Showing posts with label Alea. Show all posts
Showing posts with label Alea. Show all posts

Monday, 10 November 2008

Positive Feedback

I recently picked up Dominion because I played a lot of San Juan.

No, that isn't too clear. Let me try again.

Last game night, I played San Juan three times in a row. That was a bad experience. San Juan is fun for 30 minutes, but 90 is pushing it.

San Juan is the card game based on Puerto Rico. I like San Juan a lot more than Puerto Rico. The randomness of card deals isn't a bad thing for a 30 minute game. It feels more dynamic than waiting for the person with tons of corn to finish shipping their goods while your coffee rots.

So I entered into the three games really liking San Juan. After 3 games, my opinion was somewhat altered. San Juan is still a good game, but not good enough to play three times in a row. Each time I played the game followed roughly the same flow. Same decisions. Same feeling. I ended the last game early by triggering a build because I just wanted the game to be over.

Now back to where I started this post:
I recently picked up Dominion because I played a lot of San Juan.

I went to my local game store a few days after the triple San Juan day, and saw a new card game: Dominion. It plays 2-4 players and takes 30 minutes according to the box. Now I'd have something different if I'm ever trapped into 3 thirty minute games.

Opening up the box I found 500 cards (well that's what the box says there are; I didn't count them). And I found out that you only use a sub-set of the cards in each game. If my simple math skills from college are still working 25 pick 10 is 25!/(10!*15!) which is 3,268,760. So there are over 3 million different decks that Dominion can be played with.

Already the replayability of this title seems light years ahead of San Juan. But how does it actually play? Is the game hard to teach? (One of the reasons we played San Juan so many times is that Race for the Galaxy was considered too hard to teach.)

In a miraculous bout of luck we happened to have guests coming over that night and I was hoping to see how it played with 4 newbies. Teaching the rules was easy because there are about 5 of them. Everyone seemed to enjoy the game, but if you are looking for theme (as one person was) then this game will disappoint. There isn't much.

It is a game about buying cards from a common pool to add to your deck. Everyone starts with the same cards. Everyone has access to the same cards. And everyone seems to end up with very different decks.

Dominion feels like a stand up act. You get direct feedback from the game and need to adjust to said feedback to do well. I suppose after a while this adjustment will be unnecessary because the cards you buy will flow better.

You get feedback from the game, but no so much from the other players. This is very close to multiplayer solitaire. I don't mind multiplayer solitaire games, if they are fun. And the feedback loop of building your own deck while you are playing it, is fun for me. The 3 million different possible pools of cards to build your deck seems to solve the San Juan problem.

There are card combos and synergies but since the available card selection changes with each game, part of the fun is finding new combos. What do you do if a favorite card isn't available in this game? Better come up with a plan B.

Probably the most fun I've had playing a Eurogame since Galaxy Trucker. I probably should write something about Galaxy Trucker, but with the expansion out. I'll wait until I've gotten a chance to play with the expansion. Even without the expansion Galaxy Trucker is easily the best Eurogame of 2007, in my opinion.

Friday, 13 June 2008

Here I Offend the Remaining Board Game Readers

Common wisdom says that Aquire is one of the pinnacles of American style design. It is a classic. One of the "few good games" from before the Eurogame period. Deep strategy. Brillant design. Multiple paths to victory (agressive purchases or money conservation). Player interaction.

It is one of those games that I plan to never play again.

The game is like Scrabble. You have six tiles hidden. You play one on the board in a specific place each turn. Each tile has one and only one place where it can be played. And you buy stock.

Most money wins.

Good luck trying long term planning with this game. You only have a hand of 6 tiles (so you know exactly one tile that you'll have 5 turns from now).

If Aquire is a "brain burner" due to the huge range of choices (play 1 of 6 tiles) then you'd probably want to stay away from Puerto Rico. There are eight different roles to chose from each round (in a five player game)!

Moving away from the "incredable depth" that playing 1 tile in a predetermined spot has, you also get to buy up to 3 stocks per round!

There are 7 different companies. Some of them pay out different amounts when they pay out. That's about the only difference between the companies.

So you buy stock in almost identical companies and play tiles in set board positions. 18xx is somewhat similar (stock buying and tile laying), except the tiles you lie in 18xx are train tracks and actually have some concrete connection to the financial sucess of the company that builds them. Come to think of it, 18xx does everything that Aquire tried to do but better and more thematically.

And 18xx games don't have the chance that you'll get a bad tile draw because there is no luck in 18xx (excluding 1829 mainline which I haven't played yet).

I personally would have more fun watching paint dry than being dragged into another game of Aquire.

Wednesday, 30 April 2008

Teaching In the Year of the Dragon

One of the things that sets board gaming apart from a lot of hobbies is teaching games. If you are into football (soccar) then you don't need to explain on-side rules to other fans. I was one of 3 people trying to teach In the Year of the Dragon (great game by the way), but the learner eventually gave up and just watched.

The rules are fairly simple. Pick one of seven actions (or pass) then hire one of nine people. You then have two "bookkeeping phases". Almost no thought required there. You resolve an event (which has and outcome almost purely determined by the actions taken earlier in this or another turn). And then score points (again based on things you've already gained).

Multiple victory paths was the tricky bit to teach. There are at least 2 viable ways to win In the Year of the Dragon. Going first allows you to a greater selection of actions (you have to pay to take an action from the same group as someone who goes before you), but the only way to go first is to ignore the best immediate point sources. There is also a scoring at the end of the game which highly favors players who went earlier in turn order (that's been the case in every game I've played so far).

