Sunday, October 25, 2009

Amuse-bouche: What's on my gaming radar?

We're heading in to that season again when everyone is seeking ideas on what to get me for Christmas. For me, that's easy. Games.

The Giggling One has asked me to put together a list of games that I'd like, and here's what I've currently got on my list...

#1 - World Without End


Ken Follett's World Without End, the novel that is, is a sequel to The Pillars of the Earth, and both sit right at the top of my all time favourite books list. They are, to put it bluntly, bloody fantastic books.

Given that I raved about the Pillars Board Game last year, do you think I was excited to find out there was a game based on the sequel? Oooooh yeah.

There's not too much info floating around about this at the moment, but it's still way on top of my "must have" list.

#2 - Dominion: Seaside


Seaside is the second expansion for Dominion, and looks to shake things up with duration cards that last multiple turns, as well as introducing player mats that let you set aside cards and collect coins and place embargo tokens on card piles. It certainly looks intriguing. Wait, no, that was the first expansion. I guess that makes this one seasiding.

#3 - Martian Fluxx


We love Zombie Fluxx, and this new Fluxx game looks the bomb. Plus a game where you play Martians invading Earth is just cool.

#4 - Dice Town


Stephen and Dave at The Spiel are totally to blame for me wanting this game. It's a light dice rolling game with a western theme where you must decide which part of town you want to visit (eg. the gold mine, bank, general store or town hall) and try to roll the right poker hand, while everyone else is doing the same.

#5 - Agricola: Farmers of the Moor


This is the first major expansion for Agricola, and adds peat bogs and forests to players' farms which they need to get rid of if they are going to build the regular fields and pastures. The good news is you can use the wood and peat to heat your home, as you're going to have to keep your family warm in addition to feeding them at the harvest.

The expansion also adds horses which can be placed on farms, as well as a slew of new Minor and Major Improvement cards. It's getting some positive reviews, and as a fan of Agricola, this is going to be a must-buy, or a must-have-as-a-Christmas-present.

#6 - Citadels


The Giggling One and I only played this game for the first time at HoGS last week, and we both loved it. It's been around for a few years (since 2000), and we'd briefly seen others play it at HoGS, but had no idea how enjoyable it was.

Citadels involves choosing a role from a set of cards, then passing those cards on for the next player to choose one of the remaining roles, and so on. Once all the roles are selected, they are played in numerical order and players take basic and special actions that allow them to obtain gold, steal gold, play cards, swap cards, etc. This process is repeated until one player has eight cards in front of them. Each card is a "district" (or building) and has a point value. The player with the highest point value of cards in their citadel at the end of the game wins.


I'll finish off by quickly mentioning the three video games that are also on my gaming radar at the moment:

StarCraft II - is StarCraft, is good.

Gran Turismo 5 - is Gran Turismo, is gran.

TrackMania 2 - is TrackMania, is manic.

These are three franchises that I have enjoyed the heck out of. StarCraft is a great, well balanced, RTS that rocks online. The realism in Gran Turismo is awesome, especially with a force feedback steering wheel. And as for TrackMania, well I've pumped more hours into it than almost every other game I've ever played combined. These games will definitely be getting some love when they are eventually released.

Saturday, October 3, 2009

He shoots, he scores!

Goaaaaaal! Achieved!

At the start of 2009 I set myself the goal of playing at least 15 games a minimum of 3 times each.

That goal was reached on October 2nd. So I can now relax cos I've attained my goal.

But wait just a die rollin' second there matey comes the call. What about Part II of your quest?

Oh. That.

Well, you see, it's like this. Other things got in the way, particularly the planning of a certain wedding to a certain Giggling One in November, and I've deferred the creation of my own game to 2010.

So that will be the quest for 2010. But let's forget about that for now, and reminisce about the 15 games that led me to this momentous(ish) achievement I'm celebrating today:

Agricola, An Evening with Bram Stoker's Dracula, Ca$h 'n Gun$, Carcassonne, Democrazy, Die Macher, Dominion, Dominion: Intrigue, Loopin' Louie, Munchkin, Pandemic, Set, Stone Age, Werewolf, and Zombie Fluxx

Happy days.
 

