Showing posts with label agricola. Show all posts
Showing posts with label agricola. Show all posts

Wednesday, December 28, 2011

December 28, 2011

Mace, Gili, Eitan, Emily, Nadine

Eszter, Bill and Shirley couldn't make it. Mace's last time, he leaves again on Monday.

Gili's waiting to play London, but it's 4 player, so we postponed it.

Nile

Eitan won, then Mace, Emily, Gili and me. I had two cards, I kept losing to the locusts. I don't even think I could have done much differently, so it's a lot of luck. Eitan didn't even understand the scoring and he won, he thought it was most cards. Which does help.

Agricola

Mace 41, Nadine 36, Emily 33, Gili 29, Eitan 24

Emily and Eitan had never played. First play with my new used game from the math trade. I'm not used to setting up, we were confused at first until we realized we were on the wrong side of the main board, I didn't even know there were two sides. Emily like it, Eitan didn't like how slow it was with 5 players. Mace and I spent a lot of time trying to order real food. Two restaurants didn't answer, another had a different number, it took a while. I have the expansion which we didn't use, the game is complicated enough without it. I spent some time trying to figure out whether to plow two vegetables or a grain and vegetable, but that didn't hold up the next player. I had five family members, Mace also. He had very synergestic cards with lots of grain and plowing. I could get a vegetable on Day Laborer, and get 5 food per vegetable. Emily did very well for her first play, she had no empty spaces. Eitan got 8 bonus points from cards, but didn't fill in most of his board. Gili got a field anytime someone plowed. Eitan said we needed Yehuda to add up the points, it took 3 people.

Tuesday, November 22, 2011

Shabbat

Friday

Friday morning Shirley and I packed up, loaded the car, checked out and drove over to the Westin. Jon had gone over early as usual, and Bill was going to Proto Alley that morning to demo his role playing game. He had also done a demo the night before for people he had gotten in touch with before the con. The game sounds interesting with an unusual structure – no DM and an internal economic system. He got a good reception with useful feedback.

I collected all our Spare Squares cards and matched them into sets, and labeled them and the envelopes to turn in. At lunch, Jon scored all the entries to date. The one I did for Shirley scored well, we thought it wouldn’t look right if she won, but Jon said not to worry, there would be higher scores, and there were.

Walnut Grove

Shirley and I sat down at the Walnut Grove table and I finally got to play. A guy from Brazil offered to teach the game, then decided to stay and play because it’s quick, and another guy, who had played before, also joined. I like the game because there’s very little down time, it’s not complicated, but has good decision-making. The guy who had played before beat me by one point, if I had one more cube I could have cancelled my -2 point loan and won.

Later, when I was thinking about the strategy in the game, I realized that I played wrong on the last turn, and actually lost by 2 points. I wanted to make one more enclosure, and I needed one more wood, but I couldn’t enclose my wood area. So I enclosed a different wood area to get the last wood, forgetting that I needed a worker there to produce. So I should have expanded my wood area and lost the extra point for the enclosure. I had 29 points, the winner 31. I got 18 points minus 2 for a loan from having 3 building multipliers. I didn’t realize how they interact so that was good for my score, but probably won’t happen again. We had an advantage during the game because the double production sections came up first round. I may like First Sparks better just because of the graphics, I’ll have to think about that. Well, it’s also a meatier game.

I gave Mischa my game for the math trade, and later ran into him with the person, who preferred to wait for the game rather than carry it around. Jon tracked down most of his games also. He’s taking back a lot of games including 4 or 5 of mine.

Shaarei Tefillah

Friday afternoon was a big rush, more than usual. We ran into a lot of traffic, we saw later that there had been an accident. We left at 3 to arrive at 4, we arrived around 4:15, Shabbat starts right after 5 in Dallas, not 4 like most places this time of year. Jon had the wrong address which delayed us slightly because we had unloaded the trunk and had to reload and re-unload, or rather Bill did. I was staying with someone else who wasn’t home yet, so I helped in the kitchen while the others were moving furniture and making beds. Then I wheeled my suitcase over, took it upstairs, made my bed, got ready, practically threw a gift at the hostess who had already lit, and rushed back for candlelighting and shul. We drove to shul which confused Bill and Shirley, they’re not used to the one-way drive system. No singing during Friday night services, nor dancing, I miss my shul.

I wanted to find out where my friend Joel Zeff was in Dallas, but his wife hadn’t known the name of his shul when I contacted her on Facebook. We were staying with David Elkin, I’d met him several times at Jon’s, he lives in Modiin but spends a semester each year teaching at SMU, and Jon always spends his bgg.con Shabbat with him. David was staying with Hanan Schlesinger, who lives in Alon Shvut but works in Dallas, not so unusual for Israelis. It turns out that Hanan and Joel work together; they had invited Joel for dinner but he was doing something else, he didn’t know that I’d be there. Joel gave two shiurim at shul they next day which I enjoyed. Hanan has met my kids in Alon Shvut through Joel though he didn’t remember them in particular. Eli is currently working with Joel’s son-in-law Micah Smith on set design for videos. At the tisch after dinner, playing Jewish geography, they discovered pretty quickly that the rabbi being honored had taught at the school Jon attended in West Hempstead.

London

Shabbat afternoon, Jon wasn’t feeling well and went to sleep. Bill, Shirley and I tried out London, with Hanan watching us struggle through the directions for a while. The rules weren’t very clear, even with examples, but we eventually started playing. Jon came down towards the end, right as we were trying to understand a card, which said that you’re exempt from receiving (negative) poverty points from hand cards, because we hadn’t been taking poverty points for those. Jon couldn’t understand how we missed such a basic rule. Which changes the game considerably, so we’ll have to try it the real way. In our game, Shirley won and Bill came in second.

Awards and Prizes

Saturday night is the main con meeting for everyone, where they announce the bgg game of the year winners and raffle prizes. Jon was also announcing the Spare Squares winners, entry deadline was 5:30 Saturday. When that was planned, he hadn’t realized that Shabbat ends at 6:07, so it was another rush to pack up after Shabbat and get back in time. We made it with 10 minutes to spare, and they didn’t start right at 7. It’s fun to see the game winners announced after reading about it for years on bgg, same for many aspects of the con.


The guy sitting across from me won awards for artwork on two games.


In the end there wasn't time for Jon to come up so Aldie announced the Spare Squares winners. Jon got the envelopes later, there were a lot of entries, and perfect scores where they drew for the winner. I hadn’t understood the tracks, I thought they were by letter, but they were by card section.

We had our raffle tickets but didn't win any prizes like this lucky person.


Occupy bgg.con showed up with signs about Meeple rights.


Agricola

Jon had planned a game of Agricola with friends of his, Jim and Chris. I’d played Puerto Rico with Chris when he visited the group in Jerusalem. Jon had said more could play, Bill decided not to, Shirley was going to work on her laptop, and they also went out to get some dinner. We played in a side room, very calm and quiet. We selected 7 out of 10 for the cards. I had bad cards, and played poorly from the start. Jim was doing really well with tons of food, but then stalled. Jon was doing well, he took actions I wanted a few times, mainly because he was going before me; it didn’t matter since I wasn’t going to win. Jon ended up winning by two, we were the only ones with all our spaces filled, but he had animals and points, I had to kill most of mine for food and never got offspring.

Sunday

Sunday morning we packed and checked out again. Bill and Shirley were leaving to drive back to KC, they dropped us off with our luggage so we could take the shuttle from the Westin.

Last Will

I wanted to play the new game by the Agricola designer, but the games were in progress, I didn’t have that much time, and another game looked like it was starting. I had seen it and it looked interesting, Last Will. It puts you in a counter intuitive situation where you’re trying to spend money rather than save it. As we were starting, a fifth player asked to join, he had played before but not a full game. I asked questions and thought I understood the game, but I got the victory condition wrong. I thought you need to be at zero by the seventh round and then there’s an end game mechanic. But it’s actually a race to see who finishes first, at that point it’s the person with the least including negative money. I don’t know if I could have done better if I had gotten that; I would have done better if I understood everything from the beginning. I came in third, I had two left, the guy who had played before had minus 6 and another one had zero. I don’t think I like the game, it doesn’t feel very strategic, rather tactical and limited control affected by turn order.


