Showing posts with label la citta. Show all posts
Showing posts with label la citta. Show all posts

Thursday, November 18, 2010

November 17, 2010

Participants: Jon, Gili, Mace, Nadine, Elijah

Five person game night, essentially one game.

Nile

Gili 0/2/2/3/4, Mace 0/1/1/2/4, Jon 0/0/3/3/3

The haters weren't around to nay-say, so we tried this one yet again. Each time it's about the same, but I don't really know what that is. It's not good. But it's not bad, either. There's too much luck and frustration. You've got a trading ability that looks like it was added to counteract the luck. But then you've got the Plague of Locusts which exacerbates it.

It's not long, there's a funny moment or two when luck trashes someone's plans, but there's no hook. Sorry.

I couldn't get the two fields that I needed, despite trying for them through three cycles of the deck. And that's that.

La Citta

Nadine 36, Jon 26, Elijah 25, Mace 22, Gili 14

First plays for Mace and Elijah. We tend to take a long time on our games, especially the five-player games, and this was no exception. It took 4 hours. For all of that, I only felt the drag a few times.

We don't play it often. It's an interesting game, a strange mix of the fiddly and elegant. The essential mechanics - not too few and not too many people at any one time, how the cities steal people from each other - are elegant. The implementation, on the other hand, has lots of little pieces, and lots and lots of counting and recounting. They gave you markers to count your food production, so why didn't they give you markers to count your people?

Even when you can count your people, you have to evaluate and re-evaluate what's going to happen to them at the end of each turn; it's not random, but it's not entirely under your control. Interesting.

The action card mechanic lets you take a mediocre card only to reveal a better card for your LHO, is a bad mechanic, just like the power plant reveals in Power Grid. A better mechanic would be for each player to have a set of cards they can use, either in the order of their choosing or by picking them from a deck. This is used well in several other games.

Oh well. The positives outweigh the negatives. It's a fun, challenging game.

In our game, Nadine stuck to the edge of the board where only I could threaten her, which I didn't do often enough. She also had rich farmland, which spelled success. Mace and Elijah fought each other, while I trapped Gili in the middle of the board. On my last turn, on my last action, I plopped down a last castle in a suddenly open space, netting one food production and two people. I miscounted by one, however, and ended up losing one person and gaining the 5 point penalty for last round loss. Luckily, everyone else except Nadine also lost on the last round.

Thursday, August 13, 2009

August 12, 2009

Participants: Jon, Binyamin, Tzvi Yehuda, David, Avraham, Moshe, Har-El, Miryam, Elijah

Binyamin brought his son Tzvi Yehuda, and David brought his son Avraham and two nephews-in-law (or something like that) Moshe and Har-El. Meanwhile, Miryam is a first-timer who had played Settlers of Canaan somewhere and was told by her relatives that she should check out our group.

Tonight's session was somewhat disorganized, owing to my being home late from checking my daughter in to the hospital in preparation for a tonsillectomy, and owing to having asked Binyamin to check out my mezuzah's, which I then had to reattach to all my doorposts during the first twenty minutes of game night.

Dominion

Binyamin, Elijah, Tzvi Yehuda, Miryam

First play for Miryam.

I set everything up and was all set to take my first move, when Binyamin told me that I had to put the mezuzah's up right away. I grumbled, but I took a Silver and then put my cards down. David Klein then played for me after he walked in. He took Throne Room (the card that let's you double an action), and then put the cards down. Then Binyamin picked up my cards to finish the game.

Unfortunately for him, Silver and Throne Room are two ridiculous cards to take on the first plays, and he spent the next five rounds playing catch up. Miryam liked the game.

Jon, David, Binyamin

And we played another game of this later in the evening, to close game night. David started slowly, but was eventually drawing his entire deck each turn (Throne Room and Smithy, Village, Festival) [DK: What makes this more impressive is that the deck had over 30 cards in it and I still pulled the whole thing!]. Binyamin is the first to play the Black Market. His most important purchase was Witch, which gave him the game. That's probably always going to be the best result of Black Market.

R-Eco

David, Avraham, Har-El, Moshe

First plays for Har-El and Moshe.

Cosmic Encounter

Jon, Moshe, Har-El, Elijah

Elijah., as usual, pestered everyone to play Cosmic. I thought it would be a decent choice for Moshe and Har-El, but I was wrong: a) Har-El didn't read English too well, though he spoke it well, and b) Har-El's disconnect between what he wants the rules to be and what the rules are prevented him from grasping the rules. So he constantly tried to put more tokens in the cone than he was allowed, played extra cards, give cards to other people, make unbind-able deals, and so on. He found the game overly complicated. Can't argue with that.

We played one power each: Mind, Ghost, Prophet, and Crystal. Prophet was the strongest power, so Elijah got ganged up on early.

La Citta

David, Miryam, Avraham, Binyamin, Tzvi Yehuda

David taught this to Binyamin, as he wanted to learn it. First play for everyone but David.