Tuesday, September 22, 2009

Pandemic

With the somewhat lengthy period of time since my last update, I'd like to say I've been laid low by H1N1, but I'd just be telling porkies. Instead, I'll offer this excuse: I'm just lazy. Anyway, let's forget that and get on with the latest Up the vacuum thingy review: Pandemic.


One wonders if, upon the worldwide spread of the H1N1 virus that the publishers of Pandemic just had a wee moment of guilty pleasure. I like to think so anyway.

So let's see. Just what exactly is Pandemic and how do you fight it? Well slow down there soldier...or doctor...because you're not going into this alone. You see, we've got your back.

Pandemic is one of what seems to be a growing trend of cooperative games. Sure, co-op games have been around for many years, but with big name titles like Ghost Stories and Pandemic, which was nominated for the 2009 Spiel des Jahres, co-op games are all the rage with the hip gamers.

And I'm nothing if not a hip gamer.

Or is that a geek gamer? Yes, definitely geek.

The object of Pandemic is for the players to run around a board...


...trying to stop four different diseases (in the form of ubiquitous cubes) from running rampant, and ultimately, hopefully cure them.

The problem is that at the end of every turn, more disease cubes are added to the board. Where the outbreaks occur is dependent upon which Infection Cards are drawn.


Each disease originates in a particular part of the world easily discernible by the colour coded board. For example, if the Tehran and Santiago cards, as seen in the picture above, were drawn from the deck then a black cube would be placed in Tehran and a yellow cube in Santiago.

This doesn't stop the colours from spreading to cities of another colour, as any time you would be required to add a cube to a city, and there are already three cubes of that colour in that city, the dreaded outbreak occurs [insert ominous music here].

During an outbreak, one cube of the outbreaking colour must be added to each adjoining city. If you're really unlucky, or just suck at the game, this can have a domino effect if an adjoining city also outbreaks because of this. If you ever hit your eighth outbreak, then it's game over, and not in a good way. You lose.

But wait, that's not all. For the special price of one Epidemic Card things can get a whole lot nastier.

Squirrelled away in the Player Deck (I'll get to that later) are a number of Epidemic Cards. The more you have, the harder the game becomes. Four Epidemics are for beginners or cowards, five cards are for a "normal" game, and six cards are for the "heroic" game. And if that's just not enough, the Pandemic expansion, subtitled On the Brink, actually let's you add a seventh Epidemic for a difficulty level they call "Legendary" and I call "Death Wish".


If you draw one of these bad boys, you have to draw an Infection Card from the bottom of the deck (representing a city that has not been diseased before) and place three cubes of the appropriate colour in that city. Then you shuffle all the Infection Cards in the discard pile (ie. the cities you've already had to put cubes in) and place them back on top of the Infection Card deck. Meaning that the next time you have to draw cards, you're going to be drawing cards you've previously drawn, thus increasing the rate of infection. Ooh, that's dastardly. And clever. I'll pay that one.

By now you're probably wondering how you actually stop the scourge from infecting every darn city in the world and turning everyone into little cubes. Either that, or you followed the link at the start of the review and found out for yourself. Shame on you if you even considered it.

As I mentioned earlier, you get to run around the board doing stuff. Like removing cubes, building research stations and discovering cures. But first, before all of that begins each player is given a special role.


Each role has special abilities. For instance the Dispatcher can move other players' pawns about, and the Medic can remove all cubes of a single colour in a city with just one action (for everyone else it's one action per cube removed).

The special abilities are really where it's at. Utilising these effectively is the key to doing well. In a recent game, I was the Medic, The Giggling One was the Dispatcher, and Mark was the Researcher. On successive turns, The Giggling One flew us all to the same city and used a Special Event card to build a research station there for free, Mark gave me all his cards of one colour, and I cured the disease and then removed all the cubes in that city for free. Sweet.

With each player having four actions available to them each turn, there is a lot of discussion on how to use them. For one action you can move to an adjoining city (or a non-adjoining city if you have the right Player Card in you hand or you're flying from one research station to another), remove one cube from the city you are in, build a research station in your current city (if you have that city's card in your hand), pass a card matching the city you are in to another player in the same city, or cure a disease.

Curing diseases is rather important, because that's the only way you can win the game. You first need to get yourself to a city with a research station, and then discard five cards of the same colour in order to cure the disease of that colour.

Cure all four diseases and you win the game. Hit eight outbreaks, run out of cubes of one colour, or run out of Player Cards and you lose.