Airport

I took the shuttle at 11 for a 1:35 flight to SF which was actually scheduled for 1:48, I didn’t have time for another game anyway. People on the shuttle said there were fewer locals this year, to me it seemed like mostly locals at the con, counting Kansas and Oklahoma. I went through checkin and security in half an hour, it took that long because one self serve kiosk didn’t work and the one I used didn’t print my luggage tag so I had to wait for an agent. I’m used to Newark where everything takes forever.

I found a plug and chair at an adjacent gate, so I couldn’t see my flight info. And I couldn’t get up without packing up my laptop. It needed to charge, and if I got it fully charged I could use it on the plane. At 1:35 I went to see and found out that the flight was delayed at least an hour due to bad weather in SF. So I plugged in again and tried to keep an eye on the far gate. One gate close to me was Chicago, the other one another SF flight. When I heard the SF announcement, I thought it was that flight and not mine, but then I saw people boarding at my gate. We took off at 3:30, with my laptop finally fully charged so that I could finish writing most of this on the plane.

I enjoyed the whole trip with great friends. I had expected to play mostly games that I knew already because it’s harder to learn new games, but learning them with other people at the con worked well, and it’s fun to try out new games. People were very friendly and supportive, and most of the time someone who knew the game explained it which helped. Playing new games is a different challenge than ones you know, and I have more of a chance to do well because focusing on one or two strategies is more likely to work when players haven’t grasped everything.



Thursday, February 10, 2011

February 09, 2011

Participants: Jon, Nadine, Mace, Gili

Quiet game night.

Dominion/Seaside/Prosperity

Nadine 38, Gili 20, Mace 19, Jon 15

Kingdoms: Workshop, Smithy, Council Room, Embargo, Ambassador, Navigator, Vault, Grand Market, King's Court, Peddler. No other Prosperity cards.

Kingdoms costing from 2 to 8. No bonus actions before 6 cost, and no double actions except for King's Court. This was our first play for certain Seaside and Prosperity cards. Nadine didn't understand Ambassador's value; while it seemed to work for both me and Mace, Nadine's ultimate victory may be a counter-argument. She ended with 5 provinces and 8 estates.

I passed up the opportunity to buy provinces twice, which was a mistake. Everyone had 8 or more purchasing power quite early, so the game went too few rounds. King's Court was used three times, and always on Council Room.

Agricola

Jon 53, Mace 40, Nadine 38, Gili 25

The game went for 2:50, which I think was probably pretty quick for us. This time I had a kind of feeling that I was doing well, even though I hadn't accumulated any points by round 8 or 9.

Nadine's major mission in Agricola is to be the first to expand her family, and that's what she did. Mace followed, and I came next. However, the two rounds I was waiting to expand gave me time to add a fourth room onto my house. Thus, after Gili expanded, I expanded again.

Nadine had an early fireplace (her other top priority) and a pasture with several cattle. Mace had what looked like over 20 grain by mid-to-end game. Gili had 5 empty field spaces and only three family members at game end. I also had 12 points in bonus cards.

Thursday, October 21, 2010

October 20, 2010

Participants: Jon, Joey, Nadine, Gili, Mace, Elijah

Joey is a student who dropped by for his first visit.

Nile

Gili 0/1/2/2/3, Joey 0/1/1/2/2, Nadine 0/0/*/*/*, Elijah 0/0/*/*/*, Jon 0/0/0/0/1

We didn't particularly like this game the last time that we played it, but I wanted to give it another go. Actually, someone recommended that I try it two-player, but somehow we ended up playing it with five players. I was expecting total chaos.

I read the rules carefully to ensure that we were playing correctly, and then after a few rounds I realized that we were playing incorrectly, so for the last two-thirds of the game I'm fairly confident we played it correctly. And to our surprise, we actually liked the game, a little.

I wouldn't actually go so far as to say that we liked it a lot. The game is still wayyyy too random and chaotic. And I think, with experience, you will begin to find something strategic to do in a two or three player game. I could tell that I made a mistake or two in my playing, but still. Not nearly enough that I deserved my pathetic score. I guess we'll try it again.

Year of the Dragon

Mace 101, Nadine 90, Gili 85

First play for Mace. Nadine was heard to complain about the painfulness of the decisions, which she actually likes.

Agricola

Joey 46, Elijah 33, Jon 31

I was expecting a greater gap between mine and Elijah's scores, but he had no bonus points in cards.

Joey insisted that we draft out first picks (8 of each, drop the last 1), which added a good fifteen minutes onto the game play. And I still managed to pick crap. Worst, the occupations and improvements that I actually managed to play were unsynergistic, while Joey's and Elijah's were. Elijah had a combo that gave him 4 wheat and a vegetable whenever he took the wheat action.

And Joey sitting on my right made it his business to block whatever I wanted at every move. Knowing that I had no hope of winning, I simply made it my goal to score at least 20 points.

Antike

Jon 9, Joey 7, Elijah 7

I suggested this. First play for Joey. I made it clear at the beginning, however, that points were what mattered, not expansion.

The game was closer than many others that I've played. I started with gold, ELijah started with iron, and Joey with marble. Elijah kept pace with me on the Know How track, and then Joey built some temples and advanced massively on the track as well. Unfortunately, that was after he left a temple open for me to sack.

After sacking the temple, which put me at 5 points, I pretty much knew from where my remaining 4 points were coming. Elijah saw one of them and convinced Joey to sack a few of my cities to delay me a few rounds, but the end was inevitable.

It's Alive

Elijah 50, Jon 44, Joey 43

I think this was the first play for Joey. I was doing fine with my money while the others spent theirs quickly. But somehow I lost most of my money just about when mid-game turned to end-game, and with it went most of my points.

I suggested the game, because I hadn't played it in a while. After playing, I have to say that I still love it.

Dominion/Intrigue/Seaside

Jon 46, Joey 39, Elijah 24

Kingdoms: Cellar, Chancellor, Woodcutter, Militia, Remodel, Thief, Great Hall, Torturer, Harem, Black Market

As usual I ended up with half or more of the cards from the main set. I still don't know why, since I pick them randomly.

Joey and I took early Black Markets. He started collecting Golds before me, and then had three Provinces before either Elijah or me had any. I began to draw some Great Halls, Harems, and Golds, and Remodeled two Golds into Provinces. Then I played Thief and took one of Elijah's Harems. I also took several Duchys, sometimes two in one turn.

Vegas Showdown

Mace 79, Gili 71, Nadine 66

First play for Mace. Nadine suggested it.

Monday, September 27, 2010

September 26, 2010: Games Day

Participants: Jon, Mace, Shachar, Nadine, Elijah, Saarya, Michael, Oren, Yardena, Tal, Rachel

Small Games Day, I think because Janglo, the local mailing list that usually publicizes the event, is no longer all that effective. Still, it was fun for all involved, I believe.

Age of Empires III

Elijah 120, Oren 110, Nadine 82, Shachar 69

Played at the end of the day. First plays for Oren and Shachar. They complained about the building that gives you money from each other player equal to the number of merchant ships that you possess. It is the only building that affects other players, and it dulls the strategy of its possessor.

Agricola

Nadine 44, Shachar 42, Elijah 39, Mace 35, Saarya 31

First plays for Mace, Shachar, and Saarya. According to Nadine, Saarya may have counted player numbers on cards as victory points. The game took five hours.

Antike

Jon 8, Elijah 5, Michael 5, Shachar 3

This is one of the few games I love that I also seem to consistently win. I don't expect this to last, however. I focus on the victory points, not on conquering cities and other players, and I expect to have a lot more challenge (I think this has happened in some of the games I've played) when the other players catch on to this.

I played Greece, rather then my favorite, the Phoenicians. My first play was for gold and Market, followed by a temple, some fleets to ward off players on all sides, and then Democracy. Then five cities, seven seas, and a few more know hows.

