Showing posts with label tobago. Show all posts
Showing posts with label tobago. Show all posts

Tuesday, November 22, 2011

Wednesday

Wednesday morning Jon left early and volunteered at registration, and saved spaces in line for Bill and Shirley but not for me, we were in different lines alphabetically. We didn’t get there until close to 10, which I thought was late. I talked to people I was in line with, very representative of the participants – computer programmers from Texas. I said that I was surprised that the line wasn’t moving, they told me it doesn’t open til 10. So we got there at the right time, it went pretty quickly, all very organized. You pick a free game or two upon registering, I took Highland Clans and Train of Thought, I'm not familiar with either of them.

I had read about a new game, introduced at the recent huge Essen game con in Germany, Walnut Grove, which I was thinking of buying it and wanted to try it out. All day Wednesday and Thursday, whenever I went by it in the Hot Games room, which has Essen games set up, either a game was already in progress or there was no one there. I not only needed players, but someone to teach it.

K2

I walked around looking at games, and ended up joining one in the large main game room, K2. One of the people playing was Mischa, a friend of Jon’s who runs the bgg math trade. I had traded one game but wasn’t going to be able to attend the official trade time on Saturday, so I had emailed the person I needed to give my game to, and the person who was giving me a game. The backup plan was to leave the game with Mischa.

K2 has a simple structure with deeper strategy than it appears.You expend points for climbing and oxygen, selected from cards you pick. I didn’t understand certain things right away, so I was behind most of the game. The other woman player was doing really well, she got both of her climbers to the very top, and down again alive, without even pitching a tent which reduces oxygen required. We were playing on the easy side of the board, with only summer weather, but it was still challenging. At the end, two players weren’t able to prevent either one or both of their climbers from dying, which results in a complete loss of points, so I came in second.


First Sparks

I went back into the Hot Games room and sat down by Walnut Grove, but no players came, and I was hungry, so I found the others and we took a break for lunch. I tried again after lunch, but switched to a game nearby which was starting, First Sparks, by the creator of Power Grid. The game is similar to Power Grid which helped us figure out how to play, and someone came over to teach it. One person hadn’t played Power Grid so we gave him some tips. It has a cave man theme and is simpler than Power Grid. The card structure is similar, but you place cavemen competitively for end game points.

We found out near the end of the game, because someone overheard us, that one of the changes from Power Grid is that you don’t bid for cards, rather you have right of refusal in turn order, so you never pay more than the amount on the card. We hadn’t had much competitive bidding, so it wouldn’t have made a big difference in the game, the card movement and availability are the same. I tied to win and had 3 vs. 1 food left to win the tiebreaker. I want to get this game because it’s good with attractive graphics, and I don’t have Power Grid. The store at the con finally got it from the airport on Friday, but it will be available for less at other stores, hopefully in time for Bill and Shirley to bring it.


Coney Island

Then I played Coney Island in the large room. I had this on my wishlist at one point, but couldn’t remember if I had taken it off or not. After playing, I was really hoping that I wouldn’t receive it as my Secret Santa gift. No one liked it, there are so many better games. We all helped each other as we tried to figure out the game. At one point, they recommended that I make a different move, where if I got a red tile instead of white tile in a random draw, I would get 9 points. It worked, which helped me, though I was still behind. I did start to understand the game by the end, by which time things were mostly already placed. I did what I could, and somehow ended up winning by one point.


Flash Point

Then I joined a firefighting game, Flash Point, an Essen game but in the main room. I didn’t realize it was cooperative, but it was interesting. We were playing with intro rules which meant no firetrucks and hoses, which must make it more interesting. I was fighting fires, everyone else was rescuing people. The game actions cause explosions and destruction. We ended up losing, the house collapsed before we could rescue everyone. But I was the only one who didn’t die because I happened to be outside the house. We had bad luck with the people, the first two tokens were blank rather than victims. It’s a good game because there’s a lot of fast action and some planning.