Speaking of which, I haven't really explained Player Cards yet have I? I'd better to that now then I suppose.


Player Cards, like Infection Cards, simply depict a city on them. There is one card for each city on the board. Each player starts with some Player Cards and then draws more during each turn after they've taken their four actions.

Player Cards are used primarily to cure diseases, but also as a means of quickly travelling around the board and to build research stations. Once a Player Card is used, it is placed on the discard pile and is not used again. So you always need to think twice before using a card. You may desire to travel to a red city in one action, but if that leaves you short of red cards for a cure then you could be in trouble.

Mixed in with the Player Cards, along with the evil Epidemic Cards, you'll also come across Special Events that give you a free leg up.


Handy dandy.

Pandemic is a lot of fun to play, and I especially enjoy teaming up with people rather than pitting my wits against them. I've played the game three times so far for two wins and one defeat. Take that you insidious diseases!

The first game I played was a two player game with The Giggling One. We played with four Epidemic cards to ease ourselves into the game, and were almost beaten.


As you can see, we very nearly ran out of red cubes with all the infections in Asia. We also fought a losing battle to eradicate yellow and then blue, but we managed to find the fourth cure after hitting the third epidemic and only suffering six outbreaks.

The second game was a three player affair with The Giggling One and Mark, and was pretty much a non contest. We played with five epidemics, and the blue disease simply ran rife. We cured yellow early, but the rest of the game was spent in a futile effort to contain the spread of blue. We ran out of blue cubes just after the third epidemic and lost the game.

The third Epidemic Card didn't even get a chance to come out in the third game. Again with The Giggling One and Mark in a five epidemic game, we fought the diseases as best we could. And this time it was a walk in the park. Only one outbreak occurred by the time we cured the fourth disease.

Which brings me to my final comment. There is a large degree of luck involved with Pandemic. The order the cards come out in is a huge factor. To have played two three-player games with five epidemics, and get slaughtered in one and coast home in the other shows that perhaps the game is a little too luck heavy. Or we just played so much better the second time.

Regardless of the luck factor, Pandemic is still a very enjoyable game, and worthy of the accolades it has achieved. It's currently ranked at number 24 on Board Game Geek which is no small feat. Highly recommended if you'd like to join forces with other players and rid the world of little coloured cubes.
 

Tuesday, August 25, 2009

Amuse-bouche: A trio to whet the appetite

Three new games recently arrived in the Jeremy/Giggling One household, having winged their way from the US via GatePlay.com (which, freight included, cost less than the best deal I could find in Australia before freight costs!).

First on the list was an expansion I had been hanging out for for some time: Dominion: Intrigue.


I bought the original earlier this year based on reputation alone (and mainly because I couldn't find another game I wanted to purchase with my games shop voucher) even though I wasn't completely sold on the premise.

Having played eight games of Dominion to date (I knew the Games Record on the sidebar would come in handy one day) I'm still not completely taken by the game. Sure it won the 2009 Spiel des Jahres, but I've never really felt it was that good.

Enter Intrigue which completely shakes things up and makes the game so much more interesting. While the base game had only one real strategy (use Copper to buy Silver -> use Silver to buy Gold -> use Gold to buy Provinces), Intrigue adds a whole new set of ways to win.

In particular, the cards that double as Victory Cards and Action Cards add an intriguing (ho ho) level to the desirability of Kingdom card, and with cards like Duke making Duchies worth purchasing, I think I'm going to enjoy this game a whole lot more.

Second on my gotta get list was Pandemic.


Having heard and read a lot about this game, and having seen the accolades it has received, it was an easy decision to purchase Pandemic.

I was also keen to add a co-op game to my collection, and Pandemic fits the bill nicely. I've only played it once so far, in a two player game at the beginner level (four epidemics) with The Giggling One, and thoroughly enjoyed it.

I can see that it's going to take some kick arse strategies to beat this game at harder difficulties as we barely won with just four epidemics. Playing with the Dispatcher and Scientist, we were very close to running out of red cubes (only three left).

We found that we were better off trading cards and curing diseases, as trying to eradicate diseases was just too damn frustrating: just when you only have a few cubes of one colour left, a whole new bunch come on to the board in cities you've already cleared.

I'm definitely taking Pandemic to the next HoGS night.

