Tuesday, November 10, 2009

Santorini


The moment I saw it I was entranced by Terraliptar's photo of this game on BGG. When Gord eventually decided to make some more copies, I got him to send me one. I didn't realise it wasn't going to be exactly like Terraliptar's customised copy, so Scrabblette and I fixed it up by painting the domes and putting it in a proper box. So now, my copy is just like the one in the photo.

Scrabblette and I played a couple of times, but it's one amongst many many games I own that are underplayed. Consequently, when I headed out with the kid on Sunday afternoon, to a location where there would potentially be gamers, I took it along. The planned worked out excellently - Darryl the gamer had come along and offered to sit in one of the comfy chairs and play games with me (notice stern scowl from kid who knows everything).

I hadn't played for a year or more, so we muddled through the first game with Darryl knowing much more about the rules than I did. Eventually I spotted a winning fork and won the game. For beginners, a fork is when you have the option of two good moves and your opponent can't prevent both.

Darryl then suggested we use the God Powers, which had never really interested me. I drew Hermes - "you may move two steps each turn", and Darryl drew "if you place a dome you can play a turn with your opponent's piece". Darryl had the good sense to set up a lot of places where he could place domes, so when I moved two spaces and set up a threat, he'd play a dome, move me somewhere stupid, and destroy the threat. I managed to win that game by setting up a threat that took two steps to get to, and blocking Darryl's access to the place where he could build a dome.

We played again with different God Powers. I had the power of pushing my opponent's pieces one space if I started next to them, and Darryl had Aphrodite - if I started my turn next to his piece I had to end my turn next to his piece. So I could push him around, I just couldn't get away from him! I figured that was a pretty useful power.

In Santorini one is always trying to get away from the opponent and set up a winning move before the opponent comes stomping in his muddy boots and puts a dome on your plan. On a 5x5 board, getting away is quite a challenge - often I would use a threat to coerce one of the opponent's men to go somewhere awkward. Pushing was another option! Sadly in the third game Darryl set up a winning fork that I didn't see coming, and beat me.

That was all the gaming for the day. When a storm suddenly hit the park we ran for the car as fast as we could and still got saturated. Anyway, Santorini is a great game, and it's a crying shame that someone like Gigamic hasn't produced it yet.

Thursday, October 29, 2009

Wordle

Wordle produced this map of the words I use in my blog. We do a lot of this at my house.

Tuesday, September 22, 2009

A Good Heart These Days Is Hard To Find

Here's an interesting story about board gaming which has made me think, and also got an annoying song stuck in my head. When I was at uni there was a student in the year below me who lived at the same residential college. Because of his haircut we called him Feargal Sharkey. I never had much to do with him, but I met him again at a barbeque a couple of years ago. He has kids now.

Not long after that, or maybe even before that, it's all hazy now, Feargal also turned up to a Critical Mass day of games, as he's a long-time gamer buddy of one of the Critical Mass stalwarts. So, although we don't see each other so much, Feargal and I are basically friends.

Anyway, on Sunday at Gencon Oz I was playing games with some little kids (aged 7 and 8) while their dad was playing Chaos In The Old World. Feargal had temporarily lost his kids in the seething maelstrom of geekness so sat down to play Giro Galoppo with us. I cafrefully explained the rules to the kids, with special emphasis on the Things You Should Not Do, i.e. you should not play a card which lands you on a jump or the river or the moors. The 8 year old totally got it, the 7 year old totally did not. The 8 year old rushed to the front, the 7 year old lagged sadly behind. I was in second place with a slight chance of catching the 8 year old, so I set out after her. Feargal was at the back with the 7 year old.

As the game rushed to its quick conclusion, I noticed that Feargal was making some bad moves himself. Awful moves. Even worse than the kid who totally did not get it. In the end, the little girl won and Feargal came last. I mentioned later "Mate, you are the worst Giro Galoppo player I ever saw." Feargal just smiled.

I wonder whether Feargal knew that the 7 year old had just won Viva Topo! and totally flogged us in two games of Whirlpool?

Monday, September 14, 2009

Stop Crying

A few weeks ago my kid started playing Mafia Wars on Facebook. Until then I'd ignored it, just like everyone else, but I figured at least I could sign up and help him passively. I had a bit of a poke around, clicking on a few things, but it didn't make much sense. My kid was generous enough to help me. The days went on, and I was surprised by how complex a game it was. It didn't make much sense. I'd managed to buy a few properties and get some income going, and I helped my kid when I could. Then I got robbed.

