Monday, August 31, 2009
New Game, Ahoy!
For those who haven't played this gem, in short, it's a resource management and territory claim game played on a hex-board marked by varied terrain and interspersed markets. Players are competing for access to these markets as a source of income and victory points, as well as purchasing water tiles and grouping their lands to acquire other bonuses over the course of the game.
What makes this game unique, is that the victory points are totaled twice. Once at the midpoint of the game, and again at the end. So, a strong start can make-or-break you in Hacienda.
After these first few plays, my initial reaction as far as strategy is concerned, is that market access is king in this game. The score multiplier that goes along with market access is huge for points, especially if it's doubled by getting early access before the first scoring is done. Purchasing water and haciendas seem to be best served as late-game actions, as the early game should be focused on using your precious three actions either claiming territory and/or making money to purchase resources.
We have yet to try any of the variants that came with the game, but with a double-sided board and two pages of variants to try, I look forward to playing Hacienda with our group for a long while.
Toodles for now,
-Andrew
Tuesday, August 11, 2009
Game Day Quick Hits
Now, when I say 'personal game collection,' know that this is no ordinary collection. Mark fills an entire wall of shelves with games, and I've no doubt that he owns and brings in excess of 300 games. I try to do what I can to help by arriving early and helping to bring in games & food, stay late to clean up when I can, and I set up a Facebook event for it each time.
This Game Day was abbreviated for me, but I still got to try a variety of new games, which I'll briefly review.
After setting up, Mark and I played Fits, a new Reiner Knizia (of Settlers of Catan fame, among others) game which plays like a mixture of Tetris and Blokus sans the interaction, with some twists. Players have an identical batch of pieces which they slide into their personal, slanted, Tetris-like grid one at a time, depending on what matching card is flipped from the deck. Fits is played over four rounds. In round one, each individual space on the grid is marked with a green dot, which obviously won't show when covered by your pieces. Players in round one try to cover these dots as best they can, and get points for completely covered rows and lose points for uncovered dots. Rounds progress with different objectives. For example, in round 2 instead of scoring for complete rows, some of the green spaces are replaced by a number value from 1-3, and if that spot is visible at the end of the round, a player gets that many points. Overall, Fits was a solid but not spectacular puzzle game. There is no difference between playing solitaire or with 4 players, as players don't interact at all. Since a game is quick (about 15 minutes), I didn't mind the lack of interaction that much.
The next game played was another game between Mark and I. We played Ra: The Dice Game (RTDG). It is a simplified version of Ra, which shaves some time off from the original, but also shaves off the best part of the original. Generally to me, converting something into a dice game is a downgrade, because it adds an element of luck that wasn't present before. However, the difference between drawing tiles in Ra and rolling dice in RTDG isn't very significant. The real loss is the lack of auctions in RTDG, which were a huge part of why I personally enjoyed the first. While there is some interaction in the form of rolling a disaster which only affects your opponent, it's still much less than existed in the original. As a result, I won't be adding Ra: The Dice Game to my wishlist.
Some of my friends showed up in time for the next game, and we played a five-player game of Small World. I'd been meaning to try this one for a while, as it's highly rated on Boardgamegeek.com. Small World is an example of a game that you will truely understand the second time around, but I enjoyed the potential of what I saw in the first. At the beginning of the game, the player going first chooses from a list of 5 game races attached to randomized bonus abilities for that race. If the player passes on the first in the list, they must spend one point on it to get to the second, and another to get to the third, etc. Then, that player puts a number of race tokens on the board claiming territory which is ultimately converted to victory points. As the game implies, the game board is too small to accommodate everybody appropriately, so the game quickly becomes a territory struggle. I enjoyed this game, because it seems to have lots of replay value, with the races and abilities always being randomized, there are hundreds of combinations of possibilities for ways the game could play out. However, there is some learning curve as it is a significant disadvantage to those who don't know the specifics of what the races and abilities all do, and how they interact with each other. I would recommend this to anyone seeking a better version of Risk.