The final game in the trio was one I was not intending to buy, but I'm bloody glad I did. While I was browsing GatePlay's website waiting for Pandemic to come back in stock, I came across Stone Age.


I had read one or two things about Stone Age, and it looked interesting, so I read (and watched) some reviews which helped me make my mind up about it.

Stone Age falls in the "worker placement" genre, and being a big fan of The Pillars of the Earth and Agricola, I thought I would like it.

And I do. As does The Giggling One. We gave this a go in a two player game, and The Giggling One absolutely trounced me. I employed my usual Agricola strategy and concentrated too much on getting extra workers, leaving me with food shortages necessitating sending workers hunting for food instead of obtaining other resources or cards. Don't do that is my advice.

All three games need loving, and will certainly be vying for my attention at coming games nights.
 

Sunday, August 9, 2009

Amuse-bouche: Why I'm not sold on Incan Gold

Perhaps my experience of Incan Gold was tainted by the first play when, with a runaway leader going in to the final round, there was no way anyone else was going to win.

With hindsight, I did go into this game expecting greater depth rather than treat it like the light piece of fun that it is designed to be.

The thing is, I do like light, fun, anyone-can-win style games (Zombie Fluxx being a prime example); I just don't like the uncertainty of the whole press your luck genre.

For the uninitiated, Incan Gold is an, erm, Incan themed treasure hunt card game where each turn every player must decide whether they wish to remain in the current round ("exploring the temple") or not. For those that stay in, a card is turned over. If that card contains treasure, those players still in the round share the treasure evenly amongst themselves, with any remainder placed on the card.

If the card turned over is a "danger" (ie. snake, spider, zombie, fire, rock fall), no one receives anything. However, there are three of each type of danger, and should one danger appear for the second time in the round, all players still exploring run screaming from the temple, dropping all their ill gotten gains in the process.

The crux of the game is, therefore, to decide at what point you wish to quit the round so as to safely stow your treasure. Obviously, until at least one danger card appears (they make up just under 50% of the deck) there is no benefit to departing the temple, but once a danger appears, you have to weigh up the risk of remaining in the round, as well as the likely decisions of the other players.

If you are the only player who quits the round on a particular turn, you get to take all the treasure still sitting on the cards that couldn't be divided between the players when it was discovered. Of course, your share diminishes if you depart at the same time as another player, so that's where factoring in the other players' decisions comes in to the equation.

The two games of Incan Gold we played were vastly different, and showed the two types of strategy that I think are likely to succeed. They also illustrated just what a random game this is.

We played with eight players in each game, which in itself makes a huge difference as to how much treasure you get, as more players are likely to leave the temple at the same time as you if the treasure is enticing enough.

One particular player proved to be more reckless, or foolhardy, than everyone else, and was always the last player remaining in each round. As a strategy, it's not the smartest thing to do, but it paid off handsomely in game one. With a massive haul all to himself, he finally left the temple in Round 4 with a total of 37 gems to his name.

This was significantly more than anyone else, and made the final round something of an anticlimax. No one was ever going to reach the same score, so it became a situation where you might as well stay in the round for as long as possible, risks be damned.

The same strategy was applied by this player in the second game, but failed dismally as he finished that game with no treasure what so ever. I found myself employing the same strategy as by that time I didn't really care how I went. I did, however, decide I'd rather not finish scoreless so I jumped out of Round 4 with 13 gems.

Round 5 was another anticlimax when the first four cards dealt were dangers, two of which were the same, so no one scored anything in that round.

Fortunes were reversed in game two as the winner of that game had lost the first. His 32 gems were amassed evenly across the first four rounds, and showed that playing it safe and not being too greedy is also a viable strategy. I'd tried that strategy myself in game one but, like everyone else, had lost out to the whale.

If I hadn't gone on tilt in the second game, I would almost certainly have improved my score. Ultimately, though, Incan Gold just seems a little too random. It's how you and the other players manage that randomness that decides the winner, but because of this it didn't have the fun factor for me.

Take Incan Gold for what it is, and it can be a fun game. The way the games panned out on the night just didn't make it as enjoyable as it otherwise could be. That's not to say I wouldn't play it again, because I would. I'd just lower my expectations a bit and get into the light hearted treasure grabbing romp that it is designed to be.
 