I mean, some other BASTARD attacked me and damaged my properties and reduced their income. I couldn't believe someone could be so mean. I was ready to give the game up. I consulted with a couple of mates who also play it, and they didn't think that me being robbed was very exciting news. I repaired the damage and thought about it.

Eventually I went to the Zynga forums (Zynga is the company that makes the game). I found an article written by a poster called "Stop Crying", and it was his guide to how to play the game. His basic point was, when something bad happens, stop crying and play better. Suddenly I got it. After a week or so playing, I finally understood the game.

Very soon I was cruising the streets of New York looking for someone to beat up. I got good advice on how tough was tough, and set about making myself that way. A couple of weeks later I was almost invincible, for my level. And I was nasty... I started robbing myself, working on the hypothesis that the weak must suffer for the strong to prosper. That's what the game is about.

Of course, I'm only strong for my level. I'm level 80 and the toughest player I know of is just over level 1000. That's amazing. He could wipe me out without breaking a sweat. Of course, I'm so insignificant as to be below his attention, which is why it doesn't happen. Mafia Wars encourages players to interact with others at about their level, so of equivalent strength.

It turns out to be a very good game. The most fun is when you rob someone so badly they put you on the hit-list, and then when you've recovered from being killed you go rob them again. Because the correct response to being robbed is not to provoke the robber, it's to get tougher so he can't do it. Or else to ignore him so he goes away.

Does the "stop crying" principle apply to confrontational board games? Not so much, I don't think. Mafia Wars has the benefit that damage you receive can be repaired - you heal automatically, you can save up to repair your properties, and the bad guys just can't take your stuff at all. Board games are generally less merciful - when someone destroys your stuff in Twilight Imperium, it's gone, and you're hosed. Board games also work on the principle that all players are equal, whereas Mafia Wars somewhat segregates players of different strengths. Furthermore, board games have only one winner, and the others can be reasonably called LOSERS. Mafia Wars doesn't even have an end, so although there's necessarily less emotional involvement in the outcome, there's no point at which it's ascertained that you're a loser.

Anyway, please excuse me, MarshmallowBear keeps hit-listing me, and I'm gonna go rip him off some more.

Sunday, August 16, 2009

Sweet Jane Loves Sheep

Then came a terrible fire. It turned out Liliana had built the 3 children's bed rooms of some sort of flammable stone, and the place died with an awful sound... actually the sound of 3 little girls being burned alive. Sweet Jane was distraught! Maybe she even became slightly unhinged... maybe there was some sort of madness gene in the family. They were left with nothing but sadness, a two room wooden hut, and three burned chunks of meat.

Jane and Liliana were left with no choice but to start again. Liliana built a fireplace and then a cooking hearth, and took night courses in wood carving. Sweet Jane gathered wood to build new rooms. On the very day that Liliana built the new rooms, two babies arrived in the mail from Magnus Spiele - Jane had been shopping! They named the two girls Marianne and Nina.

Magnus Spiele had had a sale on on baby lambs, as well, and Jane bought some of those. They were called Fluffy, Floppy and Lumpkin. Floppy was very tasty, but Fluffy and Lumpkin were kept as the girls' pets and slept in their beds with them. With Sweet Jane's tender care, Marianne and Nina and Fluffy and Lumpkin grew to be big and strong. Liliana set them to work, gathering clay and reeds, going fishing and sowing vegetables.

Time went buy, and Magnus Spiele had another sale, from which Sweet Jane bought a baby boy called Rumpelstiltskin and some boars called Snorky and Snumpy. Liliana still hadn't finished fencing the pastures, so Snorky and Snumpy lived inside as well. It was all very cosy. Eventually Liliana did get around to fencing the pastures and made the animals live outside... just on the same day that some cows called Buttercup, Daisy and Lakshmi arrived in the mail.

What a house they had! Animals and children in every bed! Faeces of four different species in every corner! Fortunately, Sweet Jane was born for that sort of work, and she was an excellent mother to all of these little mail-order orphans. Admittedly, every now and then one of the babies ended up on the dinner table, but you would have done the same in their situation.

Life was good for Jane and Liliana. Rumpelstiltskin built a basket weaver's workshop when he was 4, and they all lived happily. For a while.

Editors Notes: K Deck, Sweet Jane played by Wet Nurse and Animal Keeper. Score 62 points (target 55). No minor improvements - Wet Nurse doesn't work well with them.

Saturday, August 15, 2009

The Ballad of Sweet Jane

Those of you who've been reading my blog since December may remember the story of Sordid Johan, a particularly demented individual who made several careers in farming. Let me tell you about his cousin, Sweet Jane. Those of you who know me in real life may think you know which Jane I'm talking about, but you're wrong. That one probably doesn't even have a sordid cousin.