Next, and last for me, we played a five-player game of Citadels. I loved this game - it was very elegant in its presentation and quick to play, yet provided lots of decision making and interaction between the players. At the start of the game, a hand of building cards is dealt to each player. One player is assigned as King, and begins the first round. The King chooses from a deck of 8 roles (6 in a 5-player game, one is discarded randomly face up, and one is chosen to be discarded face down by the King) and passes the deck clockwise for each other player to choose a role. The last player has a choice between two, and discards the one not chosen face down. The roles from 1-8 are Assassin, Thief, Magician, King, Bishop, Merchant, Architect, and Warlord. The turn begins with the Assassin (if present) and continues numerically to the Warlord. On a turn, a player plays his role card, and performs any action associated with it. Then, they can take two coins OR draw a new building card, and then play a card by paying its cost in coins. Players can receive bonus coins, build more buildings, steal from others, make a player lose a turn, switch hands with someone, and more depending on their role in the game. The next round begins with whoever chose the king role, and play continues until a player has played 8 buildings. The value of the buildings played determines the winner. This is a great buy for a game, and we've already got a copy on the way. Easy to learn and play, with some solid strategy aspects.
-Andrew
Tuesday, August 4, 2009
Getting Stoned
I've described Stone Age to friends as a good jumping off point from Settlers of Catan to the "next level" of gaming. One thing I love to do is teach new games to people, but if a person is a complete gaming newbie, I'm not going to try to overwhelm them with something like Power Grid right away. I think Settlers is a good starting point, and that from there, Stone Age is an easy transition.
We had only four show up for our gaming night last night, which opened up some underplayed options for games to rehash. I pulled the old Stone Age out of my trunk, and after a minor refresher course for the gang, we dove in. Here's my mini-review of a game that we don't play enough.
Stone Age: A Mini-Review of a Game That We Don't Play Enough
Game Summary
Stone Age is a 2-4 player game where players start with a tribe of five meeples, and take turns placing their meeples in different locations on the Stone Age map. Each location gives a different benefit, and some locations have limited space and can only be done by one player each round. The starting player for each round rotates.
The locations are: Farm (Increase food track by 1, making it easier to feed your meeples), Tool (Gain a tool making resource rolls easier), Hut (Increase population by 1), Hunt (Roll/2 for Food), Wood (Roll/3 for Wood), Brick (Roll/4 for Brick), Stone (Roll/5 for Stone), Gold (Roll/6 for Gold), Cards (1-4 Resources, immediate benefit and end game score benefit), and Buildings (Costs resources, immediate score benefit).
All locations can only be claimed by one player, save the resources. Up to seven meeples can be played on the Wood, Brick, Stone, and Gold locations, and any number of meeples can hunt.
As in most games, most points at the end of the game wins. The game ends when one stack of buildings is exhausted, or the deck of cards is exhausted.
Strategies
With a number of different ways to gain points comes a number of different ways to win. Primarily, players can either focus on end game bonuses via collecting cards (n^2 points for relic/picure cards, other multiplier bonuses for buildings, population, food track and tools), or on collecting resources and purchasing buildings for points.
The trick is to find a balance that works for your tribe, between taking the food track space, increasing population, and gathering resources. All while not needing to commit too many meeples over the course of the game to hunting to keep your population fed (An unfed population results in the loss of 10 victory points each turn).
The other trick is to get a little lucky on your rolls and buildings/cards flipped when it becomes your turn to play first. A well-timed flip of a 1-7 building or a x2/x3 end game multiplier card can be game swinging.
What's Worked for Me
The last couple of games I've played, I have not increased my population at all over the course of the game. I've noticed that players that do boost their tribe numbers have to worry far too much about farming and increasing the food track to benefit from other things that ultimately score better for them in the end.
Tools are extremely important, as they eliminate rolling waste, and allow a player to attempt taking multiple types of goods with little meeple placement commitment.
