The Co-Op Conundrum

While I like winning, – and trust me, I do – the primary reason I play board games is not to crush my enemies into a fine dust, but to spend some time with friends in a way that I enjoy. The best games are ones where it is fun when you’re winning, but it’s also fun to lose. So in theory, Co-Op games would have an immense appeal. You have to interact with the people you’re playing with, and if things go well then everyone wins. A well designed Co-Op game can offer all the avenues for clever plays that a standard game does; you just use your ingenuity against the game itself, rather than an opponent. In fact, for all their potential, it might be in some ways surprising that I don’t play Co-Op games very often.

“I like this game because most Co-Op games feel like the smartest player in the room is playing while everyone else just watches” – Erik “Spooky” Volkert, about Sentinels of the Multiverse

Maybe I keep playing Co-Op games in the wrong setting, but Erik’s take on them rings true.  A game that requires the cooperation of all players requires a very similar level of experience and a boatload of trust to work out well, more so than any other game. When a player makes a mistake it no longer screws things up for that singular player but rather it can affect everyone’s chances of winning. The result is generally the person who formulates the overall plan of attack ends up directing all of the action.

Of course, no one is required to listen to the person trying to direct the action. A group can try to play a game based around cooperation as a bunch of separate entities, but not only does it not generally work but it also defeats the purpose of playing a Co-Op game in the first place. And when that group does eventually lose – and if the game is at all well-built, they will – there is a level of frustration that the “smarter” player will experience that is beyond most anything else in gaming. When you lose a regular board game, there can be a certain level of frustration, sometimes directed at yourself for a stupid play, sometimes because someone else played kingmaker and you weren’t king. But the frustration of someone who was supposed to be on Your Team making you lose is a level far beyond, because it’s something that is out of your control but feels like it should be. And if you win despite some poor play by one or more of the players? Then you (I) get the feeling like maybe this game wasn’t well balanced. A good Co-Op game is one where you feel like even if you play well, it’s still possible that you lose.

So, let’s step back to Sentinels of the Multiverse and all its comic book glory.

First off, the theme is strong, and the mechanics feel pretty natural. Sukrit’s character keeps discarding cards to deal damage to himself and the villain, Brandon’s Hulk-like hero Haka is a tank by drawing lots and lots of cards and then discarding them rather than taking damage. Spooky takes a versatile but weak bard-ish guy, I grab a martial artist/janitor, Roger ends up with the Batman equivalent and when Dave comes in right as we’re about to begin he finds himself with the Flash.

Each turn involves a little bit of strategizing as we decide what has to be done this turn and who can take care of it. This is where Sentinels of the Multiverse shines. Since everyone has a hand full of cards, it is difficult and would be extremely time consuming for the person who knows the game best (Spooky) to look at each player’s hand and figure out what would be optimal. There’s too much information to process and the fact that they are “hands” means that even though this is a place where information is of course both public and worth sharing, the tendency learned from games of poker and rummy and the like growing up is to hold your cards so no one else can see. This hidden information tactic and pure multiplicity of options are both really solid attempts by the designers to avoid the takeover by the smartest player in the room. That is, unless they lean over and peek at your hand because hey, you’re new and not sure what you really CAN do, and, well here, let me help you out here…

Which ended up happening, rather consistently. I’m not mad about it and there were fairly good reasons. Roger is still pretty new to the complicated board game thing, and poor Dave walked in right as we were beginning the first turn, so he had to try to pick the thing up on the fly. Both of them sat next to Spooky, who brought the game and really wants people to like it.* So what happened felt like a four player game, with the four people who are all Capital-G-type Gamers.

This brings me back to the appeal and frustration I’ve had with most Co-Op games. If we in the gaming hobby want to bring others into the hobby, and think that Co-Op is a good way to do it, we need to sit back, let people understand what they’re doing, and probably lose a few games. And if we want to be just part of the machine that defeats the game, we need to be playing with people whose moves we respect and who will in turn respect our moves.  I haven’t really sat down and played a Co-Op game with Brandon, but I bet it’d be a lot of fun, and no matter what game it was, neither one of us would sit back and let the other assume that they were the smartest player in the room.

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*As a side note, I totally caught myself helping out my girlfriend in a competitive game of Factory Fun last night, where I managed to snag her one extra point in a game she eventually won by two points (afterwards I was thankful my influence wasn’t the deciding factor). When you’re introducing someone to a game I find it natural to want to help them out so they can feel the full richness of the game, but I’m coming around to the “dammit, just let them play!” train of thought. After all, not only did she win, but for all my smarts and the fact that I bought the game, I only came in third.

About Last Night: Unity Games XIX

Brandon:  Unity Games is a convention of sorts, though there aren’t really vendors or panels or stuff you’d normally associate a convention with.

Josh:  They seem to go with “event.”

Brandon:  That’s appropriate.  It is essentially a gathering of board-gamers, organized by the BoardGameGeek community, specifically the New England contingent.  It’s a sort of socialist gathering, in that everyone brings their games, and freely allows everyone attending to borrow and play them, with the implicit agreement that they will not damage or steal the contents.  It totally works.  I was introduced to Unity by a friend of mine when I first moved to Boston five years ago.  I have been attending it ever since.

This year’s event was held at the Doubletree Hotel in Danvers, MA.  Swanky place, it even has a giant indoor water park.  I got up around 8:00 and out the door by 9:00.  At 9:45 I’m playing the first of many games to come (which we’ll give quick reviews of later).

Josh:  This was my first year at Unity, and I honestly wasn’t sure to expect. All my details were, well, not details. Where, when, how much and Boardgames was about all I knew.  So I got up around 10 and left around 11. When I arrived, I put my coat down and immediately found Brandon playing Spinball outside of the main room.

Brandon: Which was a treat since it’s rare, expensive, and I will never own a copy.

Josh: A few other tables with different games were set up and a few people were milling around. The charity auction had a stack of 50 or so games and there was a table with two guys taking money and handing out nametags. I asked myself if this was really it and if maybe I’d end up at my girlfriend’s friend’s friend’s party that night after all.

And then I stepped into the grand ballroom, which was about the size of a football field and filled with about 500 people, all of whom seemed to be immersed in games. Oh. So this is what I’m here for.

Brandon:  Yup.  Unity was in Woburn the last few years, but moved here because there was more space.  IMO there still wasn’t enough.

While waiting for Josh I jumped into a game of Legendary with 4 other guys who have never played.  Quick review: it’s Ascension with Marvel heroes, and not very special.  But hey, new game!  That’s one of the 3 major things I have to do at Unity, play new games.

I’m anxious to get into a game with Josh, so he can start loving Unity as much as I do.  I think my wishes are granted immediately, as we find a 3rd person willing to teach us Eclipse, a pretty robust space exploration game.  So imagine my dismay when we find that the guy has only played it once, doesn’t know how to teach it, isn’t sure he has all the components, and the table we can find to play isn’t nearly large enough.

Josh:  Thankfully we got out of it with a switch to King Of Tokyo, a game I’ve heard as the “light” game that’s worth playing. I don’t remember how long the game took but it felt like 5 minutes and it wasn’t quite as fun as I wanted it to be considering that I had heard it was good, but at least now I know.  I suggested grabbing lunch, in part to find new gaming partners, and in part because it’s a biological necessity to eat and my body was reminding me of that. After a quick bite to eat I returned to the football field sized room and figured now was as good a time as any to figure out what I actually wanted to do here.

