Showing posts with label TI3. Show all posts
Showing posts with label TI3. Show all posts

Tuesday, January 02, 2007

New Year's Ambitions

Wow, what a year last year was! Let's be blunt: what a fuck up! I spent half my time playing games and the other half agonising over women. This year I'd like to focus on just one woman and a whole heap of games. I'll be happier, the kid will be happier, the dog's always happy. She loves everyone.

Last year I recorded 793 plays of 267 different games, 198 of which were new to me. That's almost 4 new games each week. Goodness! I played 60-something percent of the games in my collection. Given that I've only played 78% of them ever, that wasn't bad, but it's a number I hope to improve this year one way or the other. My collection needs to be cleaned up.

I've invented the "Friendless" metric which I've added to the Quick Stats table on my extended stats. This metric recognises that geeks will always have games that they haven't played, and have favourites that they've played a lot, but that of course we'd like to have the good ones in our collection and dump the ones that just won't be played. To calculate the Friendless metric, you look at your collection and order the games by descending number of plays. For each game at the beginning that you have at least 10 plays of, you're forgiven one at the end that you have the lowest number of plays of. You then take the number of plays of your least-played game remaining, and that's your Friendless number. My ambition for 2007 is to increase that number to at least 1. After that I'll see where I can take it.

This metric rewards:
  • playing games you regularly play
  • playing the unplayed games in your collection
  • getting rid of games you'll never play
and consequently, having a collection which will actually be used.

BTW, why 10 plays? Well for the games I've played 10 times I feel I know the game well and could teach it and have probably received value for money for my purchase. Also, it has more digits than 9.

On the other hand, it's my duty as a loud-mouth (erm, enthusiastic and frequent commentator) to know whereof I speak. Therefore my second ambition is to play more of the BoardGameGeek Top 50. This ambition has recently been boosted by CyberKev sharing it with me, and we've played a couple of them over the last week (more on that below). I'd also like to play more of the Spiel des Jahre winners. That's why those numbers have been added to the Quick Stats as well.

That's all the ambitions I can think of at the moment. I won't include one about buying games because I think if I can successfully manipulate the Friendless metric my game buying will match my game playing and so will suit my lifestyle.

Now, onto the Top 50 games. I spent most of last year having played 26 or so of the Top 50. The ones I hadn't played were games I thought I wouldn't like or else hadn't had the opportunity to play. In the last couple of weeks CyberKev has organised for us to play a few of them so I'd like to comment on the reality compared to what I expected.

Caylus - as mentioned in an earlier article, I found this one pretty complicated. I thought there was too much stuff in it. I'd play it again, but I'd definitely weight the time I was going to spend against the chance to play several other games. I rate it a 6.

BattleLore - my first play, against the kid, was disappointing. I think playing against Arnold Horshack or the Evil Count von Walduck would be more rewarding. I currently rate it an 8, but that may improve.

Railroad Tycoon - I was so glad when I played this game that "shares" were to be sold and not bought. I really don't get off on US railroads games at all, and I didn't like the auction for first place - to me, auctions are scary hard work things and should be replaced with a different mechanic wherever possible. Having said that though, I didn't mind Railroad Tycoon too much and it's conceivable I could play it again one day. However it was even longer than Caylus and it's not particularly likely I'd have nothing better to do. I rate it a 5.

Go - I did play this years ago, and even went to a Go club a couple of times. I never really got past the "learner" stage, and would have to play against someone at my level to enjoy the game regularly. My recent game reminded me what a beautiful game it is, and if I happen to find the right opponent I will play this regularly. I rate it 7.5.

Twilight Imperium 3 - I blogged about this earlier. Apart from the broken rules and massively long play time, it was OK. I rate it a 4.

Ticket to Ride Märklin - Another train game, but refreshingly on a German map rather than an American one. That really does matter to me. I thought the cards were better and the passenger mechanic worked well. I won by a long way which is maybe why I rated it as high as a 6.

Overall I find that my expectations of a game are generally met, though I liked
Ticket to Ride Märklin more than I expected. BattleLore I liked less than I expected, but I still have faith in it. Other games in the Top 50 that I'm looking forward to playing (along with my preconceived opinions) are:
  • Die Macher - long, but I might like it.
  • Wallenstein - long and aggressive, but let's see.
  • Hannibal: Rome vs. Carthage - I'm in favour of the theme but it sounds long.
  • Taj Mahal - looking forward to this.
  • Hammer of the Scots - looking forward to this as well.
  • Crokinole - hard to get in Australia! Probably similar to Carrom which I already have.
  • Amun-Re - I once played half a game and it was OK.
  • A Game of Thrones - maybe too backstabby for me but I loved the books.
  • Dune - I'd like to see how it goes. If I don't like it I'll trade away my copy.
  • Roads and Boats - 4 hours with lots of bits! It had better be good!
  • Maharaja: Palace Building in India - looking forward to this as well.
Finally, a comment on this blog. I never thought I'd keep it up. I've got no idea why I have. It's satisfying to get feedback on things I write, and I guess it at least lets my friends and relatives know that yes, he does play all those weird games he buys. Just wait till you see what happens in 2007!

Saturday, December 23, 2006

Life's Too Short to Play Twilight Imperium 3 (again)

Goodness me. The afternoon, evening and night has been occupied by a game of Twilight Imperium 3, the imperial flagship of the Ameritrash Empire. CyberKev and I are on a campaign to have played more of the games in the top 50, and as the Evil Count von Walduck has a copy of TI3 and we're on holidays, today was a good time to play it. I carefully organised for the kid to be with his mum because I knew this would take a long time and the kid wouldn't be able to deal with it.