Monday, May 11, 2009

StarCraft: The Board Game

Year 1

Among the planets of the Bellerive sector were eight peaceful orbs, circling lazily around their respective suns, unbothered in their own quiet majesty.

Oh how war changes everything.

The feud that had ensnared much of the galaxy had now come to Bellerive, and things were never going to be the same again.

First to arrive was the Overmind, seeking further resources for its hungry legions. The Zerg Swarm descended upon the world of Tarsonis and began to breed.

With survival on his mind, Jim Raynor also led his Terran forces to the Bellerive sector and set up home on Antiga Prime. He knew the Zerg had already arrived, but beggars can't be choosers. Besides, wasn't there an adage about keeping your friends close and your enemies closer?

With reports of Raynor's new colony reaching him, Arcturus Mengsk wasn't going to let a prime opportunity to lord it over Raynor once more go astray. He brought his own forces in to the sector, and planted the kernel of his new empire on Abaddon.

The picture would not have been complete without the third race in the galactic war. Joining his rivals in the sector was Tassadar, himself a fugitive from the Protoss Conclave, who was on his own personal mission to redeem himself and rid the galaxy of the insidious Zerg. Tassadar's choice of homeworld was the bountiful Torus. While producing the resources he would require to build Tassadar's empire, the planet also found itself bordering the home planets of the two Terran factions. Perhaps this could be turned to his advantage...

After initial allocation of forces, each faction sought to expand its territory immediately. The Overmind sent its Zerglings to the small, but strategically strong Vyctor V; Jim Raynor's new troops were dispatched to Halcyon; Arcturus Mengsk solidified his grip on his end of the sector by establishing a base on Bhckar Ro; while Tassadar sought to tap the resource rich planet of Pridewater.

At the end of Year 1, the Overmind's tactical placements saw the Zerg's yearning for conquest grow more quickly than its rivals, signalling its strength early. Still, the battle for supremacy in the sector had only just begun.

Year 2

An unspoken pact of sorts emerged in the second year of the Bellerive occupation. Each faction further established its two colonies without any conflict taking place.

The threat of conflict, however, was laid down, reminding all that battle was growing nearer.

With Arcturus Mengsk's only path to expansion via Tassadar's planet Torus, the Protoss leader was justifiably wary of an attack from the Terrans. Tassadar's order of troops to Abaddon was one he had no intention of carrying out. Leaving himself vulnerable to a counter attack this early in the war could very well be disastrous, and Tassadar had no desire to leave his existing colonies unprotected.

Tassadar's desire to both ruffle Mengsk and delay the Terran's own orders was successful, but Mengsk wasn't one to fool around, and he had the Protoss very firmly in his sights.

Year 3

Arcturus Mengsk wasn't the only rival eying off the bountiful resource deposits on Torus. Before Mengsk could launch his assault on Torus, he was beaten to the punch.

Seeking new resources, and conscious of the fact that control of just two more resource areas could well cement him victory in the sector, Jim Raynor dropped a force of Marines, Vultures and Wraiths on the two mineral fields on Torus that Tassadar had not protected.

For now, Raynor was content simply to deprive Tassadar of the mineral fields, but the other Terran force was not. With Tassadar's base on Torus unprotected by photon canons, Arcturus Mengsk launched an assault, keen to grab the planet's conquest advantage for himself.

Tassadar was no fool, however, and had a plan of his own. When the Marines and Firebats dropped in on the base, Tassadar withdrew his troops to the safety of the vespene geysers on the other side of the planet. While losing one unit of zealots in the process - the war's first casualty, albeit non-combat - the retreat forced Mengsk to return all bar two of his own units to Abbadon. Tassadar then capitalised with his final action of the year by counter-attacking in force and destroying the token force Mengsk had left behind.

While all the action had focussed on the Terran invasions of Torus during the third year of the war, the Overmind had quietly gone about its own business, as Zerg are wont to do, and had strengthened its bases and units numbers. It was only a matter of time before the Zerg sought further territory...

Year 4

...and that time had come.

With most of Jim Raynor's troops ensconced on Torus, this left Antiga Prime relatively undefended, and ripe for the picking by a gluttonous Zerg army.

The Overmind signalled its intentions early, and with the major threat of a Zerg invasion, Raynor had no choice but to order his own troops back to Antiga Prime from Torus.