Also important early are the Dice Roll cards, which give the potential of getting a food track +1 or an additional tool. Good rolling for these cards can give a huge boost to a player, with the advantage going to whoever buys the card.
My first placement early game is generally food track, then tool or the 1-resource card depending on what it is. I would food track until I am only spending 1-2 food per turn to feed the population, which is only boosting it up by 3 - something very easily attainable.
When going for late game points, I try focus on one particular bonus that seems to be not as sought-after by the other players. Also, it is always important to stake a claim in buildings when you can, especially the 1-7 building, if only to prevent others from taking them.
Why I Don't Mind the Luck
Stone Age is a refreshing mixture of luck and decision making. Yes, you will get the occasional terrible roll and not get the stone you needed to buy your building. But, you could have likely ensured getting that stone by committing more meeples to it. Or by investing in tools earlier, or by choosing it instead of a gold on a card roll.
I enjoy what I call "weighted luck" in this game, because you can make your own luck based on the decisions you make. Sometimes, it's beneficial to play against the odds in hopes of a huge payoff. But if you do this, you know it's less likely to succeed.
The most important thing in Stone Age is to be flexible in your strategy early on, then once you've committed, focus on it hard. The end game tends to be a free-for-all building and card point grab, so be prepared for it. Diversify resources and grab some tools.
We should play this more often.
-Andrew
Tuesday, July 28, 2009
Race for the Galaxy Card Submissions
TERRAFORMING Upgrade Commission
Development: 3 Cost, 0 VP Value
II: May discard a development from your tableau to reduce the cost of playing a development in your hand by the discarded card's cost.
Example: A player has Mining Robots and Terraforming Upgrade Commission in play, and Merchant Guild in hand. During the develop phase, this player may discard Mining Robots to play Merchant Guild at a cost reduced by 2.
Note: May discard Terraforming Upgrade Commission itself from tableau to reduce a development's cost as well.
Robotic Mercenary World
Settlement: 3 Defense, 2 VP Value
III: May discard a settlement from your tableau to increase your military strength by the discarded card's defense/cost this turn.
Example: A player has Robotic Mercenary World and Avian Uplift Race in play, with Rebel Home World in hand. That player may discard Avian Uplift Race from their tableau during the Settle Phase and play Rebel Home World from his/her hand if their military strength is 5 or greater (as opposed to 7).
Note: May discard Robotic Mercenary World itself from tableau to reduce a military settlement's cost as well.
Interstellar Warehouse
Settlement: 3 Cost, 1 VP Value
Rare Goods Windfall Settlement
IV: May choose to not consume a good on this world this phase.
Galactic Expansionists
Development: 6 Cost, ? VP Value
II: Draw a card after placing a Development
III: Draw a card after placing a Settlement
End Game: 1VP/Development in your tableau OR 1VP/Settlement in your tableau
Note: Only one or the other may be chosen at game end. Not both.
Look for 'em in the next expansion :-)
Tuesday, July 21, 2009
The Humans Win!
It is a bit of a relief to know that it isn't impossible for the Humans to win. I'm also a bit conflicted as to how I feel as I was the Cylon Sympathizer, playing for the Cylons in last night's game. Translation: I lost.
It seems, after playing as the Sympathizer for the first time, that playing as the Sympathizer can be likened to a drinking water duck toy. As the Sympathizer, I was limited to basically 2 options as far as turn actions, and I believe using the Caprica action to be far more valuable than using Human Fleet each turn. So my turns were basically on auto-pilot for the 2nd half of the game. And to top it off, I don't get a Super Crisis!
We discussed after the game possibly finding a way to make the Sympathizer more fun while not skewing the game balance any more than it already is. Suggestions as far as how to accomplish this:
-Give the Sympathizer extra card drawing power, either at the start of his/her turn or during the Caprica action.