Brandon:  Which was a good idea, because I would have been content staying, gaming, not eating, and eventually wasting away.  As opposed to eating my sandwich and bouncing up and down in Subway while Josh wonders why he’s friends with a man-child.

See, Unity is a bit overwhelming.  It is essentially all the games, and almost certainly the people who want to play them (I never did get that Monopoly game off the ground in 2010 though).  Anyone who has tried and failed to get together a game night just once knows how great this is.  It also gives me that feeling of anxiety when I hit conventions; I can’t focus on having fun, because I’m too worried about the stuff I’m going to miss out on.  “Lunch?  Damn man, the demo of Donald Vaccarino’s mad scientist game Nefarious is demoing and we’re missing it!”  Or even better; “We gotta get more gaming in.  this closes at midnight, we’ve only got… 10 more hours!”

So maybe it’s just as well that we sort of split up when we get back.  Honestly I feel a little bad about it; Josh said at lunch that, while my priorities at Unity are to play as many games with as many people as I can, his plan was to play games with me, and also other people that would be fun to play with.  But he sees some improv friends, and I really want to try this Nefarious demo out, so we divide and conquer.

Josh: Keeping track of our afternoons and evenings in tandem is a logic puzzle that would give even expert solvers a tough time. Instead, let me tell you I had a lot of fun, and here are some of my highlights and thoughts on the evening:

  • I found my friends Nick and Casey playing Ginkopolis, which is the game that throughout the day is seemingly always being played near me. There were two games I had never seen/heard of before Unity that got a lot of buzz were definitely Ginkopolis and “that Mayan gears game” (later discovered that it was actually called Tzolk’in).

This ain’t your daddy’s Mouse Trap

  • My initial fear of going to Unity was who I was going to play games with. For me, playing a game with the right person is usually more important than what game we’re playing, so finding Nick and Casey (and their group of friends) was a godsend. I didn’t actually play a single game with either of them, but I played games with people they knew and got to avoid getting stuck in a game with someone who was too competitive or too slow or too smelly. Every game I played was with people I enjoyed who were friendly, smart and just the right amount of competitive. I’d play with any of them again.
  • Village (a worker placement game wherein part of your goal is to kill some of your workers so that they may be placed in the graveyard) may be the most in depth game I’ve played, or it might be a bunch of bullshit where it feels like you’ve got strategies but in fact you don’t. I’m not positive. That said, the guy who won is apparently “the guy who always wins” among his peers, so it might not be bullshit.
  • While we’re on Village: In most game groups there seems to be a guy who has a distinct style of play that when it leads to victory everyone says “oh man, there he goes again.” For me, it’s my friend Dan who figured out the Chapel Strategy in Dominion before the rest of us. In Village, the guy who won’s strategy involved hoarding cubes and then going to market when he could fulfill 4 orders and the rest of us couldn’t fill any. Final scores were something like 73, 51, 46 and 32. Second place isn’t much of a moral victory when first place was that far ahead.
  • Nefarious, on the other hand, I feel more confident putting in the “mostly bullshit” category. Which is too bad. The theme is cool and the gameplay is interesting, but the options felt extremely limited and I didn’t feel like I had much chance for strategy. I’d play again, but I wouldn’t buy it or advise anyone else to buy it either.
  • Factory Fun was played twice, because even in this gaming land of opportunity, where you can go find ANY game you want, this was so enjoyable that everyone agreed to take 5 and run it back. The gameplay is relatively quick, and the only major flaw I found in my two plays through is that the first two grabs seem fairly arbitrary (and if they are supposed to be, then why not just deal out two machines from the start?). By round three though, when you might want to let a part go, it really shines. And the expert maps are… challenging. If you played Pipe Dream on an old windows PC and enjoyed it, then you’ll like this game. Also, if you like yelling “it’s not a dump truck! It’s a series of Tubes!!”, then look no further.

Senator Stevens would be proud

Brandon: I had tons of fun too. Allow me to expound my earlier reviews, give my impressions, and address some of Josh’s points with a few of my own.

  • I remember distinctly a time when I went to Unity with friends and stressed about playing games with them.  We wasted time, didn’t get much in, and had to leave early.  So while I really like going and playing with friends, it’s one of those places where I usually end up throwing myself out to the crowd to find stuff to play and people to play with.  It forces me to be social, and it’s the most forgiving crowd; everyone’s there to game, without shame or hesitation.
  • Legendary.   I really want to like this, but after one play, I can’t imagine breaking out all the components when Ascension plays the same way and has less setup.  You have your starting decks, various heroes to get shuffled, the villain deck which has minions and major villains, the mastermind, the schemes and scheme twists, bystanders, and a big board. You flip villains into a center row, buy heroes, and fight villains if you have the strength, which at the start you almost certainly won’t. You’re supposed to be working together, as there is a global lose condition, but really, whoever gets the most points wins. It’s okay, but not worth the price and time, even with the old-school comic artwork that’s all over everything in the game.
  • Goblins, Inc. was another game I saw a lot of.  I don’t know how it plays, but I sat next to a game and heard, “okay, this turn you have that goblin pilot the head, then he can switch to engineering and begin repairs while we attack.”  I want to be able to utter things like that, that’s one of the great things about board gaming.  You play a goblin team and build robots to do battle with other goblins.  I don’t know about the game mechanics, but the theme sounds great.
  • Nefarious really is mostly bullshit.  I’m glad Josh and I agree here.  I can almost see the steps that led to it:  you have a game with a lot of mad science kookiness, but it’s thin on mechanics.  You have all these ideas that could make the game better.  So you throw them in as “twists” and have the players flip two over to modify the current game.  And you didn’t bother testing them, because hey, the game plays so quick, why bother?  And you end up with a half-game with a half-mechanic that ranges from boring to broken (with admittedly some good cards in the spectrum, not sure how many).  I’m just a little pissed that I was kept from gaming with friends to play it.  Donald Vaccarino made Dominion, for Christ’s sake!  He can do better.
  • The second major thing on my Unity checklist is to play games I have heard about, but won’t get a chance to play due to their high cost, scarce availability, or the knowledge that I could never get a group together to play them.  I didn’t even know Space Cadets was out, so I was super excited to play it.  It’s insanely complicated, and it wore out its welcome before we were done, around the 2 hour mark.  But there was someone to teach it, people to play it, and while it wasn’t the amazing experience I built up in my head, it was still a lot of fun, and I will definitely look to buy it. If nothing else it will be a cool exercise in teaching a complicated game to a group in a reasonable amount of time.

Everyone’s got a job to do. Not pictured: torpedo firing range, sensor kit, captain tearing his hair out.

  • Damnit I wanted to play Factory fun.  And I never did get a game of Eclipse.  Or Ascending Empires.  Or Galaxy Trucker.  I would see games of them going on, and be busy playing another game.  But I had fun.  It’s important not to lose sight of the forest for the trees here.
  • In the wee hours I played Ticket To Ride Nordic with Josh and Samuel, a guy I sort of know from curling.  I won.  It was pretty sweet.