Sweet Jane was a caring soul, who lived in a small wooden shack with her partner Liliana. They'd met at university where Liliana had been studying forestry and Jane had been looking for a husband. An alcohol-fuelled night on a field trip showed Jane that she didn't really want a husband at all, she wanted Liliana. Together they set up house.

Times were tough. Jane hadn't graduated, and wasn't qualified for anything. Liliana grew trees, but had trouble with anything edible. One desperate day Jane went fishing and Liliana "found" some sheep and slaughtered them. The empty plowed fields outside the hut seemed symbolic of an empty future.

One day Jane said to Liliana, "Why don't we put some of this wheat in the ground, instead of just keeping it lying around the house?" Liliana's botany lessons suggested such a thing might work, and while she was out planting forests the next day she did just that. Astonishingly, the wheat seeds turned into wheat plants.

Whilst continuing to eat sheep, the future was looking brighter for Jane and Liliana. They harvested some of Liliana's forests, and made plans to experiment with putting vegetables in the ground to see what would happen. Jane's rock garden had grown ominously large, which gave Liliana an idea... she built an oven and baked the wheat to make bread. No more lamb! The future was bright indeed! Yet, still, Jane felt unfulfilled... she needed something Liliana couldn't give her.

Babies. Sweet Jane dearly wanted babies. Lots of them. One day while Liliana was working hard on building their house, Jane secretly visited a nearby village where there'd been a horrible massacre. Coincidentally, it was the village where her cousin Johan lived. Apparently the parents of three adorable triplets had been horribly murdered, and the words "red right hand" were written on the walls in the victims' blood. Late that night Jane returned home carrying three baby girls.

She named the girls Hilda, Hattie and Holly. Jane nursed the babies so they grew up big and strong. By the age of two the girls were going fishing and sheep-rustling by themselves, which was just as well because Liliana couldn't cope with the excess work of feeding three new mouths. The girls worked furiously hard, and many improvements were made to the house - a pottery, a joinery, and stone walls! Sweet Jane was happy.

Editors Notes: K Deck, Sweet Jane played by Wet Nurse, Liliana played by Forester. Score 56 points (target 50). No minor improvements. Hilda, Hattie and Holly appear courtesy of "Song of Joy" by Nick Cave and the Bad Seeds. Yes, it's likely all of my Agricola stories will be in poor taste.

Wednesday, August 05, 2009

I'm In Love With Bombay

I recently bought a copy of Bombay, the game from Ystari which obviously has the wrong name. I obviously wasn't hung up on the Ystari thing because I disliked both Caylus and Mykerinos, and haven't bothered to try the others. However I do love Bombay.

It's essentially a pick-up-and-deliver game, with the sex appeal coming from the elephant miniatures which can actually carry two little cubes of "silk". I was just explaining to my boss today how good interface design in games prevents you from doing the wrong thing - nobody will accidentally have 3 bales of silk in Bombay. Players have 3 action points on a turn with which they may move, purchase silk, sell silk, build palaces, or, if there's nothing better to do, just get some money.

The market mechanism is quite clever. There are 17 silk cubes in total - 5, 5, 4 and 3 in 4 colours. Each phase you draw 9 of them to place on the markets, and the most common get the cheapest price. This means that if you know the colours - purple is 4 and yellow is 3 - you can buy uncommon colours at good prices. Obviously if you have 2 yellow still on your elephant when 9 are drawn from the bag, yellow is not going to be the cheapest colour and that's quite an asset you have there.

The action points and movements are not quite so inspiring - it always seems to be just a bit too far to go to achieve quite what you want. Restricting yourself to what you can achieve profitably is part of the art of the game. More interestingly, once a player has built a palace on an intersection, if another player passes through there the owner of the palace gains a rupee. Going out of your way to avoid other people's palaces often isn't feasible, so building palaces can be quite lucrative. If movement was easier, that wouldn't work, so the designer has balanced the movements and actions nicely to support the palace toll.

There are 4 cities on the board - Bombay, Indora, Nagpur and Hyderabad - and each demands 3 different colours of silk. With these sets of colours allocated randomly, and the locations at which you can buy each colour allocated randomly as well, the starting conditions of the game are different each time. The best move for the first move of the game depends on how far it is to the silk vendors, how far it is to the cities that demand those colours, and what colours are available. Furthermore, there may be multiple excellent moves - the first player may buy the only yellow, the second player may buy an orange which is in demand nearby, and the third player may rush to build a palace on the intersection the others need to cross. Sometimes there really is nothing good to do, and that's when you can take a rupee.