Shachar was the Phoenicians, and he simply expanded, while keeping away from my glistening three state fortress and one space in all directions. Michael was the Germans, and he spread out throughout the north rather quickly and then harassed Elijah, who played the Romans. Elijah built some monuments, and then spent his time trying to protect them from Micahel who was always threatening to conquer them.

My final act was to take the last unclaimed known how (Roads). Michael was one move away from preventing me from getting it. Shachar could have prevented it, but he was so far behind that he decided to just conquer my cities and let me win. If he had taken the know how, it would have delayed me one round, after which I could have gotten the bonus point from level two in all the know hows, anyway. (I was also threatening to conquer one of Shachar's temples.)

Dominion/Intrigue/Seaside

Jon 44, Mace 37, Shachar 17

Kingdoms: Cellar, Village, Bureaucrat, Throne Room, Council Room, Harem, Haven, Ambassador, Lookout, Outpost

More Seaside than usual, but still half from the base set. Why does that always happen when I draw randomly?

I took only a modest amount of Villagers, as well as Council Room, Throne Room, and Ambassador. Elijah managed some nice synergy with Haven and Outpost. I originally thought Lookout was weak because I thought it could be used on the cards in your hands. When I realized that you had to pick three random cards to which to apply the effect, I realized that the card sucked. I'm not thrilled with the balance on several of the cards in both Intrigue or Seaside.

Homesteaders

Jon 55, Oren 47, Micahel 41

First plays for both of them. I misplayed twice, taking building auctions for one type of building when I was really planning to build some other type. Second-to-last round, I was locked out of the bidding, and I was not far enough on the railroad track to gain much from it. I was determined hell or high water to get something on the last round, however, which I did, and it was worth over 20 points for me (minus a point or two given up by my having to pay $9 for the privilege).

Michael snared the buildings I wanted (such as Bank) due to my bidding miscalculations, and I wasn't sure that I was winning until that last round.

Oren liked the game.

Magic: the Gathering x 2

Jon++, Mace

Mace hadn't played in a really long time (fourth edition, I think). He was rusty on a few rules. We Rochester drafted from the new cards I bought on eBay.

Our first game, we were both mana glutted, but he didn't have enough creatures in his deck to thwart me. I won fairly early.

In our second game, we entered a standoff for most of the game. However, I had already beat him down to 6 points, while I was sill at 18. Enter the Rod of Ruin on my side, versus a tapping damage prevented on his side, which meant that I could get 1 point through every two turns. In the meantime, he was hitting me for two points each turn with an artifact that required 5 mana to cycle through each point of damage that it dealt to me.

At one point I attacked with everything and cast an instant that gave all of my creatures +2/+2 and first strike, only to have him Fog. Then he attacked with the one creature he could afford to (with Vigilance; he was three points shy of killing me with a full-out assault, and would not have been able to afford the return attack), only to have me Pit Trap and kill it. Back to stalemate and pings.

Eventually, he had three creatures tapped to deal his pinging damage, I had seven creatures able to attack against his four blockers, and he was at two life. He could blast one with an instant, but couldn't prevent the remaining damage. There were six cards left in my deck.

Mr. Jack

Jon+, Michael+

I taught this to Michael. We each won once as Criminal, him on turn three (I goofed), and me on turn 7.

Parade

Elijah 20, Shachar 25, Jon 83

I taught this to them, though I think they had each played once before. My inglorious defeat was due to a tremendously bad hand and a timidity at taking cards. If I had taken more, I would have dome better.

Puerto Rico

Nadine 50, Mace 49, Yardena 48, Rachel 40, Oren 38

First play for Mace. Yardena is self-taught and has played with her kids; this was her first play with another group, and we corrected a few minor errors. I think everyone believed that Nadine was running away with the game, but it was pretty close in the end.

Nadine adds: Rachel realized that Yardena might be winning due to huge shipping, she had a wharf and factory, and harbor at the very end, no big building. I had factory and two big buildings, but low shipping.

Scrabble

Yardena played this with Tal for a while. They didnt' play for points, just for fun. Tal had to leave, and Rachel took over. Even so, they abandoned the game mid-way.

Wednesday, August 26, 2009

August 25, 2009

Participants: Jon, Binyamin, Gili, Elijah, David, Avi

Game night on Tuesday night by request. Avi is David's son.

Jambo

Jon 60, Binyamin 46

First play for Binyamin. He almost learned this once from Gili, but didn't get it and they didn't have time to play it.

Jambo, like Odin's Ravens and I suspect all of the Kosmos two-player games, is light like an appetizer. It's nice enough, ok to kill time, nothing that can't be interrupted by a better game. But if time is short and there are only two players ... I'd probably play Magic.

Binyamin thought it was ok, too.

R-Eco

Gili, David, Avi, Elijah

I didn't see the results. They played this while waiting for us to finish Jambo.

Stone Age

Gili 254, Elijah 193, Avi 127

Gili brought this and likes it. I'm not enamored with dice, but I'll play it. First play for Avi.

Shame on Gili for beating up on the kids. :-)

Agricola

Jon 50, Binyamin 35, David 31

We drafted cards. I didn't get any cohesive strategy from this, but I always prefer the cards that give you an extra X when you take X or Y. For most of the game, I only played two of these. Then I dropped a bunch more, purely for their VP effect, ending with 7 bonus points (+3 from a card Binyamin played).

I thought farming and fencing is the better strategy than house building, but those extra actions are definitely nice. With a 6 room stone house and a middle amount of animals and an early fireplace, I spent the last several rounds simply picking up victory points for whatever I was missing: a grain here, a field there, a card here.

I thought David was really doing better than me for most of the game. He had early and powerful farming. But somehow he never got beyond that. He had food, fields, grains, and vegetables, but no pastures and few animals and bonus points. And no house.

Binyamin also had no animals or pastures, and also had to work at feeding his family on a few occasions. He had a larger house, though, and a few extra bonus points.

Greedy Greedy

Gili, David, Elijah, Jon, Binyamin

I was sent this game as a thank you for posting about it. It didn't look like our type of game, but I felt obligated to play it once. First play for all of us.

The game comes with a pack of card, six d6, and rules. I don't know if I was sent a prototype version or the real thing since my copy was free, but the quality of the cards was just awful. Worse than any quality you've ever seen. In fact, half of the thin cards were matte-faced and half were glossy. As a result, they were difficult to mix. Oog.

It's a push your luck dice game. Amazingly, the designers found a way to make a dice game even more luck-dependent by having each player flip over a card before starting his or her turn which gives additional bonuses or penalties for succeeding or failing in your rolls.

This card thing isn't necessarily a bad design decision. If all of the cards were positive, then this would color your tactical decisions on each turn, which would make a slightly more interesting game. Unfortunately, many of the cards were negative. Your round can simply be ruined by a card flip, which makes everyone else laugh, I guess, but basically sucks. Worse are the cards that make you lose a turn: nobody likes to lose a turn (play less), yet designers keep throwing that mechanic into games.

As far as push your luck dice games go, it's hard to see why this is a better game than any number of traditional games with dice or Can't Stop. But it's not bad for the genre either. We certainly laughed a lot at the ridiculous effects the card flips had, and, like any push your luck game, occasionally tried to work out whether or not is was better to continue or stop.

There was confusion in the rules as to what exactly happens when one "rolls through" (scores with all six dice). The game says you can flip another card and continue, but it doesn't say what happens to the previous card. And some cards say that if you "roll through twice on the card" then something happens, but how can you do that?

There was no convenient way to score, so I was constantly writing and crossing out on paper. Midway through, I realized that tracking the superfluous "00"s at the end of ever score was a waste of time, so I kept scores without them (100 points became 1 point). After twenty minutes, we had had enough. Not our type of game.

Elijah said that he would enjoy playing it as a filler.

Bridge Troll

Jon, Binyamin, David, Avi, Elijah

First play for Binyamin, David, and Avi. Avi was concerned that he didn't understand the rules when I explained them, but he was able to pick it up as the game started and ended up liking it.