So, the players. I was yellow and had the Hacan - lion people who are traders. Bertie Beetle was red and had the hot chick thieves (Mentak?). Badhoe was green with the Gollums (Yssaril), and CyberKev was a nice shade of lavender with the undead dudes. I've got no idea what they were called. I was pleased to have the Hacan because about the only sci-fi books I've really liked were Dune and Pride of Chanur, and I was proud to play the Chanur. Also, they were an innately non-aggressive race.

We started the rules explanation at about 1:15pm, and started the game at about 3:15pm. Yes, it really did take that long. None of us had played before and the evil count kindly popped in to tell us what was what even though he wasn't able to stay to play. Then the first turn took us an hour and a half. Kevin and I had calculated that with the Imperial power, the game would last at most 17 turns, but taking an hour and a half for the first turn didn't encourage us at all. My significant achievement for the first turn was controlling the trade agreements. I can now reveal my evil plan in all of its glory, so I will. Badhoe had a trade contract worth 2, I had two trade contracts worth 3, and everyone else had trade contracts worth 1. That means that everyone wanted to trade with me, even me. I didn't want to trade with those underfinanced scum! But I had to. So I chose Badhoe's better contract, and CyberKev. I knew that CyberKev was the sort of player who would not start a war when it would cost him a lucrative trade contract, so by trading with him I was protecting my right flank. However that left my left flank open to Bertie, so I approved a trade contract between Badhoe and CyberKev, leaving Bertie underfinanced. I hoped.

However over the next two turns it became clear that Bertie was a homicidal kleptomaniac who expanded rapidly and soon infringed upon territory that belonged to the Hacan by divine right. Badhoe also revealed himself as a dangerous lunatic who was building up forces along his border with CyberKev. Bertie's large fleet occupied a central hex which I considered to be in my territory and was between CyberKev and I. We were definitely intimidated by this large force, and I considered Bertie to be my only threat barring masterful backstabs by the other two.

Now as the Hacan I had good income and a good home system, so I set about building planetary defences. I eventually got deep space cannons to I was able to use my planetary defence systems to threaten the system Bertie had occupied. All I needed for him was to step my way and I could blow him to smithereens.

Then occurred a somewhat dull part of the game. We all knew that in Ameritrash economic games, attacking is a stupid move economically. The cost of the invasion just can't be recovered before the game ends, even for a small invasion. You need a really stupid opponent to be able to make an invasion a financial success. The game moved into the doldrums, with Badhoe building up attack forces, CyberKev
building defences, Bertie building war suns, and me building anything I could while I waited for the fighting to start. Bertie announced he wasn't going home until he'd used his war sun, so I figured I could wait for my opportunity.

After a few more hours, with Badhoe's planetary defences on Bertie's side looking formidable, and CyberKev's use of diplomacy preventing Bertie from attacking him, it began to look like Bertie would be staying all night. I cracked. I decided I didn't care who won, the game had to be spiced up, and furthermore something had to happen or I would be there all night. I attacked one of Bertie's undefended backwater systems. I knew this was a bad move. Bertie's war suns were itching for a fight and I'd presented myself as a target for revenge. But bugger it, something had to happen to make the game exciting. It was interesting, yes, but not exciting. My frustration resulting in my making a game-losing move cost the game maybe two points in my rating - turtling is a serious flaw in the game. When I decide I don't care about winning there's something wrong.

So I attacked Bertie and occupied his system, immediately attracting the attention of the fleet of 2 war suns, 4 cruisers and a destroyer. They steamed over straight away and I was crushed, but Bertie had no invasion forces and I maintained control of the planets.

In the next round Bertie's battalion of enforcers came to attack me again. This time he entered the range of my planetary defences and before the fleet even attacked he'd taken two hits from the cannons. Those hits were on the war suns so his forces weren't depleted at all. The law prohibiting bombardment of factories was in force, so he wasn't allowed to attack one of my planets. The other was bombed back to the 21st century. I then sent in a force of three cruisers to attack his war suns, activating the planetary defences again. All three hit, as did two of the cruisers, and Bertie the last of his cruisers and one of the war suns. Woohoo! Noble sacrifice! As a parting shot, my factory on the planet built a war sun itself, leaving the system occupied by Bertie's damaged war sun and my healthy one. We thought there might have been a rule preventing that occurrence but we couldn't figure out what it was.

Meanwhile, over on MegaCool One, the centre of the universe, CyberKev did some stuff. Badhoe built up his forces even more. The real action was happening over in my system. At the first opportunity, Bertie invaded again. Again my planetary defences mowed him down, leaving only the two war suns to fight. We scored one hit each, destroying his war sun and injuring mine. But his hit was a critical hit, and my war sun exploded as well. Kaboom!

And then CyberKev won. His secret objective was to do wheelies on MegaCool One while having some technology stuff, and he satsified that for 2 VPs we didn't expect. So he won. And that was that. Well played CyberKev.

So what did I think of the game? Well I think the redesign of it is very good. Trevor was telling us how it differed from the old version, and the strategic phase is very nicely done. All of the strategy cards are handy and about equally powered. The political cards were very interesting, and the tactics cards were mostly useful. The fleet supply and command tokens work very nicely to constrain the number of things you can do. Christian Petersen has done some good work there.

Having said that though, this is really not my sort of game. Like Wizard Kings and Age of Mythology there is no financially sensible reason to attack. Nexus Ops and Antike do a much better job in that regard. Also, the game lasted 10 hours, and that was with a surprise win by CyberKev. That's way too long for me. I rated the game a 4 although it's very unlikely I'll ever play it again. In 10 hours I can get a whole lot of other things done. Without the turtling problem it might make a 6, but really, life's too short.