The closing hours

After the Ticket to Ride game Josh headed out.  And for good reason, it was 11:00pm, maybe later.  I didn’t play any games after that (except one round of Loopin’ Louie.  I’m not proud of it).  But I did get to do the last and, I think, most enjoyable thing on my Unity checklist; teach new games.

There were a lot of Android: Netrunner copies floating around (at number 7 on BGG you better believe it), and a lot of people who wanted to play but didn’t know how.  It’s a difficult game to just pick up.  But I was able to help a few people through the initial stages of the game.  I also got to teach Carcassonne, and introduce my own meeple lexicon to a group.  And a few guys were playing Innovation for the first time, and I did a little Q&A for some of the more obscure rules (remember, you can’t get a regular achievement unless you have enough points and a card of that age or higher in your tableau).

Unity isn’t perfect. It’s perennially crowded, loud, and not terribly well-organized. This is what happens when you strip away the trappings of a convention. The booths, vendors, industry moguls and independent developers, the panels and stage shows, and countless advert handouts are shuffled off, and what we are left with is the mutual agreement of hundreds of people whose singular focus is to game. To play games. To teach games. To buy, sell, and trade old and new titles, ensuring that old games find new life, and new games can become old favorites. To devote as much as a full day in the pursuit of that spirit of gaming. It’s a full day of Any Game Good, and I think that says it all.

Unity Games 2011 (you know its from years ago because its so much smaller). My kind of crowd.

About Last Night

Last Night Brandon and I and 6 other people got together to play Boardgames and it was a great deal of fun. I played Dixit for the first time and an old favorite Citadels. Brandon played Puzzle Strike twice. (You can always see what games we’re playing over on the Standings page) Here are some thoughts we had that didn’t deserve their own full on posts:

  • Describing Dixit 

    Dixit is better described as “Balderdash with pictures” than “Apples to Apples with pictures.” Both because its more true and because it makes people more likely to play. It’s still more of a “social activity” than a “game,” but I found it much more enjoyable than Apples to Apples. (Thom asked “so Dixit is like getting punched in the face rather than kicked in the groin?” and I said “No, it’s more like getting slapped in the face. Sometimes you don’t mind getting slapped.”) 

  • The Cult Of The New 

    I feel like with many activities, there’s a sort of cult of the new, and boardgamers do this a great deal. I’ll get OBSESSED with a new game and play it until I get OBSESSED with another game. I’m much more likely to want to buy a new game than to play one I’ve had for a few months. So it was a delight when I realized that we had 5 people which is a perfect number for Citadels, one of my old favorites. Even more delightful was remembering why I loved the game so much – the nerves of “will I get assassinated? Will I be stolen from?”, the feeling that you’ve made a terrible mistake after you pass the cards… It was great to break out an old favorite.

  • It’s The People, Stupid 

    I was once again reminded that playing with the right people is the most important part of gaming. Brandon and I didn’t play the same game as each other the entire night, and instead I played with Melissa (who is a good friend and who I know well) and three strangers. But those three strangers were invested, competitive and fun to game with. A special shout out to Katie, who got absolutely demolished in Citadels, mostly for reasons that were unlucky or random and still seemed to enjoy the experience overall. It is hard to be stolen from seemingly every turn and still not only let everyone else have a good time but have a good time yourself. Bravo.

Josh’s points are sort of chronological.  Since I want to talk about that last one first, I’ll go the other way.

  • The Host With The Most 

    Having a bunch of people at a game night usually means you won’t be socializing with a number of people for the night.  Which I knew would happen.  I was very happy that, at the end of the night, everyone had fun playing games.  But I also know that next game night I intend to make it more focused, so that I’m not concerned with playing host to a large group and I can sit with everyone at a single table and enjoy everyone’s company.

  • Puzzle Strike is way better in person.Online the game tracks players’ discard piles, your current bag’s contents, and it automatically remembers your ante.  It doesn’t forget rules, it keeps your hand organized and easy to use, and the components don’t sprawl out over the table.  As a game qua game the online experience is far superior.  In person you play with friends.  No contest.
  • Dixit Part Deux 

    Dixit is not my favorite game.  But in keeping with the Cult of the New, it has become my favorite social construct to share with friends.  It’s imaginative, easily accessible, Katie’s family (my GF, different from the one mentioned above) loves to play it.  So the disdain on my more hardcore gamer friends’ faces regarding it can easily be overlooked.  We’ll always have Puzzle Strike.

Legacies: Prelude

“So, um, not to be a downer, but how are you going to keep one Legacy campaign from spoiling the other?”

I’ve been thinking a lot about this question. It’s important to me and to Greg, the man who asked it on my previous post Rabbit Rabbit. But let’s back up a bit.

Two years ago…

Michael Bay would love to direct the movie adaptation.

In 2011 Hasbro published Risk: Legacy. Some of you probably felt your stomach lurch at the mention of Risk. When I first heard of it a year ago I was disdainful. It sounded like regular old Risk, only sometimes you had to smudge parts of the map so they became unplayable. A Risk game you had to mar, and then replace if you wanted a fresh board. I (mostly) like what Hasbro has done with the Risk license since its inception. But this one I tossed it out of my mind. But let’s back up a bit.

52 Years Ago…

Whereas this looks more like a Focus Features thing, slice of life and all that

According to the Internet, Risk was created in 1959 by French film director Albert Lamorisse. It came to the United States and, fast-forwarding some years, became one of the most iconic games in the U.S. (to say nothing of its international status), second only to Monopoly. The rules have changed over the years, but the premise is the same; the world is divided into 6 continents, a number of territories, and the object of the game is to conquer these territories, crush your enemies, see them driven before you, and hear the lamentations of their women (okay, maybe not that last bit). The game used to be about global domination, meaning it wasn’t over until you either took every last territory on the map, or the last two people got bored and quit.

Risk now has dozens of licensed remakes and editions. The first one I saw was Risk 2210 A.D. I loved it; Risk in the future, with new territories in the oceans and on the Moon, generals that enhance your abilities, cards that don’t just get traded for units, but used to give new powers and tactics. And it was designed to last only 5 turns. Brilliant! Every Risk should have a built in clock like that. Since then, every remake from the classic re-skins to the marketing tie-ins have offered some gimmick or rules change to the classic format. In Lord of the rings Risk, it’s good vs. evil as the ring actually makes its way across the board, and can be captured by the orcs for victory. Star wars: Clone Wars Risk has the proto-Empire place the Emperor on the map after devastating the Republic forces, offering a victory for good if he can be captured. The current thrust of Risk is to release a number of collectors’ edition video-game skins: Halo, Starcraft, Metal Gear Solid, all have Risk games complete with the factions and trappings of their video game counter-parts.*

Still, Risk doesn’t get played much (ever) in our group. The pieces get used for other print-and-play games, but Risk has remained untouched, as it did for most gamers. Then came Risk: Legacy.

Back to 2 Years Ago

You can understand the skepticism from tabletop game enthusiasts. It’s a Risk game. It’s sold at Wal-Mart, right alongside all the party-games and Candy Land clones. Then you come to find out that the game asks you to destroy components as you play. No board game has ever asked that of its owner, and most would view it as sacrilege.