-Let the Sympathizer contribute more to skill checks
-Create entirely new actions for the Sympathizer to choose from each turn
-Give the Sympathizer a Super Crisis card, perhaps with restrictions on when it can be played
-Other
Of these, I like the first the most. Possibly letting the Sympathizer look at 3/4/5 cards when choosing one from the Crisis Deck when activating Caprica. Or, causing two crises with no choices involved could be an option.
Some brief musing for your Tuesday afternoon,
-Andrew
Thursday, July 16, 2009
Wheeling and Dealing
Playing this again made think about trading as a general concept in games, and what makes one successful in these types of games. Without a doubt, one principle stands out more than any other regarding how to benefit the most. This is a law that I adhere to when playing trading games, and while it seems obvious, I think that most don't think about its effectiveness upfront. Here it is: Ready? Ok - Whoever is involved in the most trades, will win the game. Now, that's not to say that you should be making bad trades, because quantity over quality only gets you so far. Definitely whoever makes the most 1:1 trades (in a 3+ player game) will be in the best situation, because they have bettered their own situation more than the other players.
Example, using Bohnanza: In a 3 player game, you make a 1:1 trade with Player A, and each player makes a gold out of it. Then, you make another 1:1 trade with Player B, and each player makes a gold out of it. Result: Player A has 1 gold, Player B has 1 gold, you have 2 gold. Multiply this over the course of the game, and you should have the advantage.
So what's the best way to do this? I'M GLAD YOU ASKED HAHAHA. *Ahem - I think it's important to make a quality offer as quickly as possible, to stake your claim in the intangible trade market. This means you need to figure out in a hurry every turn what scenarios exist for a beneficial trade to all parties involved. Ideally, while other players are figuring out what works best for them, you will have already made a trade, and nullified theirs.
There are ways to beat this, such as other players drawing good enough cards that doesn't necessitate them trading, or by not having the right cards to trade to the other players.
However, for most all games I have played which use trading as a game mechanic (Settlers of Catan, Bohnanza, Pit, Wheedle, and Chinatown, I'm thinking of specifically), if you can quickly make a beneficial offer to a player or players, then the other players in the game miss out, making it easier for you to win in the long run.
Cheerio.
-Andrew
Monday, July 13, 2009
More Thoughts from My Grey Brain...
Top 4 Improved Cards:
1. Colony Ship/Doomed World - The addition of the Gene Designers and the Imperium Blaster Gem Consortium cards give these two more very valid and otherwise expensive production targets. A quick drop of one of these or one of the three existing Five-cost production worlds can be huge.
2. Interstellar Bank/Investment Credits - As I did mention in the last post, developing got a huge boost in this expansion, and as part of that, these cheap developments that promote developing are now more sought after than before. These both combine with R&D Crash Program to pump out an early 6-cost development. Interstellar Bank also doubles up on the development draw if you start with the new Galactic Developers start world. Also, and perhaps best of all, both are bonus points for the Galactic Bankers development. Especially with the new "first to 8" goal, there is definite potential for a more-focused developing strategy than before.
3. Diversified Economy - Just with the addition of the Galactic Exchange development, this gives players a new reason to consider diversification. Part of the problem before for DE, is that there weren't always enough consume powers to take advantage of. Galactic Exchange fixes this in a big way, and lets you drop a 13 point end-game bonus, as well as gives the ability to draw even more cards.
4. Aquatic, Avian, and Reptilian Uplift Race - Also known as the 2/2 green military windfalls. They were joined in this expansion by the Insect Uplift Race, to make a total of 4. More importantly, they are easier to play early now, which can be a huge springboard for a military player to find what they need. The expansion brought 6 ways of cost 3 or less to increase military by at least 1, and the Rebel Cantina start world which lets a player drop it as a regular settlement. Also, with the introduction of the Uplift Code development, Genes players have 3 huge end-game target buildings to search for.
The astute among you will notice that my top 4 actually included 8 cards. Don't tell anyone I did this, it's a secret.
That's it for now - join me next time when odds are less that I will be again discussing this game.
-Andrew