Jon came with me to try to get a game of Walnut Grove going. Scott Nicholson of Board Games with Scott walked by, he didn’t want to play but gave us a quick rules explanation. More players didn’t join, and Jon decided he was too tired to play a new game.


Niagara

We walked around a bit, Jon agreed to teach Tobago, and I saw a game of Niagara which I had heard of because one year I gave one of my Secret Santa targets a Niagara exapansion. Jon ended up playing Tobago, so I went back to join Niagara. It’s a good game, simple and cute mechanics, you physically move plastic discs in the river which push your canoes around and over the edge sometimes. It’s very difficult, an experienced player won. They played again but I left.

It was freezing cold on Wednesday, we didn’t have all our warm clothes with us because it had been so warm the day before. The rest of the week it warmed up with sun and some clouds, but we were mainly indoors.



Chitin: I

Bill and Shirley played the redesigned Chitin: I, which Bill had a copy of when he was in high school.

Thursday, May 26, 2011

May 24, 2011

Participants: Jon, Nadine, Gili, Adam, Valla, Binyamin

I had a conflict on Wednesday, so we switched to Tuesday. Adam can't come on Wednesdays, so he came, bringing his gf Valla.

Dominion/Intrigue/+

Jon 39, Adam 29, Valla 5

First play for Valla, second for Adam. It was perhaps not the easiest of all sets for new players, but there you go.

Kingdoms: Remodel, Council Room, Secret Chamber, Swindler, Minion, Trading Post, Tribute, Navigator, Loan, City

Lots of trashing. Lots of remodeling coppers into Secret Chambers. A few curses gained, but these were also remodeled. Valla had decent cards, but she didn't use them to gain points until very late.

Adam bought two early five cost cards before either of us (Tributes), and also bought the first Province, forgoing his first jump to 8 for a gold. I took City and Council Room, then Tributes. Eventually I had two turns of 16+ with two buys = 2 Provinces. The first one put me ahead of Adam; the second one was pretty much game.

On the last turn, Valla finally got a turn like mine, chaining City's and card drawing. Unfortunately, she played a Swindler. Adam turned over a Province, and he then took the last Province. Valla could only buy a Duchy.

Vinhos

Binaymin 72, Gili 64, Nadine 56

Fist play for Nadine and Gili. It took an awfully long time to explain the game, some 45 minutes. They were still going after we had finished both a slow game of Dominion and Settlers of Catan.

Settlers of Catan

Valla 10, Adam 7, Jon 7

First play for Valla, and as usual, the new player won. She started off with a strong road that cut the island in two; her Road Building card didn't hurt there. No one else was going to steal Longest Road from her (at least, not easily).

Adam mistakenly places his initial settlements on essentially two resources - wood and wheat - and a 2 ore spot. 2 rolled up a number of times, however, and he reaped his ore.

Tobago

Binyamin 56, Nadine 41, Jon 34

We play without the curses. Not much to say about the game.

Thursday, January 27, 2011

January 26, 2011

Participants: Jon, Alex, Gili, Binyamin, Shalom, Nadine, Mace

Alex is a game designer who dropped by to show us his designs, get feedback, and make some connections. Shalom came for his first time, even though he's an experienced gamer who lives in the area. Welcome to both of you.

Alex's designs range from the puzzle-like - think Rush Hour, though they are more imaginative - to the simple abstract. One of his designs was something like Go-Moku meets Abalone. Each player places a marble on the board such that it touches at least one of the other marbles and then pushes it and any other marbles in the line one space. The first to get four in a row wins. The game is for 2-4 players. We were unsure if the game was solvable for two, or a forced draw for experienced players, though we suspected it would be. Still, it's better than Abalone.

Tobago

Shalom+, Nadine, Gili

Nadine won this last time, but I didn't think it was her type of game. She thinks it's entirely tactical. First play for Shalom and he won by about 10 points.

Bridgetown Races

Binyamin 6, Mace 6, Jon 5, Alex 5

First play for all of us. Carey, the designer, sent me a copy, since I had played a prototype at BGG.con 5 years ago and had liked it. The object of the game is to be the first to collect 8 different colored flags. To do this, you simply have to cross 8 different bridges containing 8 different flags using the mode of transportation that corresponds to that flag. The flags are put out randomly and the ones you need may not be available at the bridge that you need them to be.