In 2012 the game got a ton of attention. What was it that took 6 months to a year for people to start catching on? In short, a campaign that took 6 months to a year for people to finish. Risk: Legacy’s conceit is that, in the distant future, scientists have discovered a solution to the ever-growing problems of all dystopian futures, such as overpopulation, starvation, massive wars, Mad Max Marauders, etc. they create new Earths. So imagine that each box of Risk is its own pre-fab planet, fresh for re-colonization and subsequent Global Domination. The rules have a 15 game campaign, during which cities are raised and razed, factions grow in power and ability, whole countries are turned into radioactive ash, and by the end, you have a unique war-torn Earth that one person can say they were victorious over after a year’s worth of pitting himself against his opponents. No game I can name (and I can name a good many) promises to offer an experience on such a scale. I want to play it, but getting 5 adults to sync their schedules and commit to not just one night, but several over the course of months, is a lot to ask. So I sit, and dream…

I got this e-mail

November 28th, 2012, Josh and I sit down to play Android: Netrunner, and Josh gets an e-mail. Apparently somebody is fishing for people to get a Risk: Legacy game going. After hemming and hawing about how the guy who doesn’t like Risk gets the e-mail I’ve been wishing someone would drop in front of me, Josh agrees to forward my information along. A solid month of fishing and scheduling later, Greg sends the confirmation of December 28th, 2012.

3 days later…

I’m at my friend Ted’s house for New Year’s Eve. I’m fairly sure I’ve mentioned him before, but Ted is a board game enthusiast and part-time designer. He’s interested in risk: Legacy too. I can’t help myself. I ask him to send me the info on the game he’s setting up. A few days later we’re scheduled for a game. So now I’m part of not one, but two epic games.

Present Day

“So, um, not to be a downer, but how are you going to keep one Legacy campaign from spoiling the other?”

A little more about Risk: Legacy. The initial campaign games are quite simple; empty board, handful of troops, first to capture 4 red stars wins (you start with two, and you get them by taking over an opponent’s home base). You play a specific faction that has a unique power. As the game progresses, so do the factions. So does the map; new cities are stuck to the board with decals. So does the rule book; there are large spaces where new rules and components will be added when the conditions are met. You know the conditions but not the components, they’re sealed in packets that you have been instructed to not open until told. The game evolves as you play, with each new packet adding something, and some packets potentially never being opened. It promises some delightful surprises the first time around

So it’s a fair assumption that the second time you come across them is not as great.

If Pandora’s Box had this label…we still would’ve opened it.

As I said before, the game is asking a lot. It’s asking me to make a fairly large purchase (Risk: Legacy Retail Value – $59.99, $46.71 on Amazon.com for Prime members). And after purchasing the game, it asks me to destroy some of the stuff I bought. Immediately, in fact; factions start with one of two powers, and the other one is torn and trashed. Territories can be destroyed, and their cards are to be ripped up or burned. The game asks me to commit to 15 games or risk missing the epic saga and being lost when I come in later. And it’s asking me to only play it with a single group of people, or risk ruining the surprises and suspense for the others. Holy s***, no other game in the World asks that of me! Games want the opposite; they want me to go forth, play openly, laud its praises, spread its joy, and yeah, maybe buy a copy for yourself. Risk: Legacy wants me to take in the spectacle, then rush to my friends and say this:

“Oh man it’s amazing! You gotta try it. No, I can’t tell you what happens, it’ll spoil the game for you, but it’s worth it. No, I can’t play with you, I don’t have the time, I’m playing with this group. No, I can’t play when I’m done, I already know too much. No, you can’t join us, we’re already a few games in, you won’t know what’s going on and you’ll have missed all the cool intro stuff. No no, just pick up a copy, find 4 friends with the time and desire to play a new game of Risk with little to no idea of what makes it any different from regular boring Risk (and nobody to teach the rules) and we can talk about it later! But only a bit, because I don’t want you ruining anything for me.”

I exaggerate a bit, but you see my point. The game wants more from me than any game (good) has ever wanted. And God help me, I want to give it. So badly in fact that I committed myself to two groups. Groups that can’t duck out of for worry that the whole thing comes apart if the full number isn’t there. So for the time being, I’m going to play them both. And so the question remains: How do I keep one Legacy campaign from spoiling the other?

The answer is simple. The answer is… I don’t know.

I’m hoping that Risk: Legacy truly offers the unique experience it promises, and that the two will be barely comparable by the 4th or 5th game. Failing that, I’m hoping to keep the two sessions compartmentalized in my mind. I don’t know a lot of the people in either group, but I know that Ted is a swift, methodical game player, almost procedural, and the guys I know in the other group are more thoughtful, eager to get into the mythos and spectacle of a new Earth to have new wars on. Basically, one game will be an exercise in mathematics and tactical optimization, and the other just might have costumes and theme music.

I know I can doublethink my way past it only so far. At some point, one game will influence the other, and I won’t be able to ignore it. And it’s at that point that I hope I will make the decision that keeps the game as fun as it can be for everyone.

*No word on if Zerg rushing has been nerfed. Little nerd humor there for ya.

Rabbit Rabbit

No no, I’m not referring to the goofy poem and mime game by crazy Czech genius Vlaada Chvatil, that’s Bunny Bunny (Moose Moose). I’m referring to the superstition that saying “rabbit rabbit” the first thing each new month brings you good luck that month, and if said on January 1st the good luck follows you through the new year.

2012 has been a great year for me. I am truly a lucky person, and not just because I played (and won) a bit more than my fair share of games. I won’t clog a board game blog with sappy non-gaming stuff, but I want to thank each and every one of you who read this, as you were undoubtedly a part of making this year so amazing.

Josh and I are excited to continue pouring out our thoughts on this wonderful hobby into the site. For my part, I’m hoping to give you more content, and I already have some stuff I would love to talk about. In 2013, be on the lookout for:

  • More actual honest-to-God board game reviews.
  • A blow by blow of the not one but two Risk: Legacy campaigns I’m a part of.
  • Me to finally admit that Monopoly is pretty much a piece of s***.
  • Whatever kooky crap about gaming occurs to me that I think would make an entertaining read.

And above all, let us not forget what it’s all about; a celebration of games, gamers, and the gaming culture that we love so much. Any Game Good. Let’s spend 2013 proving it.

-Brandon

I’ve never said “Rabbit Rabbit” (and I think only first heard of it on January 1st 2012) and let me tell you, the fact that I can’t find a good link to the improv warm up “Bunny Bunny (toki toki)” is breaking my heart. And Yet!: I too am looking forward to 2013.

2012 wasn’t the best year for me, but after a long December there is reason to believe that maybe this year will be better than the last. And this site and its mission (spend time with friends, playing games) is a big part of that. My big plans for boardgaming in the new year?

  • Get out to Unity games, or something like that. (My boardgaming social circle has dwindled over the last few years, since friends keep moving hundreds of miles away. Time to repopulate)
  • Get a game of Nomic going. (They never seem to end, but I’ve had three really good experiences with their start)
  • Console Brandon when he admits that Monopoly is a piece of crap, and remind him that his memories of having fun with it are still good. (It’s not like those old movies where you realize the blatant racism or misogyny and can’t look at them the same way. You had good times together! It’s okay buddy!)
  • Get a guest post up (Justus, Shauna, I’m looking in your directions)

Now, let’s have some fun, shall we? Who’s free next Wednesday?

