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.

Thursday, June 25, 2009

Should You Play Games With John?

I recently created a Facebook quiz along the lines of "How well do you know me?". In general those quizzes are pretty stupid, but they need not be - they're just general purpose multiple choice quizzes. With sufficient effort you could implement university assessment on Facebook! Anyway, my questions were along the line of:

1) All the best games involve:
a) trains
b) zombies
c) pirates
d) dice
e) black and white

to which there is exactly one answer that matches me, but I'm not going to say what it is.

Sadly I made a mistake on Question 5 - I reordered the answers and forgot to change which was the correct one. I'm not able to go back and edit the quiz. In this discussion I'm going to change the marks to reflect the answers I intended. Congratulations to CyberKev and Scrabblette who know me well enough to tell me I had a mistake.

Top of the class is, of course, Scrabblette, with 90%. She got the question about Kramer wrong. Knowing Scrabblette she would have looked on the extended stats site to find my most-played Kramer game and picked that one.

In second place, and scoring very highly for someone who doesn't even live with me, is Pateke on 80%. Pateke did live around here for a while and we played games like St Petersburg and Hansa, but sadly he left to travel the world. I miss you dude! We were meant to game together!

Next, on 60%, is my brother-in-law who is now working in Iraq and is not often available to game. For someone who can't remember which one is DVONN and which one is Gobblet, that's a good score.

Ack... I'd better wrap this up as it's time to go to work. Other notable scores were CyberKev with 50% (just as well, since we game together about once a week whether we're compatible or not); both of my sisters on 40%, and Kalyani on 10%. I find down around 30% are the people who have a significantly different idea of fun to what I do. Actually, I suspect they're right and I'm wrong.

For more details, go here : http://apps.facebook.com/quizdoyouknowme/quiz.jsp?q=11103616

Saturday, June 13, 2009

Tilted

I haven't been doing a lot of gaming over the last few months, due to a sense of ennui or existential angst or general slackness or something. And the anime thing which I mentioned earlier. But I think also I'm changing what I want from gaming, or maybe what I'm getting from it. Scrabblette has mentioned that when you do something as intensely as I do gaming it becomes like work, and that's definitely the case. I've been doing this for 5 years and 3000+ plays, and I've potentially taught people how to play 1000 of those times. That's definitely a lot of effort.

One thing I've definitely been feeling is that I'm less interested in playing new games, less interested in acquiring new games, and more interested in playing the old ones. My efforts to decrease my collection have been stymied by (a) reluctance to simply dump games, and trading doesn't really decrease the number of games you have, and (b) Scrabblette still assesses my collection on whether a game is good or not, not on whether I need to own it or not, so she resists many of my attempts to get rid of things. When I went gaming last night I stuck St Pete and Puerto Rico and Upwords in the game box. They're all old favourites, and that's what I want to play.

This morning I have been revising my ratings on BGG in line with how I feel at the moment. Although there have been no huge revisions, there have been a significant number of small ones, so I feel that rather than my tastes having seismically shifted, they've just tilted a little. Let's review some of the changes.

Torres - from a 10 down to a 9. Yes, it's a great (intense) game, but I don't always feel enthusiastic about it and doubt that I will want to play it forever.

Trias - from a 9 down to an 8. I used to rate this 10, but I don't think I've won in the last few years. That in itself is not enough to get it demoted, but dammit, I KNOW what I'm doing, and I often come last. I don't even think it's because people pick on me. I don't think the game rewards experience, and if it rewards skill I'm damned if I know what the skills of the game are. My current hypothesis is that the strategy is illusionary.

Axiom - from a 9 to a 10. I really love this freaky game and I can see there's a lot of play left in it. It's easy to teach and it messes with your head. I just need an opponent. Other than Mikey, 'cause he beat me.

Milleranagrams / Snatch - both gained a point. These are very similar speed anagramming games, which, as mentioned in my previous post, I rock at. For putting me in the zone they get high ratings.

Thebes - from an 8 to a 7. I find myself not so keen to play this, and when I do I see the winner being determined by the luck of the tile draw rather than strategy. I don't mind some luck in my games, but that amount of luck in a game that requires that amount of thought seems unfair. I would dump my copy if I was allowed.