While the reinforcements failed to arrive back in time to stop the Zerg force , including a unit of the formidable Ultralisks, from establishing a foothold at the Terran base, they were in sufficient number to launch a strong counter-attack.

It was a vicious battle, with casualties on both sides, but ultimately, Raynor's troops held their own. Just as the battle looked like it could go either way, the last of the Overmind's front line units, an Ultralisk, caught splash damage and was killed in a splatter of gore. With only a Queen remaining, the Overmind was forced to retreat to Vyctor V, lick its wounds, and seek another path to victory.

With Jim Raynor's forces all but removed from Torus, Tassadar seized the opportunity to take back one of the mineral fields. The Marine unit stationed there knew what was coming, but could do nothing to prevent it.

With four years of the war having elapsed, all factions knew the end was near. The time was coming to put one final plan into action that would see the glory of victory.

Year 5

It was not long into the final year of the war, that all sides knew what was at stake. The Terrans, unfortunately, would not be victorious.

Jim Raynor had severely miscalculated his ability to conquer and hold the extra resource areas he required to forge a victory, and it was now impossible for him to come out on top.

Similarly, Arcturus Mengsk, while controlling all areas of Abaddon and Bhckar Ro, had not done enough to secure victory for himself.

It was simplicity itself for Tassadar to move into the two remaining regions on Torus and Pridewater and secure more areas than any other faction. However, even Tassadar's run may have come too late.

Despite its failure to establish a base on a third planet, the Overmind's control of Tarsonis and Vyctor V had given it the conquest advantage it needed. All the Overmind had to do was hold on to its bases on the two planets until the end of the year, and victory would belong to the Zerg.

The Zerg victory was what Tassadar had to avoid. With no help coming from Jim Raynor, now wallowing in his own inability to succeed, the odds were stacked against the Protoss leader. Tassadar amassed his force of Reavers and Zealots on Pridewater and prepared to launch an all-out last-ditch attack on Vyctor V.

It was then that Tassadar realised his mistake.

The Overmind's base on Vyctor V was protected by spore colonies. An attack force could not be landed in the area of the base and had to be dropped on the other side of the planet. Even if Tassadar's troops could have conquered two separate groups of Zerg, he hadn't left himself enough time. He could make it to Vyctor V, but not to the all important Zerg base.

Realising the war was over, Tassadar reluctantly surrendered to the Overmind , watching helplessly as the Zerg swarm claimed the Bellerive sector for their own.



The Actual Game Summary

I've eschewed my usual how-to-play-the-game review and instead opted to write a session report because, well, it's more fun.

I was joined at my house in Bellerive (does the name of the sector make sense now?) by Mark, Tim and Christine. Instead of randomly choosing factions, they were chosen on personal preference.

Mark and Christine chose to play with their favourite colours (green and red respectively) meaning Mark was the Overmind and Christine was Arcturus Mengsk. Tim, as the only other player besides me who had played the Starcraft computer game, chose his favourite race, Terran, and so selected Jim Raynor. With a choice of three remaining, I chose to play Protoss and took the yellow forces of Tassadar.

After initial placement, we all expanded to a neighbouring planet, so had two planets each come the end of Round 1. It was at this point, that we realised Mark had the advantage. His two planets gave him 3 conquest points per round, while Tim and I had 2, and Christine had only 1 conquest point.

Round 2 was fairly uneventful, with all players improving bases and adding units to the board. I did place one move order on the top of the stack on Christine's planet of Abaddon, but that was really just to mess around with her and force her to take a couple of event cards when her actions were blocked.

Christine, whose two planets bordered only my planet of Torus, took action in Round 3, and placed orders on Torus. Later in the order placement phase, Tim placed a move order on Torus as well.

Tim, unfortunately, misunderstood the special victory conditions. He mistook "Round 3" for "Stage 3" and thought that if he captured the two empty mineral areas on Torus that he would have the six resource areas he needed to win.

Christine then attacked the conquest point area of Torus where my base was located. Fortunately, I had an event card that allowed me to retreat without engaging in battle. I moved my units to the gas area, and had to lose one Zealot due to the unit limit, but Christine had to return all except two units to Abbadon. I then executed a move order and succeeded in defeating Christine's remaining units.

Mark, whose special victory conditions required him to have bases on three planets, saw an opportunity and placed orders on Antiga Prime at the start of Round 4. Tim, who had moved most of his units from Antiga Prime to Torus in the previous round had to move them back again. Mark captured the conquest point oarea of Antiga Prime, and looked like he might hold on, especially with an Ultralisk assisted by a Queen.