-Josh

We don’t have a picture of us gaming. Because we don’t take pictures while we’re gaming. On account of the gaming. But it does look almost exactly like this. Right down to that ugly white pit stain of mine. Happy Holidays!

Immersion

Fairness, Justice, God-given rights. These are the luxuries of the mentally entitled. Those born into life on Carpellon know better. Our Legacy is a burnt-out rock in deep space, our Destiny is no more than that which we can take from the stars. And we haven’t found a God in the dust and storms.

When Shanix discovered a fleet of decommissioned Terraforming robots from the old Gene War days we took them as no more or less than an opportunity to make out way off this stinking rock and leave our-hand-to-mouth existence behind. “Hero” is just a way for the future to judge the past.

Still, one must always take time to appreciate the simple joys in life. Carax 9 is a tucked-away Artist Colony where the aspiring tortured souls of the galaxy with just enough talent and finance come to crank out the synth-drek that qualifies as art to the people who matter; those with credits to burn and taste that should be. Shanix and I must look like a couple of rubes to these people, but Shan always had a winning smile, and what can I say? The ladies love a tortured soul. A genuine Carpellon sob story gets you a night to forget your woes, and a few shiny trinkets that make a quick buck on the open market. And with a few modifications, the robots in tow are able to scrap some of the unneeded scaffolding to fuel our engines.

Race For the Galaxy doesn’t play like this, not really. It’s much closer to this:

I draw Destroyed World for my starting card. Oh, you choose develop, okay, I play Terraforming Robots. I chose Settle, with that I’ll play Artist Colony and take two cards, one for the rebate and one for the robots.

Games have the power to spark our imagination. Like literature, they can take us places we’d never go, and tell us amazing stories. They can even go that extra mile and allow us to tell our own. Some games are better designed for this than others, but they all have that potential. But is it really the point? A game of Race for the Galaxy takes about 20-30 minutes with 2-4 people who know how the game is played. It’s a fun game, but imagine if everyone was caught up in weaving their own galactic opera. It would take hours! And there’s already a game about creating a galactic opera; Twilight Imperium 3rd Edition. And it takes the better part of a day to play, without getting bogged down in narration. For most games it’s considered needless, but I often wonder if we’re missing out on the chance to treat ourselves and our friends to some beautiful tales using the games we clock through at high speed as the foil for something more intricate.

Be Wary of Houses on Hills*

Betrayal At House On The Hill is a game that thrives on its ability to tell an interesting story. I love the game, and am known to talk about it at length regarding its initial release and discontinuation, its emergent cult following, the online bidding wars for it and the ultimate reprint (oh, and the game’s good too). It’s a good game design, with a potentially amazing theme wrapped around it. Everyone plays an archetypal character from a horror movie; the jock, the old scientist, the gypsy, the 10 year old boy who’s there for some odd reason, etc. You take turns exploring an expanding and architecturally maddening house, encountering such horror classics as a voice in the shadows, a creepy doll that talks, a werewolf, and my personal favorite, a mirror that shows you yourself from the future. In the end, somebody becomes the traitor in a random scenario where everyone must work together to defeat the terror that looms before them.

Alright, rag-tag group of would-be adventurers, let’s get in there. And don’t forget to split up immediately.

Most people will say it’s a great game. I would say it’s two great games, and here’s what I mean. Gamers enjoy it, but they will burn through it the more they play. Cards won’t even get read at times; it’s simply “roll the dice. This happens. Next turn.” Or, “everyone pile into the room that gives you a stat bump.” It’s fun, but in a game-y way.

Then there are those whom I prefer to play with, those who endeavor to get into the spirit of the horror genre. Using character voices, reading the encounters with appropriate gravitas, working together not just to beat a game, but build a narrative, can make for a playing experience that sticks with you the same way a good book, or even a personal event can. When you find yourself recounting a play-through of the game with the same excitement and tone as “this crazy thing happened to me one time” you know you’ve done something extraordinary.

Here’s mine:

In the master bedroom of the home I found a man, unkempt, scars across his arms and a stare that would have frightened most women. But I grew up in the bayou. I know from madness in ways the city-folk with me don’t understand. We made fast friends. I knew him only as the Madman, and I would come to understand that he’s been trapped here for a great long time. The house is loathe to leave its treasures to roam. That’s fine, all the tools we need to defeat it are scattered in its dusty halls and strange rooms.

A madman can be dangerous. A madman wearing plate armor and a magic medallion wielding an axe is a force of nature.

Madman, Armor, Axe and Medallion are all items you can acquire. Strictly speaking you’re the one equipped and the madman’s just there, but this is better.

The mad scientist wandered the basement, away from prying eyes. There was a shift in the wind as he began to read from an eldritch tome. “With this the ritual begins. Soon I will have all I need to close the circle and feed on the power from beyond! Soon, I-

*DING*

He turned, slowly, to view a pair of doors he was sure wasn’t there before sliding open. The dim hallway was briefly lit by the interior fluorescent lights of – he couldn’t believe it – an elevator? His stunned reaction turned to shock at the appearance of that annoying little teenager Jenny LeClerk, and an odd, haunted looking man that looked dressed for a holy war with Abraham Lincoln. The sight would have been humorous, given a few seconds. In half that time, the man became a blur of motion and noise.

“Gyaaaahh!”

The Madman would not let this house claim another soul.

For those of you familiar with the game; the Haunt was triggered, and I quickly found the Mystic Elevator and was able to take it to the floor the traitor was on. All the items I had bumped my attack up immensely, and I rolled absurdly well. The traitor was dropped in a single blow, and the rest of the haunt, I forget which one it was specifically, was easily handled. The point is that the narrative that was woven and shared with everyone involved was much greater than the game itself.

Pickles On Parade.

Of course it doesn’t always work this way. Sometimes a game is just a game. And sometimes it isn’t game enough.

Sometimes a game meant to invoke a story fails as a game. I played a card game recently called Anima: The Shadow Of Omega. It’s a pretty bad game.** But in it I saw the potential to tell neat little tales of adventure through the components, in a way that the game may have intended but ultimately failed on. The game, in brief, involves you gathering a team of adventurers to explore far-off places and conduct missions. You gain strength, and ultimately defeat a final mission to win. The game does have a sort of story, but it’s a bunch of unlistenable crap about the City of Infinity and the Orb of Chaos shackled in the Chains of Oblivion or something. The game tries to get you to make your own tale out of it all. Some upgrade cards called “events” use a book as their icon, and contain common story tropes. For instance, I drew “Leading Role,” giving one of my characters a boost in attack, but made him the first to die in a failed encounter. So instead of a pile of numbers, I wanted so much to see my “Dark Paladin” as this dramatic anti-hero doomed to live by the sword alone, until he finds companions who trust him, and ultimately redeem his soul before he’s… randomly discarded by a bad die roll? And now my team is four goofily/scantily clad anime chicks? WTF!

I get the impression they hoped story-telling and imagination would replace a poorly designed game.^ It doesn’t. Any moments of interest I had in weaving a story arc were drowned out in an overwhelming desire to understand, learn to play, and ultimately get through (or in our case, quit) a frustrating game.