Memoir '44 Expansions - several dropped a point. I've realised one of the great things about Memoir is that it's simple, and the expansions make it not simple. Yes, they're fun, but they're not as good as the original.

That's enough of that sort of talk! My feelings of boredom / yearning / unfulfilled desire remain strong, so I expect I will continue to tilt in the coming months. I can be sure I'm not tilting towards Ameritrash like some other BGGers have - if anything I'm tilting towards word games and abstractness. Maybe I'm getting old or something.

Intensity

There are a few games that I find very intense, i.e. when I'm playing them I get extremely involved and find myself on edge. Examples include Pick Two, Taj Mahal, St Petersburg and Domaine. These are great games, no doubt, but I don't find the same thing with other (allegedly) great games such as El Grande or Cosmic Encounter. I don't know what the difference is, I guess it's something in the mechanics intrigues me and sucks me in.

Anyway, the problem is that I find some of those games, in particular Taj Mahal, to be so intense that it's exhausting. In a given evening, I can only play one game of Taj, and sometimes I look at it on the shelf and think "No, I can't face it this evening." Having to teach the game first, which is almost always the case, makes it even more work. As a consequence, I will often put something easy to teach like Metro or Qwirkle in the game box instead of Taj.

So what should my rating for Taj be? A game that is totally awesome but I can't always play? I'll always play Metro, so should I rate it higher than Taj even though it's clearly a lesser game? I've bumped my rating for Taj up to a 9 nevertheless, as I feel I should rate the game on how I feel about it in the right situation, i.e. when my blood sugar levels are right and I've had plenty of sleep.

By the way, playing Pick Two with me is intense for everybody. In case you haven't played, there's a large pool of letter tiles. Each player starts with 8, and needs to arrange their tiles into a valid crossword formation. When someone achieves that they say "pick two" and everybody takes 2 more tiles, and they rearrange their crossword to add them. When someone has achieved that, then they say "pick two". And you keep going until the tiles run out, and score (negatively) for the tiles you didn't fit into your crossword. Speed word games are my forte, and I like to keep the pressure on, so my opponents find it hard work. Some people admit there's no point playing against me... but I don't care because I am in the zone when I play and that's a great feeling.

Thursday, June 04, 2009

Over My Dead Body

I was asked the other evening, during a game of the painfully tedious Cavum, whether I'd ever played Through the Ages. No, I haven't, and I don't intend to, but I decided to do some investigation to solidify my reasons. The first thing I discovered was that I totally had it confused with Age of Empires III, an Ameritrash game I have no interest in whatsoever. So, I had even more reason to do the research.

The first place to look is the number of players and playing time. It's 2-4 players, which sounds reasonable. A minimum of 2 players suggests to me that it's not a negotiation game, which is good news to me. A maximum of 4 means that I'll only be waiting for 3 other players between my turns. However the playing time is 4 hours. This rings an alarm bell - what the hell is happening for 4 hours? I don't like long games, so at this point I'm looking for clues that I'll dislike Through the Ages for the same reason as I'll dislike other long games, so I go to the last pages of the user comments.

Miklos Kuti says "3 player game, from start to finish with rules explanation took 7 hours". OK, I've already decided I will never ever play this game. Chris Farrell (who is not me) says "This is a totally linear game in which all you can do when it's not your turn is sit around and wait. There is no player interaction to speak of. And that downtime can get extreme, especially late when players have many actions." Chris Darden says : "It's like Race for the Galaxy except not as elegant, the turns take 10x longer, and you can target specific people to hurt their progress. Not only can you target people, but the opportunity exists to dogpile on people (with person after person attacking the same player on the same turn). This will not only take the leader down a notch, but knock him out for a good, long time."

Oh good, so there's screwage as well! There's nothing that makes me more miserable than concentrating on a game for hours to then be screwed over by some jealous arsehole. Maybe next time they make their bed I could come shit in it... it is completely beyond me what's fun about a game like that. So, the only way I'll be playing Through the Ages is posthumously. I guess that means CyberKev will have to organise the time and place...