We only got halfway through the game when Elijah had to leave, and we abandoned it. Like me, David was not thrilled with the cube mechanism, especially about taking cubes from other players. And none of us like the mechanism where cubes are redistributed at the end of each round. The first time I played this, I thought that all cubes go back to the supply, forcing you to close your bridge to get more. And I think that worked a LOT better.

It's a decent game, all the more-so for the nice artwork and up to six players for a filler, but it feels like an even better game is in there somewhere. If the cube mechanics were just a bit less fiddly. And maybe a tad less luck in the blind bidding.

Thursday, July 09, 2009

July 08, 2009

Participants: Jon, Nadine, Gili, Oren (?), Bill, Abraham

Gili came with her young cousin, whose name is Oren, I think.

Bridge Troll

Jon 25, Bill 24, Nadine, Gili, Oren, Abraham

Nadine and I had played this once before with three players, but with the wrong rules. This was the first play for everyone else.

The rule we left out last time was the one where each bidder receives the bid stones of one of the other bidders and the end of the round (lowest bidder generally takes the highest bidder's stones, and so on). The designer told me that this was an important rule, and we had to play the game with it. So we did. And while it's a decent mechanic, it nearly completely eliminates any reason to not bid at all, and thus get free stones from the center.

The number of stones you get from not bidding is now not significant compared to the number you get if you bid anyway. Furthermore, now the center stones run out (since nothing is supplying the center, except a very occasional goat) and you end up taking your stones from other players. Often, the second player to pass takes the newly acquired stones from the first player to pass. It's another one of those cases where we got the rules wrong on the first play, and when we found out the right rule, we kind of liked our way better.

And there is a rules ambiguity: the rules say to take the stones from the player who has the most. But if player A has 8 stones, and player B has 7, do I take all 5 of my stones from player A, or do I alternate taking from whomever has the most after each stone, so that players A and B are both left with 5?

Onto our game.

This time I forgot a rule which I remembered last time, namely that one of the cards is face down each round. We remembered as soon as the first Seer was flipped up (the Seer being the card whose special power is to peek at the face down card).

A six player game is just a mess of chaos, which will appeal to some people. It was so confusing that I had to act as facilitator, calling out whose turn it was to act, who won the bid, and so on every single round, right up to the end of the game.

With six bidders, you have scant control over what actually happens to you during the game. You may be able to bid very high and secure a single card once, but you may also (or not) end up taking the last penalty card, depending on whether someone else drops out of the bidding or not.

As a short game, this works out fine, similarly to the chaos of the bidding in For Sale. But the game is a wee too long for me for this type of mechanic. Not very much too long; just a bit too long. We finished in about 1.5 hours. That's about an hour for most people.

And that's really what it feels like: a very long game of For Sale. If you like For Sale, you'll like this game. Our group liked it well enough as a filler game, especially since there are not too many 6 player filler games available. They all said that they would play again, especially now that they had a little more grasp of the rules. I was somewhat less enamored, but I would also play again. I think I would prefer 4 or 5 players over 6, however.

Traders of Carthage

Gili, Oren, Abraham

Gili needed another filler game, as she and Oren had to leave early. First play for Oren. I don't know the results.

Agricola

Nadine 39, Jon 31, Bill 7

First play for Bill.

Nadine had some killer occupations at the beginning of the game that exempted her from needing to worry about food. There is probably a direct line between this and her win, in my opinion.

But it's hard to draw any sort of straight line in Agricola, even when there are only one or two rounds left in the game. You find yourself adding and re-adding the dozens of different possible moves, trying to figure out which one actually leaves you with the most victory points at the end. If you're prone to AP, that makes for a long game. Otherwise, you eventually go with your gut and then realize you made a colossal mess of you end game, which is what happened to me.

Bill had plowed fields and grain up the wazoo, since he got a field every time he took a grain. But that, and some final pastures, was all he had. And he starved by two food in the last harvest, anyway.

Nadine had vegetables and tons of animals, since she got an extra sheep when she took a sheep and also converted three sheep into a boar and a cattle. And got an extra wood and two food whenever she took wood. She was all ranched out on round 4 or 5, and spent the rest of her time growing her family and slaughtering her overflowing animal population.

I had early conversion to a stone house, and got some grain fields and pastures, but could never hold any animals or grains long enough to reproduce them. I ended with final grain and sowing, but no animals. I got a bunch of bonus points for improvements, however.

Tichu

Abraham/Nadine 280, Jon/Bill 120

Abraham stuck around until the end of our Agricola game, and I took pity on him so we played two hands of Tichu. First play for Bill. Bill enjoyed it well enough.

In the first round, RHO went out, and then I could have gone out, but then my LHO would go out, leaving them to collect all of my partner's tricks. And he had all of our tricks. Both LHO and partner had a single card, so instead of playing my 7 card straight, I played one at a time working my way downward. And wouldn't you know? Both LHO and partner held 8s. 200 points for opps.

In the second game, Abraham bid and made his Tichu, but the only cards he scored were the Phoenix and a five, netting him 80 points to our 120.

Thursday, June 11, 2009

June 10, 2009

Participants: Jon, Elijah, Nadine, Ben, Max, Abraham, Gili, David K

A few early birds showed up and started playing in the living room. The flow of games that were played confused me; I'm hazy on anything played in which I didn't.

Mr Jack

Nadine, Elijah

Nadine re-taught this to Elijah, but she wasn't interested in finishing it as other people came in.

Dominion

Max 32, Jon 30, Abraham 27, Ben

First play for Ben, who didn't manage to find synergy (or, in his words, had very bad luck).

Thief was in the game, as was Festival, Feast, and Library, all of which should lead to the Festival-Feast-Library and no treasure strategy. Abraham headed that way, but he got there by means of Remodels. Somehow he got the synergy going too late, though it was doing nicely at the end.

I did something of the same thing, but I also added some silvers and golds. I lost a silver to an early thief, but as the game went on, thieves are used less which made the treasures safer bets.

Max used thief and Gardens to rack in coppers. He only made it to 30some cards, but it was still enough to squeak out a victory. For one thing, his point accumulation started earlier than ours did.

Ben tried a thief without success. He managed to get an early Province, but then his two silvers were stolen by Max and he never recovered.

Boggle

Gili, Nadine, Elijah

Meanwhile, these guys played this quick filler while waiting for David to show up.

Tichu

David, Gili, Elijah, Nadine

When David showed up, we only had ten minutes left to Dominion, so they played a hand of this.

Agricola

Jon 50, David 42, Nadine 35, Max 35

First play for Max. Max requested to play this, as he had bought a copy and hadn't been able to get it to the table where he plays, fearing that it would be too complex. After playing, he realize that he was right; he liked the game, but it's too complex for his group.

David complained early on about how poorly he was doing, as usual, even though Nadine and I saw through him. He was also convinced that my few early occupations (gain a vegetable when I take one of the food spaces; add two items when I sow) put me majorly in the lead. I admit that they were decent.

However, I gained nearly twenty points in the last two rounds. If two of these had gone awry, or one of them and David achieved some other sudden coup, the end would have been different.

In my last rounds, I added my fifth clay room (+1 for the room, +2 for a minor improvement that gave me +2 for a five room house), converted to stone (+5), played an occupation that gave me an additional +1 per stone room (+5), solidified having the most/tied for most number of occupations (+3 due to an earlier played occupation), and gained a wheat (+2).

David thought he stole back the most occupations on the final round, but he hadn't noticed that I played one on the penultimate round as well, so he only tied him. This gave him +3 as well, but didn't prevent me from getting my points.

I had my vegetables and a stove, but I usually had to take at least one action before each harvest to ensure I had enough food. David had fantastic wheat and baking running at mid-game, and so didn't need to worry about food the second half of the game. he also had a pasture with a bunch of each type of animal (minor improvement let him mix animals). Unfortunately, he was exactly one animal short of 3 points in each one.