Sometimes a game mustn’t be forced to tell a story. Steve Jackson’s Chez Geek is a card game about a bunch of roommates who hold jobs they hate and are seeking to gain enough “slack” points to overcome the varying tedium of their existence. It’s full of that kind of pseudo-satirical humor that’s funny the first time, then just wears on you. Still, the game is good, and its theme is fairly strong. My introduction to it was in high school at a gaming convention. The “Steve Jackson Demo team” (which, in retrospect, was probably just a group of people who knew how to play his games) showed it off, and insisted that the game was much more fun when you role-played it and treated the characters in the cards like people you actually knew in real life. Nobody at the table was really interested. The game is kind of obsessed with sex, which it calls “nookie,” and is scored with a die roll. Gathering a bunch of awkward strangers around a table and getting them to talk about how good or bad the sex was based on the roll is, again, funny the first time only. But apparently…

People seem to like it. This isn’t even half the total expansions out there.

Sometimes you simply don’t have time to appreciate the narrative arc. I recently played Mage Knight at an MIT board game gathering. The evening was fun, and merits a post all its own. But a moment struck me during the tutorial (which lasted as long as a normal game of most other board game I’ve played). The game allows you to negotiate with towns, monasteries, etc., or you can attack and loot them. Good-aligned gamers would balk at the idea, but the game sort of forces it on you, since a pure noble path gets you jack squat, while the marauders of the countryside get the powers, points, and p-bragging rights. So it was with reluctance that I burnt down a monastery to get at the Horn of Glory, an artifact of fair-to-moderate power designed to bring castle keeps to their knees. And there just happened to be one nearby. I thought, this is fantastic! They were probably planning to bring them down themselves, but now I can make good on my moral dilemma and do it myself! At which point I took another hit of evil rep because everything on the map that doesn’t have gnashing teeth and a big “I hate Heaven” sign on its spike armor is apparently a bastion of nobility. And nobody at the table appreciated the moment, as my neophyte status was dragging my turns out in this 4 hour epic struggle between man and math. The game is fun, and it paints a fine picture of these warriors among men carving their legend into the countryside, but it takes a back seat to all the plotting, planning, number-crunching tactical aspects. You know, the game.

I’ve seen things you people wouldn’t believe

And that’s the thing, isn’t it? A game is more than the sum of its parts, but how much more? Is this nebulous thing I describe as immersion the reason some of us play games, or is it a condiment, sometimes delicious and sometimes unpalatable, on the side of the main course dish that is the game qua game? It’s most likely in the middle, or more accurately, I believe it is the average of two extremes. Sometimes we want a swift romp through the bits and pieces and fun mechanics of a game, rolling dice and swapping whatever resources the game has in an effort to be the guy with the most points. And sometimes we want to feel like great heroes, or bottom-feeding pirates, great beasts among men and hard-luck detectives striving to make right a world so wrong. And when we do get that feeling, we want to tell these stories to our friends, like we were really there.

There are hundreds of games out there, each designed to scratch that particular itch you and/or your friends have when gaming (and incidentally, Mage Knight is supposed to have an awesome single-player setup, if that’s your thing). It’s an odd place, this subculture of tabletop gaming we laud, but for those willing to brave its waters I guarantee there is something beautiful for you.^^

Take care, and good gaming.

*Especially if those hills have eyes.

** From Fantasy Flight’s website: “The revised edition of Anima: Shadow of Omega has been overhauled to create a more enjoyable and dynamic game experience than previous editions. Revisions include brighter art, enhanced graphics, more durable cards, and an updated rules set that incorporates errata. This edition also introduces the all-new “Crisis!” end-game design which creates exciting showdowns and dramatic finishes for every game.” So yeah, they know the earlier editions are broken. I’m not in a hurry to find out if they fixed it.

^ A bit of internet sleuthing suggests that the card game is based off a role-playing system like D&D.

^^  P.S. I’d like to leave this post with a link to a site I think is amazing. If you like our blog, you’ll love these two UK blokes, as they love board games more than even the self-proclaimed gamers I’ve spent years with. Their site is called Shut Up and Sit Down, and they’ll change the way you think about gaming. And for extra credit, please take the time to watch this 40 minute video of Quinns speaking on the golden age of tabletop game design.

These Are My Friends

In a couple of my earlier posts I talk about board games, the physical games themselves, as friends. Without deeply exploring the underlying commentary one could do on my seemingly devotion to consumerism to the point of anthropomorphizing commercial products, let’s just reiterate that I take my games seriously. And as such, it vexes me when people talk crap about games I like. While fully understanding that not everyone will enjoy every game, I still get upset when people judge games I like as objectively bad, especially when I feel they haven’t given them a chance.

Last Saturday I went to a friend-of-a-friend’s house for gaming. Knowing nothing more than the fact that it was boardgaming, and a different group than the eclectic bunch at NESFA, I took the 5 minute drive to the apartment. There were 5 people; me, my new friend Kevin, the owner and his girlfriend (possibly wife? It didn’t come up.) and another woman who insisted that her status as an orthodox Jew prohibited her from doing work on this the Lord’s day of rest, which meant no driving, no word games, and no ringing the doorbell.

Among the games we played was David Sirlin’s Puzzle Strike 2nd edition. To stretch the friend analogy, PS is like that guy who’s not exactly a bully, not outright mean but somewhat off-putting, but has really cool ideas and is actually a lot of fun to hang around. The guy putting on the gathering, whom we’ll call J, heard of it and requested we play when he learned I brought it. We played a 4 player game, with me trying to explain the game to three people who never played. It was fun, though it did drag on a bit. Afterward, J proclaimed that it wasn’t different enough from Dominion to be anything special. Now, I disagree with this; the combat mechanic is a marked departure from Dominion which, while an amazing game, is largely 2 to 4 people playing a communal solitaire with limited card stacks. The game is very similar, more-so than most would care to admit, but I don’t think after one play-through that statement can be said.

We discussed it a bit, then moved on while I tried to let it go. We played Tichu. Kevin and I lost, from a combination of terrible draws and overly aggressive play. After that Kevin and I played some 2 player Puzzle Strike, which I now believe is the better way to play. interspersed throughout our three games was J’s commentary that the game wasn’t that good. It included an out-loud aside that he would be giving this game a 5.0 out of 10 on BGG (which is pretty bad).

What I should have said was nothing.

What I did say was, “I know initial experience is a big thing, but I think you didn’t get the full scope of the game with just one play. I think you should play it again before you give it a 5.”

What I wanted to say was, “Stop talking shit about my game! You played it once, you have no right to judge. I know you didn’t like it, we’re enjoying it right now, enough with your bitchy commentary.”

It made me feel kind of bad. I’ve said before, in owning a game you become its ambassador.  If I can wax philosophical for just a bit: Games are the language by which many of us socialize. It’s a medium we use to meet and measure our fellow man.  Saying you don’t like a game I enjoy is like saying you don’t like what I’m saying, you don’t like my friends and you may as well not like me. So I felt like it was my fault J didn’t have a good time. It’s a fun game, it’s Dominion with a cool fighting component, why didn’t he like it? Did I explain it poorly? Was it the other people? Or is he just a stupid jerk who doesn’t like fun? Maybe he’s bummed because he lost, but I lost, I’m (mostly) fine with it.

Now, a deeper analysis of the evening might reveal a few extenuating points. For one, I was coming off a somewhat frustrating game of Pandemic with a bunch of people not listening to my sound logical explanations and doing bad plays. Then we lost Tichu. And of note, PS isn’t really my game, it’s a game I own, I didn’t create the thing. People can hate books or movies I like, and I won’t get bent out of shape. But for some reason I hate it when people talk shit about games, especially games I think are great, especially after one play.

