Showing posts with label amyitis. Show all posts
Showing posts with label amyitis. Show all posts

Saturday, December 19, 2009

December 16, 2009

Participants: Jon, Nadine, Gili, Abraham, Emily, Eitan

Hanukkah gaming.

Hare and Tortoise

Abraham+, Nadine, Jon, Gili

I started us off with this little guy. First play for all of us. I understood that this is supposed to be a kids' game, really, which is true if you consider the graphics. But it's more intelligent that any mainstream roll and move game, and challenging enough for adults.

This is a race game where the object is to be the first to cross the finish line. There's dice rolling, but not for movement; it's for the results of what happens when you land on certain spaces. You move 1, 2, 3, ... spaces by expending 1, 3, 6, ... carrots. So your job is to find ways to acquire more carrots for more movement, as well as rid yourself of three lettuces and block the spaces your opponent's require (only one rabbit per space). It's a lot of jockeying for position; last place gets bonus carrots on several occasions. It's even nicely thematic.

Fun game for a filler, or with kids.

Cuba

Abraham, Jon, Nadine, Gili

First play for all of us. Nadine had gone home with the game to learn the rules and gamely tried to explain them to us, but I had to take over after confusion reined.

Cuba is a meaty Euro, a little simpler than Puerto Rico but in the same vein. The problem is that every game that tries to be in the same vein as Puerto Rico but simpler ends up being unfavorably compared to Puerto Rico. Cuba is no exception.

You've got a few dozen different VP paths, and every building is available for purchase at the beginning of the game, which makes the first few games an exercise in figuring out how the parts of the game mesh together. We all scored pretty closely.

Nadine is under the impression that further games are also going to score closely, so long as people with the same experience levels play each other. This may be true, or it may be that a few good plays can score a wild swing in the points during one or two turns. We just don't know yet. In any case, experienced players should certainly do better than non-experienced ones. Abraham also liked it, but less than he liked some other new games.

I enjoyed the game, and I look forward to studying it more.

Amyitis

Eitan, Emily

Unfortunately for these two, they came when we were starting Cuba, and so tried to play Amyitis on their own, including learning it on their own. I had played it once, but didn't remember enough to teach it.

They weren't thrilled with it, claiming that certain things don't seem to work well. I'm pretty sure that they must have gotten something wrong. I remember liking it when I played it (enough to buy it) although I do recall that one of the cards was somewhat better than the others, and so the number that appeared each round had a strong effect on one's success.

Wednesday, June 24, 2009

June 24, 2009

Participants: Jon, David K, Hershel, Gili, Abraham, Sarah, Binyamin, Moshe Avraham

Sarah is Abraham's wife; this is her second visit. MA contacted me two weeks ago interested in knowing if anyone knew how to play Pentago, as he was interested in learning more about it. I invited him to drop by. He was uninterested in any other games, just in Pentago.

Magic: the Gathering

David++, Jon+

I invited David to come a bit early and we got in a draft and three games of Magic. The first two games were both mana skewed victories. Really, Magic has a mjor flaw and this is it. Way too many games come down to mana screw, even after mulligan rules.

I created a rule a few years ago that helped out immensely; I stopped playing with it when they introduced the new mulligan rules, in order to give them a chance, but we find them wanting. Here is the rule:

Each player can, once only, and only before finishing his or her fifth turn, do either of the following: a) discard a random non-land card from the game to draw a random land card from his or her deck; or b) discard a random land card from the game to draw a random non-land card from his or her deck.

In practice, we look at the bottom of our deck, choose the first one we find, and then shuffle the deck. If, for some reason, this would interfere with some already played card (such as something that puts a card on top of your deck), we work around it in the most sensible fashion.

The one land difference usually turns an unplayable game into an enjoyable one. We have decided to reinstitute this rule in future games.

In our third game, I used this rule, and we had a longer battle. I still lost, though David said my deck was slightly stonger. I played White/Green with a Blue splash. Many fliers, counters, and cards that gave bonuses for the number of creatue type X in the deck. David played Green/Red with Blue.

Stone Age

David, Gili, Abraham, Sarah

First plays for Sarah and David. David starved some of the time, but I don't know the rest.

Amyitis

Hershel 59, Jon 46, Nadine 46, Binyamin 44

First plays for everyone. Binyamin taught the rules, though it was his first time, too. He warned Nadine that she probably wouldn't like it (too complicated), and she didn't. In the end, she didn't not like it as much as she thought she wasn't liking it most of the game.

I thought it was quite good, as did Hershel. Owing to not understanding the strategies and values of resources, we made mistakes in our priorities and only came to realize how valuable the commodity chips were in the last third of the game. It was about that time that we also noticed the first real problem with the game, which was that a different number of cards to acquire these chips are available each round, and if you happen to be last player and N-1 of these cards are turned up, you're screwed - especially if N cards were turned up on the other rounds.

Aside from this, there are a lot of different strategies to explore and many paths end in frustration once you realize that someone else is going to beat you to the payoff in that path and there's no longer anything you can do about it. It is for that reason that I thought playing with chips hidden might be worthwhile: you're just as screwed, but at least you don't know it for a few more rounds.

In our game, Binyamin tried ignoring the tiles altogether, but it didn't pay off fo him; I was able to beat him to the cascading point sets anyway, which was the payoff he needed to compete. I played a balanced game, but ignored the transient points from irrigation too much. Hershel had the most irrigation and tiles, which gave enough of a VP boost to win.

Pentago

MA and Jon, David, Hershel, or Binyamin

While or between various games, each of us took turns trying this simple abstract. It's a 6x6 board divided into four 3x3 quadrants. Each quadrant can rotate. On your turn, place a piece and rotate a quadrant. Five in a row wins.

6x6 is not a very large board. As we played, we found several of the major patterns, none too difficult to discern if you can keep the abstract lines in your head. Though I didn't prove anything, I pretty muh decided that first player will always win (maybe force a draw), as his first move advantage is huge and second player spend too much time playing catch up. This advatange may be mitigated by allowing the second player to choose to play or swap colors as his first move.

It's a decent abstract. I wasn't thrilled with the way that one player can exactly unrotate the previous rotation of his opponent. I would rather that there be a one move wait between undoing a rotation. I think it would make it slightly more interesting, and also, perhaps, help the second player somewhat.

Dominion

Sarah+, Abaraham, Gili

First play for Sarah. Everyone thought Abraham was winning, but Sarah snuck through a victory. They played with the suggested introdutory card set.

Bridge

Jon/David, Binyamin/Nadine

We played a few hands to wrap up the evening.