Nadine expressed dissatisfaction with the artificial limitations of points for animals and produce and so on, as well as how 1 sheep is the same as 3 sheep, but different than 4 sheep. This leads to all sorts of annoying calculation that shouldn't be necessary.

Nadine spent a very long time calculating on round 12 and 13, and in the end it didn't matter that much. Max had good pastures, produce, and animals, but his house and bonus points were small.

Cosmic Encounter

Elijah+, Gili, Ben

Elijah always like to play this, and I thought it might make Ben happy to play something he's familiar with. He still lost, though.

This was Gili's second play, but had been so long since her first play that she had to relearn the game. She hadn't been too impressed with her last play; this one she enjoyed somewhat more.

Ben played Void and something, Elijah Machine and something, Gili Visionary and something.

Traders of Carthage

Gili, Ben, Elijah

First play for Ben, and probably second or third for Elijah. Ben enjoyed this game which is weight-wise on par with R-Eco.

Thursday, April 02, 2009

April 01, 2009

Participants: Jon, Noah, Hershel, Nadine, David K, Avi

Noah comes for his first time. He made aliyah recently, so welcome aboard. He may be heading for ulpan or the army soon, however. Hershel returns for his second game night. And David brings back his young 'un, Avi.

R-Eco

Noah 15, Jon 2, Hershel 1

First plays for both Hershel and Noah. I don't remember much of the game.

Jon 33, Avi 1

Played much later, this is my personal best for the game. Of course, it was two-player.

Hershel 9, Nadine 6, Avi 4

I don't know about this game, either.

Agricola

Nadine 48, David 42, Hershel 26

First play for Hershel. Lucky for me, I didn't hear Nadine explaining the game to him. Nadine and Hershel both had good animals and ovens.

Power Grid

Jon 17, Avi 16, Noah 13

First play for Noah. This one is much easier to explain to a new player, especially one with a strong math background. We played on the cheap East Coast of the US.

I'm still fairly confused as to how one wins, though I suspect it has to do with some kind of perfect timing in the last three rounds. And a lot of that has to do with luck as to what plants are - and are not - available.

Trias

Noah 36, Jon 31, Avi 25

First plays for both Noah and Avi. I don't get to play this with the regulars, as they don't like it. I still think it's a fascinating, elegant game.

Avi was confused as to how the scoring worked, but he loved to drift extra tiles on his turn. The second island in our game already left the center tile completely isolated.

Magic: the Gathering

Jon+, David

We didn't have much time, so we forgoed our usual draft and simply each pulled 68 cards. I had pathetic in everything but blue and green, so that's what I played, with very light mana. David built a black, green, blue deck.

David pulled perfect mana, perhaps a tad in excess. By round four, he had 5 mana available, while I was stuck at 2 for some time. I eventually pulled mana's 3 and then 4 by the end of the game. That left my biggst cards unplayable, but I could get out most of the deck, one at a time.

The creatures I got out were nearly all fliers, which David couldn't stop. I pulled one card that killed his only annoying creature. And then I played a card that forced him to draw two cards and then discard four. Since he only had two cards in his hand at the time, it wiped out both a big creature he was poised to cast, and an enchantment that would have make it unblockable and untargetable.

He didn't draw anything else as useful after that, so I won. A miracle.

Wednesday, March 18, 2009

March 17, 2009

Participants: Jon, David K, Josh, Alexis, Nadine, Gili, Avraham.

We didn't have game night last week, and this week we held it on Tuesday since I had something else to do on Wed evening.

Josh and Alexis were in the game group last year (at least, Josh was) but he moved to Boston after getting married. They were in Israel for a wedding and had time to drop by, which was excellent.

R-Eco

David 9, Josh 8, Alexis 6, Nadine 1

First plays for Josh and Alexis. They played with the colors all in the appropriate stack, but in random order. Nadine managed not to dump, but this didn't help her as you can see.

Agricola

Nadine 42, Jon 38, Alexis 31, Josh 29

First play and explanation for Josh and Alexis. I thought I explained this before, but it felt like I was trying to explain it for the first time. Man, is that difficult. It's not enough to just explain the victory points and actions; you have to explain the whole animal, plowing and sowing concepts, and harvesting and food concepts. I need to figure out the right order of explanation.

Josh had difficulty creating sustainable food production, so later in the game he had to take food several times. So he came in last, even though he was first to get a new family member.

He had some nice card synergies, but his best synergy he didn't realize until later in the game, by which point it was too late to play them. Chalk it up to first game experience. He actually did pretty well with farming and animals, but had too many empty farm spaces and not enough bonus points in houses or cards.

I had only one occupation, one minor and one major improvement until close to the end game, whereupon I bought two other major improvements for the bonus points. My cards gave me two extra food for baking bread, and the ability to bake bread during the harvest. Netting 7 food during every harvest for one wheat, I was set for food throughout the game.

Nadine had a nice stone house, five people, and no empty spaces. She also had synergy with animals, so no food problems.

Dominion

David 18, Avraham 8, Gili 3

First game for Avraham, and second or third for Gili. They played the standard first game kingdoms. David was killing with a card engine that let him draw his entire deck on several occasions.

Avraham 37, Gili 24, David 15

They played with random kingdoms, including Gardens. Avraham was the only one who abused this card, ending with 7 Gardens and 44 cards (28 points from Gardens alone). I don't know what other cards they played with.

Traders of Carthage

David, Avraham, Gili

First play for David, and second for Gili (I think). David didn't fare very well, I understand, but I don't know the final scores.

Thursday, February 05, 2009

February 4, 2009

Participants: Gili, Binyamin, David, Nadine, Jon

I arrived late to find them playing on the wall outside my apt; sorry!

Apples to Apples

David, Nadine, Binyamin, Gili

They played a few rounds of this, and David said he enjoyed it. I guess any game played on a wall outside is probably enjoyable.

Merchants of Amsterdam

Jon, Nadine, Gili, David, Binyamin

This is a Knizia auction/area control game with a nice but mostly irrelevant 16th century Amsterdam theme. It's not bad in some respects, but the auction system sucks. Really.

The game uses the Dutch auction (naturally), which means that the price starts high and gradually falls until someone is willing to pay the price. Why is this so bad?

First of all, it uses a mechanical spring-loaded component which is almost guaranteed to break fairly quickly. Ours is new and seems fine. Second, the thing is loud. It doesn't just silently spin until it dings at the end; it makes an awful stream of clatter which my wife immediately banned from the house.

Third, it's terribly boring to sit and watch a clock tick down. I guess it's supposed to be tense, but that gets old after the first auction. And we're not talking 1 or 3 auctions per game. We're talking an auction on every player's turn! That means the vast part of the game is simply waiting for the damn thing to spin down to a reasonable price.

Fourth, it's just not an exciting auction type. It starts, there's one bid, and it's done. Only one person gets a chance to do anything.

So, one dutch auction in a game could work, but not every turn. Moving on ...

We considered alternatives to the auction given. We ended up having the first player count down from some reasonable starting point, but this gave the person counting down an unfair advantage to be first to call a certain number. We also had no way of resolving auction ties (with the clock, the first person to slap it wins, which should result in fewer ties).

David pointed out that the auction is actually similar to blind bidding, since each person simply chooses what bid they want to make before the auction starts. Our group isn't too keen on blind bidding, though (I kind of like it). It could probably be played with either turn or free-for-all auctions, as well.

The rest of the game is somewhat better, but still has some problems. For one thing, at different points in the game, certain cards are simply much better than others. If you draw them when you want to, you're lucky. If you don't, you're unlucky. That's the problem with many card games, but not all card games. There should be a more equitable distribution of cards so that all players can get roughly the same opportunities. Otherwise, the game simply devolves to chance.

The game looks like it has a decent progression. The beginning is investment, with payoffs on your investments coming later in the game. That seems to work. And there are just enough areas and types to make the choices of where to place what interesting.

Nadine didn't like that the time track moves forward at random times, especially that it disrupted people's turns. The cards themselves were repetitive; not actually that bad if the game moves quickly, but nothing really special.