Sometimes it’s best to just stay out of it

So why is it that I (and I hesitate to use the word we here) take criticism of certain boardgames so seriously? It’s certainly possible that I’m just being immature in this regard. But I like to believe it’s because games touch us in a more personal way. Passive media such as books, movies, and indeed many video games can and do reach us on a personal level, but they generally don’t require us to make an investment in them beyond time and a certain level of attention. We make our own experiences with the games we play, we have a direct influence on the outcome of this game, and the ending is not written in stone. Perhaps it’s because we have a hand in the creation of this completed game/story/work that I take it personally when people put it down.

Josh is very up-front and unapologetic about the games he doesn’t like. We’ve played a few games of things I love that he says he hates, specifically Thunderstone and Ascension. And while it wasn’t every time, it seemed to be the majority that he’d put down a game after he lost. Normally I’d write it off as sour grapes; after all, the man loves Dominion, and he liked Puzzle Strike (which he won), what makes these so bad?  But once I get past the reflexive ire I realize that Josh isn’t big on the random components, or at least so many of them. He likes having a little more control over his resources and the state of the game.  In Dominion the only truly random component is your draw.  In Thunderstone it’s the draw and the dungeon, and in Ascension it’s the draw, the row, and the dual point system that could tend to fighting or economy.

We’ll be playing Android: Netrunner in a week, and I know that, before we begin, he’ll want to see each card in the box to get an idea of what the decks do. Which isn’t bad, but I’m looking forward to learning the game as we play, being surprised by each card and how it fits into the game and the narrative. It’s a weird thing to have an emotional investment in, but I’m really hoping the game is fun for us. It’s almost like introducing two friends from different circles and really hoping it works out, only weirder because I haven’t even met one of them, who is incidentally not a person but a board game.

As a final thought, it’s worth repeating that board games are about people as much as they are about the game. And if somebody doesn’t like the game I like, that’s fine, it doesn’t make either of us bad people. But it can mean that maybe I don’t want to play with a guy who isn’t speaking my language. Part of being an adult, even one with child-like tendencies like me, is learning that not everyone is someone you need to please. We meet people, learn about them and get a feel for their personality, then decide if this is a person we wish to spend more time with. Just so with games. And if any game good, any person good too. I look forward to seeing if J and I mesh on other games. Josh and I have our disagreements, but he’s a great guy, and he’s my friend. And nobody talks shit about my friends.

The Collectable Card Game: they all end the same way

A few weeks back, Brandon told me about a new game he was excited about. This is not an uncommon experience, Brandon’s exuberance for new things is one of his finer (if occasionally good naturedly mocked) qualities. He has diligently tried to get me to enjoy Disc Golf, Monday Night Combat, Dominion and plenty of other things with varying degrees of success (I prefer Ultimate, I prefer MW3, Dominion is one of my all time favorites).

This time the new game was an online card game called SolForge.

Brandon:  Oh yeah, I think this game’s gonna be sweet.  It’s designed by Gary Games, the guys who do Ascension, and Richard Garfield, the originator of Magic: The Gathering. It’s a CCG, free-to-play, and as you play cards, leveled-up versions enter your deck.  It’s a cool idea that couldn’t really be implemented physically, and I’m hoping it marks the start of a new wave of digital board games using cool new ideas that only work in the digital space.

Josh: It does look cool! And while I don’t love Ascension as much as Brandon, I would certainly try another game by the creator. But in the description of the game there was one little thing that made me pretty discouraged: “It’s a CCG”

Magic Powercards

This isn’t Magic for most people…

Brandon:  I want to get indignant for this.  But at the same time I think I know exactly what you mean. 

Josh: I played a lot of Magic: the Gathering in my teen years. I have vague memories of the first time I was in Davis Sq (where I now live) visiting the two cardshops that sold Magic cards and had places to play. At my parent’s house I still have stacks and stacks of cards, and almost collected every card in the Weatherlight set. But there came a point when I realized that as time moves forward, so must your collection, lest you be left behind with inferior cards. Cards that were once powerful were made better in the newer expansions and unless you bought more and more and more cards, you’d never be able to compete. Quitting Magic coincided with my first plays of Dungeons and Dragons and Settlers of Catan. After spending hundreds of dollars on Magic cards, the thoughts of a one time purchase for similar levels of entertainment were delightful. While the core mechanics of M:tG were a lot of fun, I found far far more enjoyment out of building decks out of “proxy” cards; index cards on which was written the stats for the card it replaced. The “power creep” is what renders every CCG unenjoyable for those who do not want to devote more and more money for a game that rapidly finds itself jumping the shark. Combine this with the random nature of buying packs of cards and you get an addiction that while healthier than gambling or cocaine, follows the same pattern.

Brandon: It’s kind of funny we’re talking about this right now.  I went to a game gathering around the street from my place this weekend.  the place was the clubhouse for the New England Sci-Fi Association (NESFA).  Among the many and varied events I experienced, one was the back store-room.  Amongst the duplicate (and sometimes triplicate) copies of every Dominion expansion published, there was a stack of plain white boxes with old Magic cards.  I was told no less than 5 times over the course of the day that I could take them, as well as a couple comments that they would be thrown out, or shunted to a free pile for an upcoming convention.  These things really do pile up.
 
I should say I actually like M:tG, except for the abrasive community and the deck-building and the cost and the tendency to random bad draws ruining a hand.  Which should imply that I hate M:tG. But I honestly think SolForge will fix these four things specifically.
Josh: See, I loved the deck building, and didn’t even mind the random bad draws part too much, but the cost is what did me in. Both in terms of time and money. I’m not sure how SolForge can fix these problems and still be “collectible” because you can make lots more money if there are more things to collect and this is the trap that every CCG falls into. I’m not saying that the want for expansions to a game you like isn’t a legitimate one or that companies shouldn’t try to get more money out of something worth playing, mind you. If Nintendo had come out with Super Mario 64 II with no new powers, just new levels? I would’ve bought it in a heartbeat. Dominion continues to come out with expansion after expansion, and while power creep is a bit of an issue, everyone’s playing from the same pool of cards and you can simply not buy the newer ones and get away with it just fine. And yes, for some CCGs, even M:tG, you’re not required to buy new cards to continue enjoying the old ones.  But it’s “Collectible,” it’s right there in the title.  More cards come out, new options, and you really do have to buy them to get that full experience, or avoid the game getting stale after multiple plays.  I’m not sure how SolForge can promise to not fall into the usual CCG moneygrab if it offers you random cards via “booster packs.” The gameplay behind the shell does indeed look cool. The concept of level upped cards in a deck is fun, but I can’t see myself spending any money on a game that requires me to keep spending or risk losing out on what makes the game great.
6000 commons and uncommons

…this is what Magic looks like

Brandon:  I see what you mean.  And that’s a big part of what makes Dominion and the dozens of games now like it so successful; everyone gets to play from the same pool of cards.  Still, you do spend money on Dominion in order to enjoy it.  And I know what you’re thinking, Dominion plays fair and balanced without the expansions, it just offers more choice.  But tell me, doesn’t playing with the base set devolve into purchasing the 3 good cards each draw, ignoring the other crummy ones?  Your favorite cards are from expansions, not because they’re more powerful, but because they offer more choice, more flexibility.
Conversely, you can “get away with” not constantly upgrading your personal CCG deck some games.  Old Magic decks still contain the same fun of the game.  I’m admittedly not arguing for tournament play, and not just because my argument doesn’t hold up there.  But with friends, Magic is still fun with old decks, or janky promotional 40-card packs they give away at conventions and game store events.
 