The components are nice, but they're a little unwieldy. You place a flag that you're won on a little board on the name of the bridge, indicating that you won that flag on that bridge. However, the flags easily fell over at the slightest jostling, so we kept having to remember how they had been arranged.

As for the game, it seems to be pretty easy to get to around 5 or 6 flags, and then it's nearly impossible to get any further. if you have 6 differently colored flags on six different bridges, you need exactly the other two flags on exactly the other two bridges to win. The odds of this occurring during the random placement of the flags at the beginning of the round on the last round or two are nearly zero.

You have two possibilities to remedy this. First, one person, once during a round, can swap two flags on the bridges. Since only one person can do this, and every one else is out to make his life miserable at that point, it is unlikely to do anyone much good. Second, you can pick up a different color flag on a bridge that you already have, discarding the one that is there, and hopefully allowing you to then pick up the discarded colored flag on a bridge that you don't already have. There is a slightly more than non-zero chance that this can be done, but it's tough.

As a result, in the last one or two rounds, if you already have your five or six flags, you're unlikely to be able to do much other than prevent the other players from getting what they want. Mind you, this is from a single play experience with four players. It's possible that this is not the case with less players.

As a result, and due to not having a sensible tiebreaker rule, though I had fun counting the steps and choosing my actions, the game didn't have an interesting conclusion. I found out later that Carey has posted an interesting tiebreaker rule on BGG: it makes certain flags more valuable than other flags, which could give you something more interesting to do at the end. I would go further and simply give each flag a point value; you win instantly if you collect 8 differently colored flags, as usual, otherwise you score your flags and the highest score wins.

I intend to try again with some of the other group members.

Carson City

Binyamin 57, Mace 51, Jon 35, Nadine 31

First play for Mace. I'm guessing the last two scores.

We had played CC with 3 players, and were hoping to try with 5, but Shalom had to leave early. Still, 4 players was a world removed from 3; a lot more competition and fighting. 5 is going to be a bloodbath.

We all still like the game, but the gun supremacy, if established early by one player as Binyamin did, is too strong, even when we reduce the gun role and gun chip to "2 guns for fighting purposes, 3 for income or point calculation purposes". Still, if more than one player tries this strategy at the same time, it may balance out.

I had no ranches and one mine, but I had some good saloons (which Binyamin robbed twice). Mace had 4 ranches and associated buildings to tap them. Binyamin had only 12 (down to 6) incomes from buildings, scoring the rest from robbing and the spaces that gave bonuses for guns.

Tuesday, January 18, 2011

January, 18, 2011

Participants: Jon, Emily, Eitan

Game on Tuesday night since everyone is busy on Wed. Everyone except the participants were busy tonight, too. Emily and Eitan hadn't come in a while, so I was able to try some games with them that I had already tried with others, to see how they go.

Tobago

Jon 57, Eitan 38, Emily 30

First play for both of them. They picked it up quickly enough. Certain implications of play were not entirely obvious to them until I did them, however, which is why I did as well as I did.

It's a fun little game.

Gosu

Emily+, Eitan, Jon

Gili and Nadine didn't go for this, but I thought Emily and Eitan might; I was right. While they acknowledged that it had some problems, they both liked it.

The biggest problems are still the physical implementation: you can't read anything on the board without peering at it closely, and you have to read every card on the table and in your hand (and sometimes every card in the discard pile) over and over. You can't even read the card names at a distance, so even when you become familiar with a card by its name, it's not much help.


Another problem is the interminably long time you may have to wait after you pass before the next round starts.

Otherwise, it's a game of fighting against the rules and limitations imposed by the game itself, moreso than your opponents. This may float some boats, but I don't think it's going to work well in my group.

Thursday, January 13, 2011

January 12, 2011

Participants: Jon, Nadine, Gili, Binyamin

Wow, we're back up to four people. Woot!

