits granted to the largest palace in each color and the last new connection made to one of the four walls that emerge from the corner towers. After all bits have been played, players tally their scores and the player with the most points wins.

We initially planned only to play a few rounds to get a feel for the game but before we knew it, it was over and we all ended up just a few points apart. If you can get your hands on a copy, don’t wait and lose your chance. Jump on it.