So, in the midst of all this CCG talk, there’s really one thing I want to know:  can I convince you to try this game out with me?  We can try it, evaluate, decide if it merits more investment.  Just like any CCG, or indeed, any game that allows us to play for free.
Josh: I still do, and still would play with the base set Dominion, but I see your point about old MtG with friends. It holds some appeal, certainly. As for SolForge, I’ll certainly try it. Any Game Good. Just don’t expect me to put any money into it.

The Digital Divide

A few months back, I approached Brandon about this idea I had for writing a blog on boardgames together. “It’ll be fun,” I told him, “we both love boardgames, we both have strong opinions on them, and it’ll give us an excuse to hang out on a regular basis.” I had other ideas I thought would be cool that I relayed; having friends write guest posts (which is still an option, if you’re reading and want to run an idea by us), showing games turn by turn with recaps as to what we were thinking (if done well, I think this would be awesome with Diplomacy), maybe even starting up a game of Nomic (ok, maybe this is still a bad idea). But really the biggest impetus behind starting this blog was to spend more time with a good friend. See, Brandon and I had done theater together for the past couple of years, but our sketch show got canceled back in April, and the play we were working on together over the summer had a firm end date of July 13th. Sure, we could call each other up and make a plan to hang out, but it wouldn’t be consistent. And what better way to spend time with a person I enjoy spending time with than board games?

More recently, Brandon convinced me to signup for Yucata, a website where you can play board games for free (80 different ones, at last count) in a sort of play-by-mail system. Specifically he’s talked about a couple of games he finds especially interesting, A Few Acres of Snow and At the Gates of Loyang and so I signed up. I’m not new to the digitization of board games. I spend a decent amount of time over at Isotropic playing Dominion, and when I have time at a lunch break at work I’ve been known to bang out a game of Stone Age at BoardGameArena.com. Isotropic and BGA are both fast ways to play games that I love for experiences that are… lonely, actually.

This isn’t a new feeling. One of technological isolation wherein even though we are so well connected we feel alone. But the difference in feel is particularly striking when it comes to board games. The best interaction you’ll get from people in isotropic is a little self deprecation, maybe a comment on “i think you’ve got me”, or “one more?” More often though you get a “gl and hf” at the beginning and a “gg” at the end. There’s no commentary on an interesting play, there’s no pleading for “he’s gonna win if…” or the post mortem “I totally could have won if only…”. Just the bare minimum. Good Luck and Have Fun. Good Game. Or sometimes just “faster plz.”

gl and hf

Standard social interaction in online gaming

As a social person, this kills me, and usually prevents me from staying focused on the game at hand. I’m often multitasking, as the game rarely moves quickly enough to command my undivided attention. In person, this problem is solved by conversation, often about the game, but just as often just being jokey. My friend Jess and I make up little songs (greatest hits include “Every Game has the Longest Road” for Settlers, and “Slots” for Vegas Showdown) much to Brandon’s chagrin. Brandon (and I) will peer into the theme of the game for side entertainment. I even like the whining and moaning (to a degree) when someone’s game isn’t going well, because you have to be somewhat invested to whine, and the person losing is a lot more likely to talk about strategy, balance, and fun in a game than the person who’s trying to pretend they aren’t winning. (What Brandon termed “tactical bitching,” is a different thing, but even that I don’t mind quite as much as most people do.)

In fact, the thing that I am most surprised in how different a game feels when playing online versus when played in person, is my level of expertise. In a game like Dominion, where the game moves much more quickly online than in person (the thing that takes the longest in person is shuffling and reshuffling your deck. Computers do that instantly and that is very nice) and as such some games can be completed in 5 to 10 minutes, I do feel like I’ve gained a certain expertise that would have taken much much longer. The availability of players, at all hours of the day means I’m a much stronger Dominion player (at least, in two player games). Conversely, in games that take longer, the boredom and multitasking kick in and I find myself unengaged, which often results in solid, but not innovative play. I have a certain familiarity with Stone Age, but since I’ve only played it once in person, I don’t think I’m particularly that good at it. A player who is newer to the game probably will have more insights than I will, because I’m used to not paying attention. This problem is even worse on Yucata, where games can take days and you can have multiple games going at once. Keeping long term strategies separate is very difficult if you’re playing multiple games. And evaluating a strategy that you used is then impossible.

Playing online can leave you without the social aspect and without the strategic aspect of gaming, but I’m still playing. Brandon and I haven’t started up a game of A Few Acres Of Snow yet, but its pretty cool that we can try it out for free and when we aren’t in the same room to see if we like it. When a friend of mine moved to France he left me some games, and I had seen Stone Age before but had never sat down and played it, so online was a nice way to be introduced to a game that other people in my circle had played some before. I know which Dominion expansions I really like (Seaside, Prosperity, Cornucopia) and the ones I’m not a huge fan of (Alchemy, Hinterlands) even though I don’t own a few of them. And there are certainly worse ways to kill a lunch break.

Playing for second

Friends of mine would probably never describe me as conservative. I unabashedly call myself a feminist. My headshot for a theater group I was in had me reading Marx. If you let me, I’ll tell you my criticisms of Obama from the left, and hell, my twitter handle is @TheSocialest.

Recently, however, I’ve been noticing that when it comes to games, that instead of playing to win, I’ve instead been playing not to lose. Semantically, they’re pretty similar, but in actuality, there is a significant difference in the manner of play.

Everyone who plays games with the frequency that I do is going to lose games, but by playing “smart” you can generally avoid big losses and put yourself in a good position to win by the end. Or so I’ve been telling myself. But I’m starting to think that playing not to lose is less about winning and losing and more about avoiding embarrassment. It means playing conservatively, sticking to a strategy I’ve seen work before and one that I know will get me a respectable score, if not the winning score. Its the football equivalent of 4th and 1 and punting even though you’re on the opponent’s 40. Its the type of decision that coaches make to avoid criticism. Its the safe call rather than the best call. And not for nothing, but it goes directly against the way I played in the All Trains Go To Helena game that I’m so proud of.

Even worse, playing overly cautious means that you expect your opponent to screw it up. (Which isn’t effective even when you think they’re screwing it up) Playing for a victory via opponent error is not only a bit disrespectful, but also isn’t that much fun. (This isn’t to say you can’t have fun if you’re losing, or that winning is the only important part. But in a game where the competition is taken “seriously”, the serious doesn’t have to be tournament level, it just means you care about the outcome.)

And that may be the true crime in all this and why it merits a post. Its not fun to lose most of the time, and yes, coming in last can be embarrassing, but if you aren’t stretching your brain a little, why are you playing? Its just a game! It is there to be enjoyed! Playing for second is like being the wallflower at a dance party. Sure, getting out there on the dance floor can a little scary, but only by putting yourself out there and taking that risk are you going to have a good time.