Gosu

Jon, Nadine, Gili

I bought this because I'd heard it was a cross between Magic and something, I saw some demo videos, and it looked like it might fit some of the group. It was not a hit with us three, and I'll tell you why.

You start the game with 7 cards and 2 tokens. On your turn you can play a card, play a token, or pass. If you pass, you can't play for the rest of the round. You play a card in front of you like you do in Fairy Tale, only here you have to play certain cards before you can play other cards, and you have strict limits on how many cards and how many of each type.

Most cards do something when they come into play, such as let you draw a card, or flip over or discard one of your opponents' cards, or they have some global effect.

You can play your tokens to draw a card (play both to draw three) or to activate certain cards' abilities.

The round ends after everyone has passed, and the player with the most points from cards in play gains a VP. Everyone un-flips all of their cards and gets back their two tokens. However, you do not clear the board or draw any more cards. You just start the next round.

The game ends when someone has three VP.

The game has a steep learning curve. We had no idea what was going on for a while. We had no idea how the second and subsequent rounds would make any sense if you didn't draw cards between rounds and you already had basically full boards; wouldn't whomever was winning just keep winning? We didn't know why anyone would pass if they had cards to play to increase their score; holding them back for future rounds didn't seem to make sense.

We were hampered in all of this by cards that are not intuitive or clear. The text of what they do is small and hard to read from any distance. A card's effect might occur when it comes into play, or out of play, or while it's in play, or when it is mutated, or some other event occurs, but there's no obvious way to know which card does what from the wall of 20 or 30 cards in play on the table at any one time. (We figure out that a yellow halo around a number means some kind of general effect, but that was the extent of it.)

It appears that the game was played and designed by a group of guys who knew the cards inside out and didn't take into account that new players don't have their familiarity. That's probably not true; probably all the new players they tested it on were teenage Magic geeks who have a greater love for figuring out how a game works than actually playing the game.

Despite all of this, I could tell that there was something to the game. As the first round went on, I began to see how cards interacted and the opportunities for making interesting combinations. When the second turn began, we got new cards through spending our tokens; they were never used to activate powers, because we would have needed some other way to get new cards at the beginning of the round ... think.

Gili was far behind at the end of round one, but she won round two, so it's definitely possible for a lot to happen from one round to the next.

There were two other problems. First of all, there's nothing to do on other players' turns, and these can take a long time with the wrong players. And second of all, there's nothing to do once you've passed until the end of the round, and that can take an even longer time.

We quit after two rounds. I'd like to get more familiar with the cards and try again with two players.

Tobago

Nadine 39, Gili 35, Jon 35, Binyamin 21

Second play for me, first play for everyone else. Tobago hits a light spot where Carcassonne, Settlers, and Ticket to Ride hit. It's got a light theme, pretty components - but not too many, and a quick, clear ending. It's got too much luck to be very strategic. While there are a lot of choices as to what to do on a round, there's not a great loss if you make a slightly worse choice or a slightly better choice: place your card here or there mostly doesn't matter, except near the end of the game.

The defining mechanism of the game is the most fun, and that's figuring out what spaces on the board get defined by the cards as they come into play. The other defining mechanism, the treasure distribution, is where the luck comes in, and it screwed over Binyamin once, which was once too many for him. Actually, as long as you have at least one amulet, it's not that big of a deal. All things being fairly equal, the winner is essentially random, You have to play quite well, or specifically well in the way the game is going, to win regardless of mild-swings of luck. Nadine managed to play specifically well for the way our game went, without knowing that she was doing it.

Gili very much like it.

Carson City

Jon, Nadine, Binyamin

First play for Binyamin. We only managed to get in two rounds of this before Binyamin had to leave for the night. However, it was enough for Binyamin to know that he wants to buy the game to have for the groups he teaches.

We played with 2 red cards and 5 yellow cards, and also with the three gun token worth only two guns as far as gunfights go but three guns as far as scoring and money and so on. It didn't matter too much; we really have to play this with four or five players.