It took all I could just to get everyone to agree to finish to the third scoring year, and then they all happily quit. Oh well.

Agricola

Binyamin 55, Nadine 32

Binyamin is till trying to figure out the game, and this was his first two-player game. He was not interested in winning, per se, but in pursuing a particular strategy. This game, the strategy was to get lots of bonus points. He succeeded, with an incredible 21 bonus points (to Nadine's 2). He also had all five members, and a 4 room stone house. He didn't plow once.

Nadine had a more traditional farm layout, but most of the game only 3 members, a simple clay house, and not near enough of everything else.

Pillars of the Earth

David 52, Jon 50, Gili 38

Meanwhile, we played our own worker placement game and had a great time. David was a little reluctant to play, remembering only sort-of amused by the game, but when our game ended, he said he really enjoyed it and would play again. Excellent. I didn't change my opinion, in that I still really like it.

However, I do note that the worker drawing mechanism really makes a big difference to the game if you're really unlucky/lucky, and it seems to be happening in nearly every game. I need to think if maybe something needs to be done about it, when some player gets drawn several times in a row for costs 6, 5, and 4.

In our game, I was doing super conversion and thought I was going to end well, but I realized at the beginning of round 6 that David was going to beat me my a few points. It was the first game that I acquired one of the "convert gold to points" craftsmen, but I wasn't able to use it in either 5th or 6th rounds. The other one wasn't bought. That makes the first time in my four games experience that one of these cards didn't swing the victory.

I'm not entirely sure how David won the game in the end.

Bridge

David/Jon, Nadine/Binyamin

We played a few hands, and the other guys got all the cards.

Wednesday, January 28, 2009

January 27, 2009

Participants: Jon, Nadine, Binyamin, Avraham

Game night moved to Tuesday due to scheduling conflicts.

Carpe Astra

Jon, Nadine

Carpe Astra is the next game produced by Reiver Games, who also produces my own game, It's Alive.

Carpe Astra is a simple set-collection, money-management game set in space. The game lasts ten rounds. On your turn, you can cycle cards, place one tile, turn tiles, place your workers in a connected string on the tiles, and collect chips for your cards if they match the symbols on the tiles on which your workers were placed. Alternately, you can force someone else to lose a chip, as well as optionally pay a coin to take the lost chip for yourself.

Most actions cost a coin each, other than refilling your hand up at the end of your turn to two cards and placing your first two (out of a total possible of five) workers.

There are six colors of chips, and at the end of the game the first or second place holders in each color score points. Winner has the most points.

As for the positive aspects of the game, which are only really relevant in a two-player game, you need to manage your money. This means that, like Taj Mahal, you'll skip one round of placing workers, maybe two. There are no positive aspects to the multi-player game (we tried two player and four players).

Unlike most of the other games we play, a) turns are long, b) there is nothing at all to do when it's not your turn, and c) in a four player game, you can't plan since the state of the board will have changed completely by the time it gets back to you.

In some instances, one of the players and I could pretty much plan what we were going to do the next turn, assuming that no one messed with our pieces on the board. When no one did, we made our moves fairly quickly. But that didn't happen often.

Turns are not short. You have to plan all your money and all your moves, and this can take some time. By the time three other players have done this, you're pretty bored. And this happens ten times. Our game took two and a half hours, bearing in mind that our players are prone to AP, that it was our first game, and that we were so bored that we started playing side games when it wasn't our turn.

For all the time it takes to check your choices, the choices are not interesting. The decision-making is "can I do it, or can't I?" That's not a choice; that's a calculation. A calculation is not a decision. Either you can play all your cards, or you can't. If you can't, you play N-1 cards. And so on. The only choice you have to make is which opponent to hit, but even that's not a choice: the vast majority of the time you have no choice, and when you do, you hit the one who's winning.

There is a little choice as to whether to wait to play a card the following round when it will be more valuable. That's something, but not much. There is a choice as to when to conserve money, similar to the choice as to whether to pass a round of fighting in Taj Mahal. It's not one you have to make if you're lucky with your card picks, however. If you pick cards with matching symbols, you're going to spend less money.

In a four player game, the "choice" between networking cards and slander cards is not a choice. Networking cards are irrelevant in the last half, and much easier to use in the first half, of a four player game. And you NEVER want to slander and not pick up the slandered points, not only because you will lose them, but because you give them to the player on your left. In a two player game, this is not quite as clear; sometimes your opponent is out of one or two types of chips. If it's less clear, it goes back to having to manage your money. If you have enough money, there's no decision making. And if your opponent is our of several types of chips, he's losing anyway.

Without any blocking cards, "instants", or defensive maneuvering, you have zero control as to what happens to you in the game. If you're lucky, other people will be easier to slander and they'll get slandered instead of you. If you're unlucky, you'll get slandered multiple times. By the time it comes back to your turn in a four player game, you may have gone from winning to out of the game, without having done anything wrong. It's entirely random.

The symbols, colors, and name used in different places were confusing, especially with regards to the players also being of the colors used in the game. The yellows looked like oranges, and the oranges looked like reds. Not enough contrast.

The event bonuses for each round are not interesting enough. And, in general, we didn't like the mechanic of replacing other people's pieces with your own. Some sort of additional cost would have been nice. Or combat mechanism, or something. The publisher indicates that removing other people's workers is supposed to be a "strategy" to help protect you from slander; it costs nothing to replace your pieces, however, so it's just not the case. You were going to pay the same amount to move your pieces onto other spaces with symbols matching your card colors, anyway.

The two symbol cards are nearly always better than the three symbol cards, and thus unfairly give an advantage to those who draw more. In a two player game, sometimes a three symbol card will be better if your opponent doesn't have the symbols on the two symbol card with which you can hit him; this is never a problem in a multi player game.

Some of this criticism may be unfair: we have an AP heavy group, and we got bored with the game after a few rounds. In the four player game we finished the game, but we played side games in the meantime. We abandoned the two player game after a number of rounds.

Agricola

Jon 42, Binyamin 40, Nadine 34, Avraham 34

My first or second win, I think. Second or third play for Binyamin, and third or fourth play for Nadine and Avraham.

I am now more firmly convince that plowing and sowing strategies will always win against renovation and building strategies. While the earlier extra person/actions is nice, it doesn't quite up for the several actions you had to take in order to get those extra actions. While you were building extra rooms, I was plowing and sowing.

I'm going to get extra guys a little later than you did. In the meantime, I have solidified my food base, will score full points for fields, vegetables, and grain, and am free to take extra points at the end of the game while you are wasting those hard-won extra actions to get food.

Even so, it's a well-balanced game. You can't entirely ignore building your home and expanding your family. You just don't have to rush to do it first, that's all I'm saying.

Although I started with a field, I didn't get it planted until mid-game. I only played two occupations and two minor improvements, even through we booster-drafted them before starting the game. Binyamin played all of his, I think, which gave him lots of bonuses, of course, but also slowed his development. He still could have won if he had taken the right choice somewhere near the end; at least he would have tied me. Two or three synergistic occupations still make a world of difference, perhaps a little too much, in my opinion.

Nadine had a six room stone house, but no points in produce or animals. Avraham was first to five people, and even got an extra three point bonus for that, but was also produce and animal shy. I had only one sheep, but multiple point bonuses in all other areas.

Medici

Nadine 128, Avraham 111, Jon 107, Binyamin 99

First play for all of us except for Binyamin.

Medici is another "pure" auction game, or so they say, comparable to Modern Art, Ra, and Traumfabrik. It's certainly elegant and streamlined. However, it is subject to even greater swings of luck than any of the aforementioned (which is saying a lot).

There are three rounds to the game. In each round, you take a deck of cards, remove some of them at random, and bid on the cards in lots. The cards are in five suits, numbered 0-5, with a single bonus card "10" of no suit. Each player decides to flip over 1, 2, or 3 cards (deciding when to stop after each card). Players then bid cash to take the cards. You can't take the cards if it would give you a total of more than five cards. That's one thing to consider when deciding how many cards to flip up.