So do you go for points now or do you hope that your points at the end of the game will beat the people scoring heavily now? If I knew the answer to this question then the game would lose a lot of its appeal. I don't think there is an answer to it. The order of events is randomly determined at the start of each game (which would make any memorized "opening" less than ideal.

So how do you teach a game without a simple ideal strategy? The learner grasped the rules quickly, but was just as quickly frustrated because the ideal move wasn't clear to them. Maybe the simple answer is that the learner doesn't like this type of game and no teaching approach would work.

Games without a simple ideal strategy are ones which I tend to enjoy more than mono-strategy games. The appeal of trying something new (even if I end up in last place) keeps me coming back to these games. Games which I'm thinking about for days afterward.

So after all that "analysis", I'm back at square one with no insight on how to teach multiple-path-to-victory games. I am sure this will happen again because of the type of game I tend to enjoy. If you have any suggestions feel free to drop me a line or mention it in the comment section.

Friday, 4 April 2008

The Princes of Florence

My feelings about this game should be obvious. It has very little direct player interaction. I seem to always lose 5 player games of it. It is full of calculations (too do well, it feels like you need to do lots of arithmetic in your head). It is part of the same Alea line that produced Puerto Rico.

But I like this game a lot.

What is it about 7 auctions and 14 actions that means 90 minutes of fun? I think part of the enjoyment is maximizing limited resources (in money, actions, and so on). The punishment (in lost VP) for over estimating or under estimating your money needs forces you to plan ahead. The unpredictable result of auctions frequently breaks plans and you need to construct alternative plans.

There is limited player interaction on the surface, but underneath there is a ton. Stealing artists and scholars from other players, the competition of auction, competition for scarce resources (like profession cards and freedoms), and so on.

Seating order does matter, but I don't feel there's seat binding, as in games like Puerto Rico. Due to the limited resources there is a chance that people in "bad seats" will have less chances for more profession cards, freedoms, and so on. Also the odd nature of the auction (must start at 200 and you must either increase by 100 or pass) means that some seats can be disadvantaged (value of a good could increase 500 florin by the time you get to bid on it again).

It is also one of the few games I've played that has any modeling of inflationary factors: each turn the minimum threshold for a work increases. There is also a great incentive to hold on to works without playing them for as long as possible (each turn you can get stuff to increase the work value).

Balancing this increasing value is a 3 victory point advantage given to the player who completes the best work (which is equivalent to an increase by 6 in its work value). This does give people sitting last more information (they can calculate if they will have the best work of a round).

Money seems tight. There are only 2 ways to get money in the game and both involve giving up points for florins. When you play a work you can take the work value in points or cash (200 florin to 1 point). If you don't think ahead, then you can convert points back into cash (1 point to 100 florin).

The only luck in the game comes from decks of cards, but you draw more than you can keep which allows skill to mitigate the luck of the draw. There is also a side game of placing your buildings and landscapes on your board. Each one is a weird Blockus-like shape. Once placed you can't reposition it. Also builders can change the rules for building placement (adjacent buildings aren't allowed until you have 2 builders).

Tough decisions. Long term planning. Never enough time to do everything you want to. These are the elements that keep me coming back to Princes of Florence. It is also a very different game depending on number of players (officially it plays 3-5, but , Wolfgang Kramer has written a 2 player variant that works surprisingly well).

Thursday, 6 March 2008

Confession Time: I Hate Puerto Rico

According to wikipedia Puerto Rico has won the following awards:

I understand that a lot of people must like this game for it to win all those awards. I have heard people try to claim that "objectively" it is a good game, but I haven't seen an objective review for this game, but maybe that's because I played before finding out about the hype.

An objective review isn't something that sets up a list of ideals that a game must have, and then tells you that you must like or dislike a game because of how much it conforms to said list. Roger Ebert writes opinions instead of reviews. An objective review should let you know if you'd like what's being reviewed not just if the reviewer liked it.

I dislike Puerto Rico for a lot of reasons, but my number one gripe is that there is no long term planning. If long term planning isn't important to you in a game then you might like Puerto Rico. A long term plan for me is something that you can work toward all game. It is something that you can position yourself for (making small moves which eventually lead to your end goal).

I've heard Puerto Rico fan praise the strategic depth of the game. The difficult choices of role selection. Anticipating the next players's moves. Blocking them from shipping their goods. All these choices exist on a turn to turn basis.

There aren't gradual game shaping choices. If I have a lot of plantations, I'm going for a shipping strategy. No ambiguity there. I might as well pass a note to the player sitting to my left saying, "take Captain, when you can, to block my shipping". I in turn must look at what the players around me are doing and take roles mainly to hinder them.

There are only seven roles in the game. So on your turn you pick one of the remaining roles and that's it. Small decision tree with easy to understand consequences. Also has very little luck (which leads to even easier to predict results).

Puerto Rico reminds me of a Cheapass game included in Change!: Diminishing Returns, but with better components. Diminishing Returns doesn't have 2 major strategies; there's just one. It does play quicker than Puerto Rico though. Same feeling to the decisions: if I play this amount, the players to my left will play this amount, and so on.

You may have noticed that I haven't posted any "reviews" in this blog. I don't pay attention to components or rule clarity when playing, and I know that some people care a lot about those elements. I hope this semi-objective rant let you know why you should avoid Puerto Rico or why you should check out Change!