There are bonuses at the end of the game, and they're extremely important. The person who has the highest combined total of palaces and clients (loose women collected along your travels) gets a large bonus, with smaller bonuses for the minor placings. Players who've sold at 3 of the 4 cities get 4 rupees, and if you've sold at all 4 you get 8 rupees. These bonuses make the palaces and tolls strategy, and the buying and selling strategy approximately equally viable. What combination of those strategies you choose depends on the tactical considerations along the way.

It's common on BGG to say that the game is weak because it's a viable strategy to never do anything and take a rupee each time - in particular Tom Vasel said this in his video review. I mentioned this to Scrabblette who pointed out that if one player did that in a 2 player game it would be equivalent to the other player playing solitaire. Of course I couldn't resist, and sat in bed playing the game. I played twice and scored something like 26 and 29, whereas the recalcitrant player only scored 18. In the 5 player game I played I scored 33. I think one of the players scored less than 17 (which is what you would score by doing nothing, as each player gets one less turn in a 5 player game), so he would have been better off doing nothing... but chances are he got screwed over a few times. Yes, some players might score better by doing nothing, but they won't win.

Finally, Bombay plays astonishingly quickly. In our first game Scrabblette and I were amazed to discover after a few minutes that we were a quarter of the way through. I think our first game took 30 minutes, the 5 player game maybe stretched as long as 75 minutes, and the solitaire games were about 15 minutes including lots of thinking. It's an impressive achievement to fit this much room for thought and strategy into such a small time.

Overall, I'm very impressed with Bombay. It has great bits, multiple ways to win, player interaction, all the things that people say they want in games except for Daleks and an interminable playing time. It's currently rating 7s on BGG, which astonishes me, as this is a truly great design.

Thursday, July 30, 2009

WYPS

Someone mentioned the game of WYPS on my geeklist the other day, and being the word game geek I am I checked it out. It's very cool! No doubt some of you are familiar with the Game of Y, an abstract strategy game that looks like this:

The object of the game is to form a single chain of your colour that connects 3 sides of the board. This is very much like Hex. It has all sorts of nice properties like someone must win, and only one person can, and the rules are dead simple.

WYPS is similar, except that rather than just taking turns to place pieces on the board, players add words.

The letters in the top left corner are the NEW letters you may use in your word. They go on empty spaces. The letters in the top right are the letters that will be used to replace the ones you use for your opponent's turn. The letters on the board are in two colours - yours and mine. My new word MUST involve at least one new tile, and whenever I add a tile I add it in my colour. My word may involve as many old tiles as I like. And when I've made my word, I can change of the letters in my word from your colour to my colour.

And the first player to connect all three sides with a chain of their own letters wins the game.

Easy, huh? Well there's quite a bit of strategy of the abstract placement / blocking / forking type, and also the word-finding buzz that makes Scrabble and other serious word games so good. WYPS is not available in physical form yet, but the designer Richard Malaschitz is working on that. For the time being you can play WYPS on-line at littlegolem.net. I think I've played 20 games so far.

Saturday, July 25, 2009

To All the People I've Offended...

King Toad is a GameWright children's game where as part of play the players have to say "Ribbit", then poke out their tongue from 1 to 4 times, then say "Ribbit" again. I submitted to BGG photos of Big Ben showing how a toad catches insects:


and Little Ben getting it half right:

The pictures were rejected because they didn't show the game, were irrelevant, and were offensive.

Eminem said it best.

Friday, June 26, 2009

Does Winning a Game Make You Like It?

I don't like console games. The kid got a GameCube last week and has been playing Medal of Honor or something on it. I tried to play with him but (a) I'm really bad it, and (b) I have no ambition to be better. I don't want to play any more. A similar thing happened on the PS3 as well but I can't even remember the name of the game. I've also noticed the same problem with board games - Bucket Brigade / Honeybears was really dull, Niagara annoys me to the point of hysteria, I enthusiastically dislike El Grande... yet I really enjoy many abstracts and word games which are ranked down around 4000 at BGG.

What I'm wondering is, do I dislike games because I suck at them, or do I suck at them because I dislike them? I don't know if I can tell. I suck at Chess and Go as well, but they get some degree of respect from me. I can't locate any highly-ranked game that I dislike despite having won at it, except maybe Railway Tycoon... and that loses most points because it was too long. To be fair, though, and game I don't like I don't get experience at and so I'm not in a position to win.

I'd like to better understand why I don't like some games, but I can't think of insightful experiments.