Once all but one player has five cards, the last player simply fills his collection up to five cards from the top of the deck for the cost of 1. That's where a lot of the luck comes in. In the first round, Nadine took all five cards from the deck, having won no other cards, and the cards she flipped up were better cards than all of ours; Binyamin's collection was destroyed entirely because of what Nadine flipped up for herself. And the funny part was that I suggested that this might be an optimal strategy at the beginning of the game: paying nothing and taking five cards at random. Turns out that I was right.

Anyhoo, after all players have their cards, players score first based on how big their take was this round (by the highest numbers). Then they move their marker forwards on each color track once for each card they have of that color (numbers don't count here). This track is cumulative from round to round. Players further along the track gain points, but less than the number scoring. The exception to this is if you hit the last two spaces in the color tracks, in which case you gain some good scores.

Nadine had the most points numerically in the first round, and hit the last space in one of the color tracks in the last round. I repeated her performance, gaining my last cards in the second round entirely by luck and doing extremely well because of it, but then I bid too much in the third round. If I hadn't bid so high, Nadine probably would have won anyway, but I would have been much closer.

Since you don't know what cards will be flipped up next, you have no idea of the absolute value of the cards you're bidding on. If the 10 flips up next after you bid high to get high numbers, you're screwed. Similarly, if you bid high to get certain colors, and then those same colors flip up again, you're screwed.

And you have to bid high to prevent others from taking cards low, but it's a game of push your luck. In particular, I didn't like the "fill your hand with random cards" mechanic after everyone else has cards. That's push your luck taken way too far.

So I don't think I'll get the game, but I wouldn't refuse to play it. In fact, I feel the same way about Ra, Modern Art, and Traumfabrik.

Thursday, December 11, 2008

December 10, 2008

Participants: Jon, Gili, Nadine, David K, Avraham, Adam, Binyamin

Welcome back to a few irregular regulars.

Jambo

Jon 63, Gili 49

First play for both of us, I taught this new game to Gili who liked Odin's Ravens. Jambo is in the same niche of two-player light games.

Jambo is a card game for two. Each player starts with a six space market and several cards. The market contains six types of goods. The main cards have 3 goods on them and two numbers: the smaller number is how much the goods cost if you buy all three at once, and the larger one is how much you earn if you sell all three at once. So the essential mechanic of the game is getting the cards to match up correctly.

A whole lot of other cards do special actions, like add more space to your market, start an auction for some cards or goods, take something, swap something, cause your opponent to discard something, and the like.

Each round you get five actions, of which you can only add to your hand one card. We found this to be a very harsh limit, and it provided a slowdown for us in midgame after we both had basically nothing left in our hands. Hand management is therefore very important.

It was a nice game, about as nice as Odin's Ravens was the first time I played that. I still like OR, but I don't usually suggest it. We'll see what happens with Jambo.

Tichu

David/Avraham, Adam/Nadine

They played this as a starter game.

La Citta

Jon 35, Avraham 25, Gili 20

First play for all of us. This is a nice game, reminiscent of other games, but not quite like any other. You build cities by adding various buildings to your cities using money or actions or both. You need to add quarries to increase you money supply (or take an action to get money). You need to add farms to increase your food supply to feed the people on your buildings. You need to add markets and fountains to allow your city to grow beyond a certain point. And you need to add buildings in three different colors for two reasons: 1) at the end of each year, people move from cities with less of one of these colors to cities with more of one of these colors, and 2) a city scores at the end of the game if it has at least one building of each color.

In the first place, your actions are limited, so you have to make trade-offs. This is nicely done. And in the second place, having extra people is more buildings and more power, but if you exceed your food production, you are hit hard. That makes acquiring extra people dangerous. In fact, forcing other players to take your people is often a tactical powerhouse of a move. Quite the opposite of common sense, but nicely in keeping with the theme.

The board and bits are pretty, if a bit much and over-produced for what was really necessary. It's a nice game, and I look forward to playing it several more times soon.

In our game, I realized a bit ahead of Avraham how more people is not necessarily better. Especially on the last round, where too many people equals a lot of negative points, I made sure to keep some extra food around. In fact, Avraham tossed me an extra guy and I had exactly enough. I also had the most cities. Gili was drained too much by Avraham's nearby cities and so had the opposite problem: not enough people and room.

Agricola

Binyamin 47, David 36, Nadine 29, Adam 23

First play for Binyamin and Adam, and look how well Binyamin did. I heard a lot of voices saying that while Agricola is a nice game it is simply too long. Well, with new players it is definitely longer. My last games haven't been too long, but it takes four or five playings before you get to that point.

Again, a plowed field strategy beat a stone house strategy.

Netrunner

Jon 8, Avraham 0

I taught this to Avraham. I was thinking of selling this (or sending it to my secret santa recipient) since no one around here wanted to play it (i.e. David doesn't want to play it). And it's true that there's a different type of luck factor in the game, but Magic also has a tremendous luck factor in it; most of our Magic games end by mana screw, after all.

Once a Netrunner game gets going, it's always a great game, regardless of what cards come out. The only thing to watch for is if the runner has no icebreakers of the type he needs. Then he's in trouble.

In our game, I messed up the rule for activating Nodes, but even so it was an excellent bit of fun. Well, for me, as I won. But Avraham liked the game, too, and will play it with me again if the opportunity arises.

Thursday, December 04, 2008

December 03, 2008

Participants: Gili, Jon, Nadine, David K

Game night was at Gili's, who had to stay home and watch the kids. Game night was interrupted by a small accident with the sink in the bathroom. It broke and spewed hundreds of gallons of water over the floor before we managed to turn it off from outside the apt. Then we did a little mopping. Exciting.

Hacienda

Jon 113, David 98, Gili, Nadine

First play for all of us.

Hacienda is a deluxe version of Through the Desert. Each round, you place tiles on the board trying to balance reaching as many markets as possible (instead of oases) and securing long routes. The added feature to Hacienda is that you have to buy your tiles: slightly cheaper if you pick them randomly, but in any case the ones you really need might not be available, which adds some luck to the game. You have to balance placing tiles to earn money vs placing to earn points; but often these were the same action.

In our game, money was not that tight, so the latter is not much an issue. A tighter money game might have made that part more interesting.

The seemingly main path to victory, which is the one I chose, is to connect to as many markets as possible; you earn a triangular bonus for each connection, so 10 markets is 55 points. It's also the main way to get money. You get a lot more money if you invest more tiles at each market, but you get far less points. And you don't really need that much money.

The second problem is that a route length of 3 or more is worth 2 x the length of the route. Only one type of route is counted, and there's no bonus for having a single route of length 6 versus 2 routes of length 3. That made the large route strategy slightly less effective than the one of getting to every market. Of course, if everyone simply tries to get to every market, the game is balanced; but it is a little less interesting.

The third problem, and it's now the second game where we've hit this problem, is that the game end triggers after someone does something, and then the last player gets the last move. This is simply a bad game mechanism. The idea is to give all players an equal number of turns, which is a decent idea. But when some turns are spent planning and others placing, the person who triggers the end game has the power to end it right after you planned. That makes planning for players earlier in the starting order very difficult. The advantage they got for going first doesn't make up for it.

Games should avoid this mechanic, and instead go for a) ending after a set number of turns, or b) ending on the turn after the end condition is triggered, or c) the game goes around until it gets back to right before the person who triggered the end game.

Despite these problems, the game is slightly less dry than Through the Desert, and quite enjoyable if you like route-planning and light mathematical games. We'll definitely play again.

In our game, as I mentioned, I promiscuously hit every market. I was light on cash, but I still had two land routes with four tiles, which gave me emergency cash when I needed it. I didn't buy any haciendas, but they were not worth enough points overall.

Tichu

Jon/David 300, Nadine/Gili 0

We played one hand of Tichu while we were also playing Hacienda, which annoyed me to no end. David bid Tichu, and both of us went out first.