I've had a good time every time I played this, but acknowledge that there are some problems with the game: the luck of what cards are available on your turn, and your dead cities that feed people to other people's success. These haven't bothered me terribly, and I imagine that there is some way to fix the luck of the card draw, if we decided it's necessary.

Unfortunately, these guys really weren't happy with the game, owing to the above problems. So much so that they unanimously decided to abandon the game half-way through.

Taluva

Jon, David, Binyamin

I taught this to David and Binyamin. It's a decent filler, very spacial and calculating. Not too many rules, but I always forget one or two important ones when I teach it. :-o

Furthermore, there are a few rule problems that come up every time, such as can a temple be used to join two small settlements, ending with a settlement large enough in which to play a temple? Can you split a settlement such that a temple remains alone? And a few others like this.

I have to make rulings on these issues each time we play. Otherwise, I find it to be a fun abstract game with a little luck in the tile draw (which can be solved with a pool of available tiles, and upcoming tiles visible).

Winner's Circle

Elijah, Tzvi Yehuda, Avraham

The younger ones played this to round up game night.

Thursday, May 28, 2009

May 27, 2009

Participants: Jon, David K, Gili, Abraham

Night before Shavuot, Nadine is away, so low attendance expected.

Path

David+, Jon

Path is a new route planning abstract (think Metro, TransAmerica) from an Israeli publisher for two players. The board is a cloth board of 9x9 squares. Pieces are plastic (Bakelite-ish) with routes and colors.

Each tile is unique, other than the black starting tiles and the black blocking tiles. Each tile has four corners, each of which is in either green or orange. Each tile has silver or black pathways crossing from side to side, between the colored corners. All possible variations are also represented. Paths are silver; black indicates no path.

Your job is to create a path from your starting point to either of the two opposite corners.

Nine black tiles with silver paths are place on the board to start. The remaining tiles (color tiles and black blocking tiles) are drawn randomly from a bag. The center tile has four silver tiles leading into it, but a black obstruction in the middle, so cannot be used as a crossing point.

On your turn, you have four random tiles to place (think of what to do with them on your opponent's turn). Each tile must be placed so that it continues your path from your starting tile (eventually the two players' paths may merge), so that adjacent colors match at corners (black counts as both orange and green), and so that paths match (black to black, silver to silver).

You must continue to place all of your tiles, as long as you can. However, you may choose to place them in an order that does not let you place all of them. If you have no legal moves at the start of your turn, you may rotate or replace a tile on the board (it must still be legally placed), or you may place one of your tiles off of any black tile on the board (I doubt that this action will ever be chosen).

That's it.

Reactions: Hard to tell after one game. The majority of our time was trying to figure out what our legal plays were. Having to match both corners and path colors is hard enough, let alone having to do that with four pieces in a row. And that's before considering if the plays are more beneficial to yourself or your opponent. For us, it was all tactical. With players who are very experienced and can count which tiles remain in the bag, I imagine that there will be actual planning involved.

Both David and I are reasonably intelligent, and were also willing on our first game to offer advice to our opponent if we saw better moves than the ones made. It should be noted that the four tiles that your opponent will play on his turn after yours are public, and therefore also must (if taken seriously) be considered when placing your tiles.

So there is room to explore. On the one hand, it didn't really give much of a bang. Most of the time was spent figuring out "what" you could do, not "whether" to do it. On the other hand, tile laying and route planning is one of my favorite mechanisms, so I'm happy to try it again. It's not one of David's so I don't think he enjoyed it as much.

A note must be made about the rulebook: it pretty much sucked. For pete's sake, non-English speaking designers, get your translations and rulebooks done by professionals. We ran into a number of questions that the rulebook didn't answer or only obliquely hinted at. Like, where we could put the blocking pieces, whether a tile could be placed that adjoined your tiles but didn't extend your path, and a number of others. We eventually figured most of them out, but on some we're still scratching our heads.

La Citta

David 34+, Abraham 34-, Gili 28, Jon 27

We played with a random setup, and Abraham managed to snag not only a prime food location (2 spots with 5 food), but a prime mining location (2 spots with 2 mountains each). David managed as well as he did because he was somewhat of to the side, and only lost people from his dead middle city; Abraham had to fight with both me and Gili a number of times in the middle.

I thought I was doing reasonably, but David and Gili managed to kill one of my cities and I had a hard time recovering from that.

Dominion

Abraham 33, Jon 16, Gili 16, David 12?

We played with (2) Chapel, Moat, Workshop, (4) Thief, Militia, Feast, (5) Festival, Market, Library, and the guy that draws 4 and everyone draws 1.

I had never played with Chapel and was eager to abuse it. In my first game, I was way too tame in my abuse. I dropped 2 estates, but nothing else. There were a bunch of thieves walking around which discouraged me too greatly in getting silvers and golds. I took a Festival and a Militia, which did well. In the meantime, Abraham took silvers and golds, two libraries, and a few thieves of his own, and was able to clean up.

