Saturday, December 19, 2009

Bellamy Sports: Bellamy Tennis

This is the first of a series of posts detailing the legendary Bellamy Sports: games I created with the aid of friends in 1999 and 2000. "Bellamy" is my nickname among my circle of friends with whom these increasingly ridiculous games were created and played.

The first Bellamy Sport,
Bellamy Tennis, came into being during a doubles tennis match (well "match" isn't perhaps the best description as it was more of a social hit around) in 1999. The four players who were blissfully unaware of what they were about to start were myself, Leah, Steve and Mick. After a couple of regular games with various partnerships, the game suddenly changed...

Imagine, if you will, a standard doubles tennis court, with fences or walls (boundaries) at either end and perhaps to the side as well. Any side without a boundary is deemed a penalty area, and the edge of the penalty area should be determined prior to the start of the game. Any area outside a boundary is out of bounds.

There should be four players taking part as in standard doubles tennis. Bellamy Tennis cannot be played with only two people. Ends are chosen by the flip of a coin or other fair or unfair means as the case may be.

The game commences with a serve from behind the baseline. Each serve from then on will be taken by the team that won the previous point. The server must alternate each time a team serves. A serve does not have to land within the diagonally opposite service court, but must land within the court proper. For example, a serve may land in the doubles alley near the baseline and still be in play.

The receiving team then attempts to return the ball. The ball must be struck by both players before it travels back over the net. No player may hit the ball twice in succession without another player touching it. As in volleyball, each team is allowed a maximum of 3 hits before the ball must return over the net.

There is no restriction on how many times the ball bounces before it is hit. As long as the ball is played when it is still in motion, then play continues. A ball could be rolling along the back fence, for example, and still be in play.

When a ball is returned in general play there is no requirement for it to land inside the court, but it must travel directly over the net. As long as the ball lands in bounds it is in play. A ball is also still in play if it hits a boundary on the full, as long as it comes down in bounds or in the penalty area.

The penalty area comes into effect only when the ball is played directly over the net into that area, in which case the point is lost by the team that hit the ball. If the ball hits a boundary before travelling into the penalty area, it is still in play. If the ball travels into the penalty area off a player before it is returned over the net then it is also still in play.

Each team is awarded 1 point whenever they win, or their opponents lose, a rally. The only exception to this is the Bellamy Rule. If the first player reaches the ball on the full they may call "Bellamy". Their partner must then also hit the ball before it touches the ground and pass it back to the first player, again on the full, before travelling over the net. If that team goes on to win the point then they are awarded 2 points. The other team will still only score 1 point if they win. However, if one team calls "Bellamy" and fails to complete the 3 hits on the full and successfully return it over the net then 2 points are awarded to their opponents.

The first team to reach 9 points wins the set. The first team to win 2 sets is deemed the winner.

Summary

One (1) point is awarded to a team's opponents if:

  • the serve lands outside the sidelines or over the baseline; or
  • the ball is returned without both players hitting it; or
  • the ball is hit 4 or more times before returning over the net; or
  • one player hits the ball twice without the their partner hitting it; or
  • the ball passes into the opponent's side without travelling directly over the net; or
  • the ball comes to a complete stop before it is returned; or
  • the ball is hit out of bounds; or
  • once returned over the net, the ball passes directly into the penalty area.

    Two (2) points are awarded to a team (the Bellamy Rule) if, at some point during the rally:

  • the ball is played on the full by the first receiver; and
  • the first receiver calls "Bellamy" before or while hitting the ball; and
  • the ball is then played to the second receiver on the full; and
  • the ball is then played back to the first receiver on the full; and
  • the ball is then returned directly over the net; and
  • the ball does not then go directly into the penalty area; and
  • they win the point.

    Two (2) points are awarded to a team's opponents if:

  • a team member calls "Bellamy"; and
  • any of the first six requirements of the Bellamy Rule are not met.

    And there you have it. Bellamy Tennis. The game that started it all. When taking this on, be prepared for some very long rallies. Remember, the ball is still in play as long as it is moving. By the way, the winners of that inaugural game were myself and Leah in straight sets. :-)
  • Monday, December 14, 2009

    Amuse-bouche: A Magic Christmas

    Let me relate a little story.

    On Sunday morning (ie. yesterday), The Giggling One and I were lying in bed. I was browsing the net on my iPhone as I am wont to do. I remembered hearing about the Magic: The Gathering game on the Xbox 360 (the only current gen console we don't own), and reminiscing about the games of Magic I used to play online led me to check out a review of the game out of curiosity.

    I then decided to head on over to Wikipedia and see what the latest expansions were, as I hadn't been keeping track for the last couple of years. I had a chuckle reading the amusing code names each of the sets of three were given (eg. Control, Alt, and Delete; Live, Long, and Prosper; etc. - full list here).

    The Giggling One asked me what I was laughing at, so I showed her. Then, just like that she said "We should get it."

    I was a little taken aback. This was a game she had never seen before, but she had heard me mention it here and there. I've played plenty of games of Magic online, but I've never actually played the real, physical-cards-in-your-hand version of the game. In total I own one Magic card (called Oppressive Will), and only because that came as a freebie with a magazine.

    Did she not know how pervasive the trading card game genre could be? Did she not understand that Dominion is one thing, but Magic is quite another? Did she not know how much more geeky playing this game would make her?

    Well yes. Turns out she did. And she was OK with that. She figured it would be nice to play it together.

    So, on a whim we went out that afternoon and bought two intro packs for the 2010 Core Set, as well as eight booster packs.

    So shiny new Magic: The Gathering cards are sitting under our Christmas tree just waiting to be played come December 25. Now there's a way to celebrate.
     

    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 track.

    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.