Agricola

David 38, Jon 36, Gili 30, Nadine 29

We played this one, even though it takes a tad too long for a game group such as ours: close to three hours. We started by drafting occupations and then minor improvements. We used all the cards.

Nadine had a nice card that allowed her to add a family member whenever she added a room, which she used to add two family members at once. She was unprepared to support them, however, and spent a lot of the rest of the game struggling for food. She ended up getting two begging cards as a result.

David complained about his occupations and minor improvements, and then ended up playing 5 occupations and 3 minor improvements, nearly all of them in the first half of the game. They gave him so much wheat and vegetables, that we actually ran out of wheat coins. [DK: Actually Jon missed a few. I played two minor improvements in the last round, and 1 occupation in the round before. In toto I played 12 out of my 14 cards!] 

Gili played a balanced strategy with a lot of sheep. She also played an annoying card that required anyone who wanted wheat to pay her a food when they took it, which made gaining wheat no immediate benefit food-wise for the other players. She only got to three family members, which hurts.

I wanted to do farming, but I only ended up farming vegetables, playing a single occupation and a single minor improvement, both of which boosted vegetable acquisition and production. Otherwise, I focused on building a stone house, expanding my family, and acquiring major improvements for the points. I almost had to beg in the last round, but I ended up selling my cow instead (for a loss of 2 points, instead of 3). I had 10 bonus points, but still lost to David's fields, veggies, grains, and family members.

So far in all the games we've played, an active farmland beats the stone house route by just a few points each time. Unfortunately, to get an active farmland requires the right minor improvements and occupations, which makes that avenue only available to those that get them. If only one person gets the right card comboes, the game is going to be a lot easier for them.

Thursday, November 13, 2008

November 12, 2008

Participants: Jon, Nadine, Gili, David K

Small groups are ok if they're good friends and quality gamers. Still, I wouldn't mind the group growing again.

Agricola

Nadine 35, David 34, Jon 27, Gili 21

Fourth play for me, second play for everyone else. David loves the game. Gili likes it, but requested that we play something else next week. Nadine also loves the game, although she's still clinging to the idea that Puerto Rico must be better, somehow.

For my part, I do think that Puerto Rico is better, but only once you add variable buildings. Why? It's a little shorter, a little more elegant, and I simply like Puerto Rico's role mechanics better than Agricola's placement mechanics.

Furthermore, I'm still a little bothered by the "2 points for this, 2 points for that" aspect that takes up the last few rounds of the game. One other thing that kinda bothered me, although I am willing to accept it as part of the design, is the imbalance of the Occupations and Minor Improvements, as well as how often you simply can't play a Minor Improvement when you are allowed to (Start Player and Family Growth).

I've tossed about a few ideas on how to rectify all these issues for me, without seriously destroying the nature of the game, and my current idea is to add Prestige cards ala Princes of Florence. The idea: whenever you are allowed to play a Minor Improvement, you can instead opt to draw a Prestige card. Prestige cards give you 4 points at the end of the game for most sheep, most stables, most food, etc..., or 3 points if you're tied.

This allows you to make somewhat more interesting decisions at the end of the game, and also give you something to do when you can't play a Minor Improvement.

In our game, I built a strong base in the first two stages, but forgot entirely to ensure an adequate food supply. As a result, the remainder of the game I was scrambling for food while Nadine and David pulled ahead. David got the first family expansion, while Nadine has a card that let her take family expansion even when somebody else had, which was huge.

Nadine also had synergistic cards that gave her tons of stuff for planting and sowing. She didn't build her home much, ending with only 3 wooden rooms, but she ended with 4 points in fields, grain, vegetables, and so on, which was as much as David's full stone house. Her additional bonus point gave her the victory.

Gili and I were shy in all sorts of areas, and Gili also never got her house fully expanded or her fifth worker.

Mexica

David+, Jon, Nadine-

I played this once at the last BGG.con and loved it. I taught it to Nadine and David.

It's definitely in the family of Tikal and so on, which unfortunately is not really the type of game that either David or Nadine likes a lot. Especially later in the evening. And they both suffer from a bit of AP, which can drag the game out a bit. Otherwise, it looks like the game should move fairly quickly, quicker than Tikal.

This time around we also ran into a few game design problems which I didn't notice during my first play. We're not thrilled with the way the turn ordering works, in that the first seated player can never respond if someone else finishes the game. Unless we read that wrong, it seems that the game always ends with the player who went last, not with the player to the right of the one who ends the game. Which is a problem, especially if you can't use your accumulated action tokens.

The second was the accumulated action tokens, which isn't broken, but makes for silly game play. The rules seem to indicate that you can take two per round, but can accumulate as many as you want and use them all in one turn. I would change this to being able to hold no more than two at a time.

I still very much enjoyed the game, but David wasn't sure and Nadine said it wasn't her type. It's always frustrating to bring home a game and not get a good response, but that's the way it goes. Maybe others in the group will like it more.

We all finished pretty close to each other, David 8 points more than me, and me 8 points more than Nadine. We got a rule wrong about building districts around the center sacred area.

Thursday, November 06, 2008

November 06, 2008

Participants: Jon, Avraham, Gili, David K

New shipment of games arrived, so we played the most anticipated one.

Agricola

David 42, Jon 41, Avraham 34, Gili 23

This is my second play and the first play for everyone else. I spent some time reviewing the rules. A few minor rules I learned during my first play turned out to be incorrect. During the game, we also found a rule change here or there, and occasionally I would describe a rule only to be misunderstood. Most of these occasions were not too significant. At least, the mistakes we all made were more significant.

Everyone loved the game, which I suspected. David especially.

Everyone, including me, thought I was doing ok, but in the end I still lost to David by one point. Sucks. Here is the scoring breakdown:
ItemJonAvrahamDavidGiliComments
Fields2421Avraham was the field and pasture king. I built an early field, but did nothing with it until the end of the game.
Pastures2312Avraham used all of his fence posts.
Grains113-1David did a late plowing.
Vegetables121-1I spent rounds 12 and 13 getting one of everything. See below for commentary on that.
Sheep131-1Gili missed a lot of basics, as you can see.
Board113-1
Cattle13-12
Unused Space-1-1-1-6I got caught with a lot of this in my first game, and was lucky enough not to do so this game. Gili wasn't, as you can see.
Hut10286I had a full house of stone. Avraham never had more than two rooms, even though he got two extra people at the end of the game who didn't need rooms.
Family1512159I considered getting people to be my prime mission. See below.
Bonus841013I got three from a bonus card that rewarded you for having 5 people at the end; David also got the bonus. My five were from some improvements. Most of mine sucked. Avraham was the occupation king, which were nice and all, but obviously to the detriment of getting any actual farmwork done, other than plowing and fencing. David got more major improvements than I did. And Gili played a slew of minor improvements, all supporting each other, but nothing else came together for her.
My primary strategy was to ensure that I had 5 working family members, which did fairly well. David realized the same thing and was only slightly behind me in building a family. I think failing to do this will hurt you significantly.

My major complaint about the game last time was the end-game where you spend two to three rounds simply acquiring one of everything, since everything you don't have one of is a two point differential. The idea of a balanced board is not bad, but the idea of balanced end-holdings doesn't work quite the same. It's not like you score whatever you have the least of. You simply need one of everything. That makes the last few rounds of the game somewhat dull and anti-thematic.

After my first game, I realized that I would have to play many more games to see how this really worked out. My inclination was to simply drop the -1, thus making acquiring one more of something the same as acquiring the first of something. But that seemed like a hatchet job for what needed a scalpel. Furthermore, it might actually make things even more boring.

After this game, although the last few rounds were still a little dull in this way, I was still bothered by it, but somewhat less so. I knew a bit more about what I was doing, and I already knew that I would be doing it. But it also still seemed like a problem. I'm thinking that a possible solution would be to give a bonus for specialization. E.g. most vegetables = 2 points, most sheep = 2 points, etc. That way, you still have to balance, but you're not forced to pick up one of everything, since you can also get the 2 point swing bonus from something you have a lot of.

I'll play the game a few more times the regular way before trying it, though.