Despite failing to defeat the Ultralisk, Tim had played a splash damage in the other skirmish won by his Vulture. The splash damage took out the Ultralisk, and the Queen was forced to retreat because it is an assist unit.

Mark didn't actually need the third base to win. He'd been receiving 3 conquest points each round and at the end of Round 4 was on 12 points. If he held on to his planets, he'd claim the 3 points again in Round 5 to reach the 15 needed to achieve a normal victory.

Both Christine and myself had a special victory in our grasp, but as Christine had fewer conquest points than me, she couldn't win. Tim just didn't have the forces to take the extra areas he needed.

The problem I had was that the check for a normal victory is made before a special victory at the end of a round. Therefore, I had to prevent Mark from getting his three conquest points. For my first order placement in Round 5, I placed my special move order on Vyctor V. My plan was to attack Mark's base there directly.

Unfortunately, as related in the story above, I didn't realise that Mark had the spore colony protecting his base, meaning I could only attack that area if I already had units on the same planet. That required two move orders: one to move to the second area on Vyctor V (and battle Mark's forces there), and the other to move to the base. As I'd only placed one move order on the planet I couldn't do that, so it was impossible for me to win even if I could defeat his forces.

So, Mark was the winner and he received congratulations from the losers.

I was left feeling somewhat underwhelmed by the game. I felt as if my choices were limited and that the grand scale on which a game like this ought to be played just wasn't there.Ultimately, it seemed that the game came down to the initial planet layout. Mark claimed planets that gave him 3 conquest points each round, and that is ultimatley what decided the game.

The game took a good four plus hours to play, and yet we only had five rounds. I felt like I wanted to do so much more. I only built three types of units, and was left thinking the game could have been so much more if only I had a chance to develop my base more, or build different units.

And yet, now that I've had time to digest the game, rethink my strategy, and work out what I could have done differently, the game is growing on me. A good game gives you an array of choices in a limited timeframe, and it's how you approach these choices that affect the game.

I imagine StarCraft would play out very differently with six players and twelve planets rather than the fours players and eight planets we played with. I think I'd like to try that one day. I don't think I've even scratched the surface of what a strong Protoss strategy can do. If the game can serve that up, then I'm willing to chow down on more StarCraft action. Bad metaphors aside, what I mean is that, while I'm not entirely convinced I like this game, I'm willing to give it another chance.

Sunday, April 12, 2009

Caylus

"Caylus": not the most gripping of titles for a game. Despite this, Caylus has fought off plenty of more intriguing sounding games to hold on to the number 9 spot on the Board Game Geek rankings. And, you can even buy the t-shirt.


Caylus is one of those games for thinkers; one of those games where the term "analysis paralysis" is particularly apt. It presents you with choices - limited at first but increasing as the game goes on - that lead to a frustrating want-to-do-everything-but-can't-afford-to-and-if-I-don't-do-that-then-someone-else-will-and-it's-just-not-fair-damnit.

Ultimately, your goal is to earn more prestige points (effectively victory points) than anyone else. You do this by accumulating resources and then using those resources to build buildings and/or build part of a castle. Of course, everyone else is trying to do the same thing, and once that castle is built it's game over and you hope you've done enough to win.

Of course, to do all of this, we need a pretty board to play on. Here's one I prepared earlier:


What? That monster? Wait, no. That's the Essen ye-olde-gigantic-3D-rific version. Here's what we peasants play on:


As you can see we've got a kick-arse castle at the top, and a path that leads down through a village, and across a bridge, before winding gracefully down through lush green pastures.

As the game progresses, those empty squares will be filled with buildings. The first six after the bridge are filled at the start of the game, with the remaining empty spaces filled during the game when players decide to build.

The buildings themselves give various benefits from producing resources (food, wood, stone, cloth or gold), to trading resources for money or vice versa, to allowing new types of buildings to be placed on the board.


Each building generally has a cost, a reward for building, and some sort of output (what you get from that building), though there are exceptions (aren't there always?).

Say you wanted to build a farm. That's the wooden building in the middle of the bottom row in the picture above. It will cost you one wood and one food to build (as indicated by the cubes in the top left of the tile), reward you with 2 prestige points (per the top right of the tile), and will produce either two food (mmm...pork) or one cloth when it is utilised.