Abraham 38, Jon 34, Gili 31?, David less

I realized my mistake, and asked to play the same set again. This time I dropped estates and coppers, leaving myself only a few golds and silvers, some moats, and some festivals and one library. I did much better, but I should really have had two libraries. I might have won, then. Actually, I might have won also if Gili hadn't militia'd me when Abraham had a library in hand (and so didn't care) and I didn't have a moat, or had David not ended the game right before my play.

David claims that the following is the correct strategy: buy libraries and festivals and NO treasure at all. Chapel away every single estate and treasure. Use only the Festival bonuses for buying. Every round should give you a Province, assuming that you have at least four Festivals (could pick up a militia if they run out, I guess. This strategy is immune from the thief and the militia.

Thursday, February 26, 2009

February 25, 2009

Participants: Jon, Gili, Nadine, David K, Bill

David suggested that we play a 2-player and 3-player game, rather than a 5-player game. Turns out he was right, but our game night was still enjoyable.

Fairy Tale

Jon 41, Gili 41, Nadine 37

We exchanged games from the Beit Shemesh group: they got Saboteur and we got this in return. I like this game, but I also knew that it wasn't going to be a big hit with our group, owing to the chaos of blind placement and card flipping.

It's pretty good for a filler game. It's lacking something: the flip and unflip mechanic is not that thrilling, but easy to grasp, at least. The first few games seem random, but by the end of the second I was starting to grasp that there is some control. Synergy is hard to achieve with drafting, since not all the cards are used in each game. In Magic, unless you're trying to get a specific combo, drafting doesn't kill you if you get it wrong; here it does. But it's also not impossible, and that's the point.

I played this once before a long time ago. First game for everyone else. None of us knew what would work and what wouldn't, and we struggled with the pictographs a bit.

Jon 45, Gili 39, David 36, Nadine 33

David had a super combo going, but my second-to-last card play screwed him out of one of the key cards in his combo and he lost 12 points. He would have won, otherwise. I think the other players didn't pay enough attention to attacking cards.

With my 12 cards and 45 points, it looks like 4 points per card is a good target score to shoot for.

La Citta

Jon 40, David 35, Nadine 28, Gili 26, Bill 23

First play for both David and Bill. Third game for the rest of us. This game ran a tad long at 4 hours - about 1.5 hours longer than it should. This was partially due to new players, five players, Nadine's calculations, and the game being chaotic and calculating. It's a little like the Game of Life: simple rules create complex interactions. Lots of recounting the number of people you have and are likely to get. Good thing they give you those food counters.

Ours was a strange game with much food grabbing by the others right at the beginning of the game, only later trying to grab markets and baths. I grew my food supply at a slower pace, and only held two cities throughout the game. This allowed my cities to be strong and steal people away from other players' little cities. I had to concentrate on food growth in the last few rounds, while others, who had enough food, were building arches and so on.

It worked, though I didn't think it would. After all, your score is equal to the maximum of the number of citizens / food that you have. I was simply going for food when they were going for citizens, and vice versa. I had no mines the entire game, and gained two coins twice by using cards.

Gili built an awesome first city that allowed her to get two mines each between two mountains, for four income in the first few rounds. But she didn't have enough food, and the city wasn't attractive enough to keep its citizens so she lost the mines in round 4. David built an awesome first city with several spots for 4 food production, which gave him massive food supply. But his lack of markets were limiting, and his central city kept losing citizens to mine; this was only his first game, after all. My central city was leaching 4 people a round in the last few rounds; one of the benefits of having a strong central city.

Because of our strange play, we ran into problems with the available power cards. At several points, none of the seven was worth anything to anyone. Which meant that whenever anyone took a card, he or she simply made the card that flipped up available to the next person, which was a boon for them. Gili was the one with the cash, so her buying a 3 arch building usually made a medium sized building available to me as I was sitting to her left. It helped; a lot less than others made it out to help. Sometimes a useful card flipped up, but people (including me) often didn't have the cash or food to utilize it.

Despite this, and the long game time, David liked the game, and would be willing to play again with less than five players.

Thursday, December 18, 2008

December 17, 2008

Participants: Jon, Gili, Nadine

Very light attendance, which was just as well, as I had gotten sick earlier in the day and needed to cut my activity short. I suggested that they play an additional game after I went to sleep, but they opted to leave.

La Citta

Gili 35, Nadine 33, Jon 27

Nadine's first play. I was rather hazy during the game, so I'm not surprised to have lost. Actually, it began to feel a little too much like work in rounds 4 and 5. Gili had the first successful influx of citizens, and I never really recovered from that, although I did steal a few from her on the other side of the board later.

I almost managed to get a second city to score for me, but I was vastly shy in food, so instead had to spend my last actions building more farms instead of little arches. Nadine stocked up to the gills in food, ending with much more than she needed.

Nadine thought it was a good game.

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.