Which leads, in a nice little segue, to a quick explanation of how buildings are utilised.

Each player has six workers. Taking it in turns, players place one worker at a time on a building. Most buildings can only have one worker on them. Once everyone has placed all the workers they wish to (there may not be enough buildings or you might not have enough money (placing workers costs money) to place all of your workers) then each building with a worker is resolved from the castle downwards and whoever placed their worker on a building gets the benefit from it.

Just because you built a building (you get to place a little house on the tile to signify you own it) doesn't mean other players can't place their worker there. In fact, it can be handy if they do, because every time another player uses one of your buildings you earn a prestige point. Not only that, but some buildings also reward the owner with resources if another player's worker is placed there. Sweet.

So far it's looking relatively straight forward right? You place workers on buildings - those buildings give you resources or money, or the right to buy another building. Of course, it's not that simple.

Firstly, the buildings between the castle and the bridge are special and have some, er, special benefits. In particular, the Stables allow you to change the order of play, which doesn't change otherwise. The Inn lets you place all your workers for 1 denier (the game's currency), even if you would have to pay more.

The Merchant's Guild lets you move the provost up and down the road.

The what? Pronounced "prov-uhst", the provost is a sneaky little bugger that players can move along the road in order to prevent other players from activating buildings. When it comes time to get the benefit from a building on which you've placed a worker, and that building is further away from the castle than the provost is, then bad luck - you ain't gettin' a sausage from that building. Ouch.

Another of the special buildings is the Joust Field. Placing a worker here gives you - for the cost of 1 denier and 1 cloth - a royal favour (or "favor" if you want to be true to the Americanised rules).

Favours are pretty darn handy in this game, and are another way to gain stuff. Gaining favours allows you to move a marker of your colour along one of the four favour tracks (the grid in the top right of the game board). Here's a close-up:


There are multiple ways to gain favours in Caylus, and you'll want to utilise them as best as possible. Each time you gain a favour, you can advance a token further along one of the favour tracks for a bigger and better reward.

The top favour track gives you bonus prestige points; the second track gives you deniers; the third gives you resources; while the fourth lets you buy buildings at reduced cost. All nice things to have.

Now, that just leaves me with one last thing to address: the castle. When it comes to your turn to place a worker, instead of choosing a building space, you can elect to place a worker in the castle.

After all the other workers have collected their goodies during a round, anyone who placed a worker in the castle can now build part of the castle. You do this by spending three resources (one food and two other resources) and placing a house of your colour in one of the spaces beneath the castle.

Not only are you rewarded with prestige points for giving a batch of your hard earned resources to the castle, but the more you give, the more favours you get.

It's certainly rewarding to spend resources this way, but with a limited amount of resources at your disposal, you need to decide whether it is better to invest those resources elsewhere, particularly by paying to place a building that will reward you with more points down the track.

So it comes down to those aforementioned analysis paralysis decisions...

"I can place my worker there, which will give me that resource, and I can then afford to build that stone building, but that means I'll have to place a worker over there as well, and someone else might go there, so do I go there first and hope someone doesn't take the resource I want, or do I take the resource first, or do I spend the resources at the castle instead and hope it's enough to gain a favour? Oh, and do I want to save some money in case I need to move the provost, or will I hope no one moves it? Also, I'd really like to go first next round, but if I go in the stables now I might not be able to get the gold that I need if I'm going to have enough for the prestige building later on."

And so on.

If this is your thing, then go for it. Caylus is a lot of tactical fun, especially when you're playing with people of a similar disposition for this kind of game. I've played the game twice now: one 2-player and one 5-player game, and I'm starting to see the strategies involved and I'm most certainly intrigued to play again.

While I haven't covered every little nuance of the game (like scoring the castle sections and movement of the bailiff), I reckon you'd probably know whether this is your sort of game or not.

As for me, I definitely like it. It has a similar sort of feel to The Pillars of the Earth with worker placement choices, giving ample opportunity for experimentation with varying strategies.

The best laid plans can go awry with opponents' workers blocking or delaying your cunning plan, and it's the necessity to constantly adapt your strategy that I find so damn frustrating yet so enjoyable.

Get the right crowd, like this one, and it's a damn good game: