Talkin’ About Tzolk’in

(We talked about the title for an hour and that’s the best we came up with. We hate us too)

Last night was game night with Josh and Mark, quite literally; we played one game.  A game that started late and ended later, clocking in around 2&½ hours.  And every single moment of it was fun, from the explanation and the grousing over the density of information on the board, to the constant declarations of “I have no idea how this game works!”  From turn 1 in its almost sinister innocence to the final desperate turns of the wheel where every point feels like the shot that may finally silence your enemies.

Josh: The game is Tzolk’in: the Mayan calendar.  Brandon and I had both seen it all over Unity Games, and though we both found lots of other things to do, seeing it in Mark’s crate of games the last few times we’ve gotten together has made me more and more intrigued. Even midway through the explanation of the rules I had a big grin on my face because this was going to be strange and fun. I was right.

It was a brain-burner for us, and among other things it rekindled my recently waning love for games that are all about cubes, food, workers and the mass accumulation of points. We have so much we want to say about the game, the people, and the evening, so let’s dive in.

The One With the Gears

There are better reviews for the game than I could make out there, so here’s a brief synopsis. You’re a Mayan tribe, you have workers, you have to collect food to feed them and resources to build stuff. You can improve your harvesting or building ability, get more workers, etc. It’s very much a worker placement and resource management game, right down to the drab colored cubes for wood, stone, and gold.

The component that makes it stand out, literally and figuratively, is the giant gear in the center and the smaller gears around it where workers go. The giant gear is the Mayan calendar, and each turn has it scooting your workers forward on tracks. The longer you wait, the better that worker’s prize when you pull him.

Mark put it (mostly) well: “It’s a resource management game where time is a resource.” Very close, but not exactly. Time is how long it takes to play. Tim-ing, or more accurately, turns, are the resource. And the exchange rates of turns, points, food and resources is a delightful puzzle. And it’s fun to turn the gears.

This is your brain on Tzolk’in

(Quick aside, Space Dealer and its recent remake Time n’ Space have you flipping sand timers to conduct your moves in real time. Time is a resource here).

My Kung Fu Is Strong

Before the game Josh and I talked a bit about style of play, and how some games are better than others at giving you that feeling of control. Some games are procedural number crunchers, while some allow you to modify your tactics and apply your style. Tzolk’in does this, making you feel like your civilization lives and breathes your will.

The Competitors


Name: Brandon Rahhal

Age: 30

Blood Type: AB Pos

Fighting Style: Swift Snake, Rising Eagle

My habit in gaming is to make quick moves and jump to the lead early on. The purpose is to get quick infrastructure and exploit benefits early on. If resource production can be enhanced early, it’s best to get to that quickly and lean on that advantage in an attempt to ride the power curve to the end. Its weakness is that it makes you a quick target, and can be prone to burning out too early and leaving nothing for the end-game. Driving the pace of the game is essential.


Name: Josh Michel

Height: 10 ft pole

Political Affiliation: Socialist

Fighting Style: Iron and Mortar

Josh is all about building a strong foundation. Ramping up resource production in a steady, level manner, creating a civilization (or casino, or dominion, or what have you) with immense strength and unparalleled prowess. It’s primary weakness is found in the transition from infrastructure to point acquisition. Without good timing and a solid understanding of the game system, that shift can be delayed until it is too late and the opponent has come in for the kill. If the right timing is found, however, you will find yourself pounding at the stone and the sea, an inexorable force with no signs of slowing.


Name: Mark Yun

Games owned: Over 9000!

Is Asian: Yes

Fighting Style: Iku Kyuu Nyuu Kon (One Shot With All My Soul)

Mark is a strong gamer, and can digest systems quicker than most of us. But what he is most adept at is finding the one straight shot that will obliterate the competition. In Netrunner it’s the 8 damage swing. In Pixel Tactics it’s a swift 3 card combo that leaves you reeling. In resource games it’s finding his strategy, putting the pieces in place, and making a sudden, stunning rush on the points track. It’s why I never underestimate him in any game. If there is any weakness in his style it’s that, in seeking out the one big move, he will occasionally miss smaller more nuanced moves between the cracks, little things that would garner more points.

How it played out

I started out by jumping on the tech tree, looking to exploit food and wood bonuses. An oversight in the rules (+1 food or +1 wood, not both for a single space) worried me, but I stayed with it. Josh began in a similar way and was able to build his infrastructure later, but stronger. Mark started with an additional worker, and ran towards getting more and finding ways to feed them. This would give him the flexibility to lay the foundation for a big rush.

With a bit of early gain, I decided to leap on the Chichen Itza track, which is specifically for gaining points and little else. It was time consuming and had its risks, but nobody else followed me on it, and it allowed me an early lead. Josh managed to gain massive amounts of resources and start building rapidly. Mark acquired a number of end-game points and rushed forward in the end. It’s very difficult to determine who’s where points-wise, but we’re all feeling a mix of “I’m in good shape” and “I just f***ed myself over.”

Food Scarcity

Josh: An interesting part of many worker placement games is the decision of when to get more workers. Getting more workers is something that has to be timed, and comes with the cost not only of obtaining but maintaining that worker. It’s always a risk. Mark had a technology that started him with an extra worker, and Brandon went down that track fairly early on. About midway through the game I realized I had plenty of food, and that I probably should have grabbed an extra worker a few turns ago, but was instead nervous because the half year was about to come up. As the game progressed, I found myself throwing good money after bad by repeatedly passing up the new worker because I had thought the moment had passed and the immediate gains I was making would be more important. I was very wrong, and though the final score was close, a few minor changes could have made it disastrously bad for me.


Being overly conservative about my workers is in part due to the feeding mechanic in Tzolk’in being very unlike Stone Age, a worker placement game I know quite well. Tzolk’in’s corn does double duty, being used in feeding workers and allowing more flexible worker placement. This makes it fluctuate significantly and it’s far less predictable when you’ll have the corn cover all of your people. Tzolk’in’s version of the Stone Age field isn’t a place where everyone can always put a worker and reasonably expect it to feed itself. It has a wheel where you might have to wait a few turns, and that scared me into usually having plenty of corn left over, waiting for feeding time. That extra corn was a wasted resource, and in a game that requires you to manage a few different systems of resources, having one run inefficiently can bog down the whole system.

I become the two things I hate: Sub Optimal Redux

Two kinds of people annoy me when I’m playing a game; those who take forever to complete a turn, and those who whine about losing when they’re winning or have won. This game I became both.

There’s a lot to process in Tzolk’in. My turns took a bit of time. At least once I took time hammering out the details of a turn and its long-standing implications, and it paid off. At least once I took the time to pore over the turn and ended up shooting myself in the foot. One of those “this isn’t sub-optimal, this is terrible” kind of turns.

Josh: Brandon put a worker in the farm track, expecting to get wood, not realizing that since there were no longer any wood tiles, the only thing he could get was corn. This meant he had a series of essentially wasted moves, culminating in the loss of a crystal skull and thus some points from the blue “uses a crystal skull to get lots of points” track.

And I’m convinced it’s cost me the game.

Mark’s a sharp guy, and he’s played the game before, so I’m always wary when playing against him. The last three times I’ve played him in a game I’ve had an early lead and he has snatched victory from me. As for Josh, our recent games taught me this; when I think I’m in good shape I get beat. When I think I’m losing, I get beat horribly. So I don’t dare let myself think I’ve won.

And then I win. It’s not by a lot, but it’s enough.1

Josh: I found it very interesting that after the post about a Vegas Showdown mistake and the idea of Sub Optimal moves, we had both in this game. Mark made a few suboptimal plays at the very end. I have found that while overall strategies of mine aren’t always the best, I’m very good at finding every last point when I know the game is going to end in a turn or two. Mark was lining up for a big-point Monument for his final turn. Looking at the options available, he quickly grabbed the Monument and let the other workers do nothing, as he was now out of resources. I was looking at it and figured out a way for him to squeeze more resources out of the tech tree, giving him enough to not only get his monument, but also to use his last worker to buy another 8 point building. Those 8 plus the 2 extra from his Monument would’ve put him in the lead, and made Brandon’s mistake the one that cost him the game. Instead, the final numbers tallied up to have Brandon escape his mistake. Brandon outplayed us, and it was nice that the final score played out that way.

The term for people who take too long to play is Analysis Paralysis, or AP player. I propose that there should be a term for when one complains about losing and then wins. Maybe call it “Whining while Winning.”2 If it’s popular enough we can truncate it to “whuffing” or something.

Final Thoughts

Recently, and with increasing frequency, a game comes along that everyone in the world seems obsessed with. Tzolk’in was played constantly at Unity games this year. It’s 17 on Board Game Geek. Mark has brought it to every game gathering we’ve had since he purchased it months ago. At times it felt like the entire world wanted me to play this game. And now I finally realize why. Which means playing The Resistance is way overdue.

Tzolk’in is amazing, and the most fun I’ve had with a Euro-style game in a while. My apprehension at seeing drab cubes was lost in a wash of color and theme; The bright artwork and tribal feel, the interlocking systems, and those iconic and fiendishly clever gears, serve to make this a holistic marvel. My victory, carved out by the fervent worship at Chichen Itza, makes the victory feel less like a math problem I solved and more like a victory for my tribe through abject worship. It’s an expressive and challenging game that I’m seriously looking forward to playing again.

1Final scores: Brandon-60; Mark-53; Josh-52

2Not to be confused with “Tactical Bitching.”

Vegas Showdown and the “Suboptimal” play

The Setup

Brandon has invited us over. It’s the day after the anniversary of AnyGameGood.  His former boss Taran is in town, and they used to play games together at/after work. So we came, Taran, Mark, Nicole and I, to Brandon’s place to celebrate with a day of boardgaming.

As Brandon has pointed out, five isn’t always the best number for most games. We also have an interesting variation of experience in the room. Mark is a Gamer at a level that I’m not sure if Brandon or I match (Brandon may disagree). Taran, from what I can tell, is a gamer and has a mind that is used to walking down the paths of “If you do this then I’ll do that and you’ll do this” and Nicole is just starting to get used to thinking that way. I suggest Vegas Showdown as a game that seats five and has depth but will be generally easy to pick up for those who haven’t yet played it. I’m by no means an expert, but I’ve enjoyed the few games of it I’ve played.

Midway through the game we’re all pretty close. Taran has a slight lead, Mark is behind but has two rooms that he needs the prerequisites for before he can place them, and Brandon, Nicole and I are in the middle, well within striking distance.

“Oh my god that was so stupid.”

Mistakes happen. Gamers rarely talk about mistakes though, Gamers talk about “moves that are suboptimal.“ And so when I find myself repeating over and over “Oh my god, that was so stupid” and generally beating myself up, Mark tries to console me with “No one likes making a move that’s suboptimal.” He’s not wrong. However, I’d like to argue that there’s a difference between suboptimal and downright stupid. And I just made a move that was downright stupid.

Like in most games like this, I have built a strong economy. The most population, the most revenue, but only one lounge. No Fancy Lounge, no Nightclub, no Theatre. My points are coming from filling my casino and hotel, having the highest revenue and population, and hopefully ending the game on my terms, with my competitors unable to get something they need at the end. I’m in a position with a few turns left in the game where this is looking reasonable. Taran is ahead, but not by much, and I’m going to get the most bonus points at end of game. Brandon or Nicole could certainly come in and snag it, but I’m pretty happy with where I am.

Things are looking good. Look at all those slots!

Things are looking good. Look at all those slots!

This fateful turn Taran and I are the only two who have enough money to buy a room, we both have 33 cash, and only two rooms are within our price range: A Fancy Lounge starting at 25 and the Dragon Room starting at 33. For those who don’t have photographic memories, here are the stats for those two rooms: Fancy Lounge is worth 4 points (and is required to build a 12-point Theatre) and the Dragon Room is worth 6 points and gives 4 revenue. I was in the first seat, meaning I could bid the minimum for the Dragon Room and take it, or I could bid on the Fancy Lounge. Looking at the population and revenue tracks, I have a population of 15 and a revenue of 12, meaning that the Dragon Room not only is worth more points but also will help my economy (which also is worth points at the end of the game).

What did I do? I bid 27 on the Fancy Lounge. Taran bid 33 on the Dragon Room and I started repeating “Oh my GOD that was so stupid of me.”

In the moment I had half thought that since I was going to get the Dragon Room it was too bad that Taran was going to get the Fancy Lounge for only 25. This half thought caused me to try to make him bid a little higher for his Fancy Lounge, which put it at the same price for him as the better Dragon Room. Needless to say that play took me from a chance at the victory to a distant 3rd place.

Technically, I still had all those slots AND a Fancy Lounge. But this is what my casino felt like.

Technically, I still had all those slots AND a Fancy Lounge. But this is what my casino felt like.

“Nobody likes to make plays that are Sub Optimal”

Mark is right. No one likes to make plays that aren’t the best possible play. But sub optimal plays happen all the time, in fact, for most games there are often numerous moves that are all valid options, with personal preference being the deciding factor. Do I pick up a lounge this turn? Do I pay 9 for slots this turn when next turn I could get it for 7? Do I save my money waiting for a high value room to get flipped? These are all questions that get asked and will have different answers depending on the gamer.

Brandon likes to talk about them as “interesting decisions” and I’m inclined to agree. There may be one play that is superior, but there is rarely a wrong answer. Often, these decisions are ones that you wouldn’t be able to figure out if they worked or not until much later, and are based on a number of factors that you can’t quantify. For example, sticking with Vegas Showdown, you might have a play that is optimal knowing what cards are left in the deck and could be quantified, but knowing what choice the other players are going to make in similar situations can’t be.

Suboptimal plays do happen and can hurt you a few points on the final score, whereas mistakes mean the difference between winning and losing. Winning is important to me, but far more important is playing my best. Some games my best isn’t good enough, either because luck isn’t on my side or because someone is a superior player. This can be frustrating as well (unfortunately Brandon had this happen to him the other day when we played Seasons online. He played well as best we could both tell, and neither of us was particularly unlucky, but when the final scores were tallied, I had surprisingly ended up on top. He didn’t take it so well. I don’t blame him), but nothing is worse than a game where you can point to the exact reason you lost an otherwise winnable game and it was because you did something completely boneheaded. That’s the kind of loss that sticks with you through the next game you play and can mess with your mojo. I like to think of myself as a smart guy, and I think that’s not an uncommon thought amongst the gaming community, and it hurts to be proven wrong, even if only for a single stupid moment.

Risk: This Is How The World Ends

Ted’s Campaign

Sam wasn’t able to make a number of the games, so we had a lot of 4-player sessions. This changes the texture of the game immensely. The map has more space, so placement order isn’t as critical. This changes draft priority, and allows for later conflicts and more time to bolster one’s armies. It also keeps one more faction out of play, which prevents them from acquiring knock-out or missile powers, which effectively removes them from the game.

It’s a long list of “if this than that” and “what ifs” in Risk: Legacy. That is, I think, one of its major strong points; our world is unique, it developed as only our could. Ours is a story nobody else has.

Unfortunately that isn’t a happy story for everyone else it seems.

Game 11

Sam is able to make this one, which is kind of exciting. He’s low on missiles, and everyone underestimates him. I hope to get a large exchange of cards late and win the game with a single push. I wait just long enough for Sam to do a smaller push and wipe me out, claiming my considerable card stack. He wins next turn. It’s two victories for the guy who didn’t have any going into game 9, so it provides a bit of hope for the campaign.

Game 12!

Sometimes hope is just a word.

I won. It was another game of someone having a lock on their turn, but somebody sneaking in a moment earlier and taking the victory. It wasn’t guaranteed for me, a lot of rolls had to go my way. But as Ted has said, “if you have a 40% chance of winning with a course of action, it’s worth trying.” So I gambled, pushed across the board, and took enough bases to win. If anything, it continues to demonstrate how important it is to protect your base.

This is my 6th win, and it gives me a plurality. Games 13-15 will have no bearing on who wins the campaign, as nobody can match my 6. Ted says a couple things, boiling down to, “Congrats, even though it’s not a game about winning, but we’ll keep playing, because it’s still fun.” Imagine my dismay when I found out he didn’t really believe that.

See, I’m usually the first person to get to Ted’s, as my work lets out earlier than everyone else’s, plus I live closer. So we have time to chat about the game before it gets underway. And again I had to hear Ted talk about how un-fun the game has become, and how it’s (mostly) my fault. I felt bad about it the first time this was thrown at me around game 8. But I’ve done my best since then to play tough but fair, and not politick or twist the game around. I don’t need this again. At some point it needs to be said. There was terrible play early on, a bunch of people made bad decisions and fought the absolute wrong opponents, and Ted didn’t try hard enough. I may have done some early prodding, but I’m not the sole architect of the game being so busted.

Game 13

I win the draft and take Mutants, the only time I’ve played them. At this point most of the people in the table are anxious to crack open the final packet, the Capital City. We start with the appropriate mission (randomly I swear), and a territory card that works for it comes out a few turns in.

This is where it becomes obvious how busted the game is. Aaron has a great chance to take the territory needed to make the mission happen. However, my stack of missiles is enough to keep it protected, even when Ted (the one who owns it) is playing missiles to help Aaron take it. He’s rebuffed, and I take it my next turn, giving me two points. I lost my base earlier, but I’m able to take it my next turn, though with only 3 armies on it. So when I’m at 3 points I see Ted checking his options. At this point I feel compelled to say, “I know I shouldn’t say this, but you should really defend your base.” He does, sort of. He ups the army count from 4 to 7, though he has more he could use. So when my turn comes around, his is the most reasonable target to go for. Even after the Capital City battle, and even after I spend missiles to defend my base, I still have 1 to use against him. I’m able to swing a double loss into a double win with it, and I have more than enough strength to take the base and the win.

I feel crappy for doing it, and I apologize to the table. The campaign is called here, as nobody wants to watch something like that again.

Aftermath

So yes, the game got busted. I took some wins I shouldn’t have, obtained a stronghold, gained an advantage too difficult to overcome (with 3 other people; it would’ve been much different if Sam could’ve made it). But After mulling it all over again, I’m pretty sure that I’m done apologizing for this sort of thing. Ted said that games aren’t about winning, they’re about competition. Yeah, I get what he means, but it’s a game, moreover it’s Risk. Says it right on the box, above the word Legacy. It’s an Ameritrash classic which has always been about random swings, massive armies, and grinding everyone else at the table into dust. The fact that it has a 15-game meta framework does not change that core stylistic design. I agree that the game is somewhat broken, but sometimes the players are too.

I hate that I have to feel crappy all over again while I type this. I hate that I’m in a position where I have to apologize for playing my best. I hate that everyone thinks it’s the game that’s screwed up and not their own stupid shitty play. It’s Beyond Boardwalk all over again; a lot of new mechanics and cool choices, but the same game at its core, with hurt feelings and sour looks when you lose.

You know what? Fuck it. I won, I’m not going to feel shitty about it. Besides, the other campaign manages to be balanced, despite having similar issues.

It’s Risk. Says so right on the box.

Greg’s Campaign, Game 8

So, that stronghold I had in Australia in Ted’s game? Jess has one in South America here. It’s not as great, as it still has two entry points and her city is surrounded by ammo shortage scars, but it’s still nice to have a guaranteed quality starting location. The faction she gets has an “ignore ammo shortages when defending” bonus to it, so her setup is pretty good.

The factions here aren’t fully loaded with powers and scars, so it’ll be interesting to see how they develop. The Saharan Republic has a sweet one-two combination of being allowed to use their redeployment in any territory they control, and being able to reinforce to one unoccupied territory per turn. I use it to get around the nuclear fallout in Australia. It’s not a great bonus, but it keeps my base protected, as the mutants are on the other side of the map.

I get a nice set of cards, but I don’t get to use them. Jess manages to take a few quick cards, and when nobody expects it (and I’m in no position to stop her), she turns in cards, marches through two bases and 9 territories, and grabs 3 points in a turn. I believe her base was a critical component, not because of the continent bonus (which I don’t believe she ever held), but the unbeatable population amount which gave her some great events.

Aftermath

This gives her two wins. At 8 games, everyone has two wins, except for Greg who hasn’t gotten on the board yet. It’s odd for me, knowing what’s in the remaining packets, and seeing how the game could play out. It’s difficult to keep that knowledge from coloring my decisions. Still, this game is progressing much differently, with a completely different set of players, so I’m excited to see how this one ends.

WHERE WE STAND

Greg’s campaign

Winston: 2 Wins

Brandon: 2 Wins

Spooky: 2 Wins

Jess: 2 Win

Packets Open: Second Win, 9 Minor Cities, Player Elimination, 3 missiles

Ted’s Campaign (Called)

Brandon: 7 Wins

Ted: 1 Win

Aaron: 2 Win

Mark: 1 Win

Sam: 2 Win

Packets Open: Everything

Resource Management

Josh and I had a delightful game gathering over Memorial Day Weekend. In attendance were Me, Josh, Katie, Nicole, Fraley, Perich, and Sylvia. 7 people can be a tough number for a gaming group, as none of the games we’ve brought fit 7. Fortunately, we’re able to move past that “what are we going to play” phase of game night and get to playing in different groups and configurations. Among the games played were Factory Fun, Innovation, Castle Panic, Dixit, and Galaxy Trucker. Galaxy Trucker is the one I’d like to talk about.

Shipsmiths

It’s a work in progress. But I swear she flies.

I love Galaxy Trucker. I love playing it and I love teaching it. It was Nicole’s third game, Perich’s first, and my… I dunno, 37th? Well, enough that Perich referred to me as a “practiced shipsmith.” The game specifies that it can be punishing, and that any player who made a profit by the end wins (though “some are bigger winners than others”). I confess, dear reader, that I did not adequately pull my punches when ship building. I don’t think I stole critical pieces or put time pressure on anyone, but I did come out with superior ships, though in round 3 large chunks broke off mine, which was simultaneously frustrating and exhilarating.

After the game, Perich asked Nicole and me what general guidelines he should be following in building ships. For what it’s worth, he took second place with a very respectable score. And he did it with very slim ships.

I’m not a genius, but I fancy myself a pretty good Galaxy Trucker player. I told him, “it’s important not to block off sections of your ship by placing pieces with too few outward connectors. Each square of your ship should be looked at as a resource, a place to put something in your ships of some use. Specific ship pieces are important as a resource, but your most important resources are time and space.” Then I thought, “Wait, was that poignant?”

Resource Management

Resources are defined as “a source of supply, support, or aid, especially one that can be readily drawn upon when needed.”  All games have at least one resource. No, seriously. Every game you will ever play has resources. Some are obvious; wood, grain, ore, cash, energy, etc. Some aren’t called resources, though of course they are; workers, deeds, territory. Some aren’t even considered as resources, though again they are, and sometimes more important than the obvious resources you’re given. For example, Scrabble is a game about building words to get points. You draw letter tiles from a bag; that’s an obvious resource. It’s also the least important one in the game. The biggest resource the Oxford Unabridged Dictionary, or more specifically, your ability to memorize and access those words.

Here’s a more eccentric example. The Resistance is a game about hidden roles and espionage. The game itself is fairly simple; two teams, resistance fighters and spies, try to win three missions. The spies know who’s on whose team, and the resistance has to smoke them out through accusations, extrapolation, and sometimes outright guessing. The game has no traditional resources, but that doesn’t mean they’re not there. I would say the most important resource you have is trust. You earn it through lies and clever play, and you lose it through missteps or simply being in a bad situation with more consummate charlatans.

What I’m getting at here is that being aware of what’s available to you is important in understanding a game, and in making strong decisions. Good games are all about interesting decisions, and those decisions are informed by what you can do in a game, and what you can do is defined by what resources to bring to bear.

The Wide World of Gaming

Athletes and professional video gamers view their time, their physical endurance and their mental acuity as resources. The French Open is happening right now, and already there are talks of Rafael Nadal struggling to close out his first round. It happens every year, and every year since Rafa’s 2005 victory he’s won the French Open (except 2009, and we’re all happy Federer finally got one). I don’t think Nadal is struggling, I think he’s conserving himself. He doesn’t need to use all his strength to defeat lesser opponents.

The other day I was reading an old book on Pac Man strategy. Yes, really. The book talks about using your time well, resting during the intermission scenes, and staying relaxed and focused. Fighting game professionals don’t go all out for their opening matches, as the mental fatigue drastically reduces their strength in later rounds, though sometimes they’ll attempt to finish matches quickly to give themselves more time to rest. RTS masters are as concerned with time and momentum as they are with the game’s endogenous resources. And anyone who thinks the resources in poker are limited to your chip stack will be sorely and expensively mistaken.

Billy Mitchell knows what I’m talking about

But Back To The Point

My advice to Perich crystallized a thought that I sort of knew but never put into words. For my part, I love games where the resources aren’t just measured by tokens or currency, but also by creativity and time-management. Every game has a resource, and as such, resource management is part of every game. And sometimes the key is to be aware of which resources are the important ones. After all, if we hadn’t managed our time so well we may have never gotten to play at all.

I’m pretty adamant about the importance of theme and story in games. A fun game (and a great game night) is more than the sum of rules, pieces, and mathematical combinations that make up the game system. Games are a sort of living art. But I also hold in high regard the actual quality of the play itself. So next time you play a game, keep in mind that you have a lot more to work with than the cards in your hand, the cash under the board, or the tiles in the rack. And of course, be brief with the jawing and debate of the evening’s game selection, and get to gaming!

Talking It Out

I’ve said it over and over again, but the most fun part about games remains the actual human interaction you get while playing. And while any game will allow you to talk about the local sports team while you play, not every game lets you talk about the game you’re actually playing. Some games, like Settlers of Catan, force you to talk about what you’re doing; you have to talk to each other to trade. Other games aren’t as encouraging, but allow for it by giving everyone enough information to discuss moves (Stone Age, Industrial Waste), which leads me to say things like “really? I thought you’d be going for the field this turn.”

I played a game of Chess a few days ago for the first time in what has to be years and was struck by the way my playing of other games had influenced how I treated it. Chess is similar to Puerto Rico (alright, Puerto Rico is similar to Chess, it’s been around much longer) in that there is no randomness; every play can be analyzed on a “if I do X then you do Y then I do Z and you…” train of thought until the end state of the game (potentially, of course, unless you’re playing Deep Blue, then it is definitely). It’s strange how this affects table talk. You could tell your opponent when they are leaving their queen vulnerable or you could try to talk them into making a mistake, but neither is very satisfying. The latter feels mean and the former feels like you’re just playing yourself.

Talking strategy ended up costing me, as I told my opponent when they made a particularly bad play, and let them take it back (Also costing me: the hubris of thinking I was a superior player). Later when I made a play that was not obviously bad but led to me losing a rook and being out of position, my opponent’s first words were  “wow, that’s a great move” rather than what I ended up saying “Man that was over aggressive. That probably cost me the game.” (Spoiler alert: It Did). If I had shut up I would have been in a much better position, but, well, I enjoy talking too much.

A much more fun game happened a couple of weeks back, when my friend Mark, Brandon’s friend David and I took a first crack at Snowdonia.* Mark had only played it a couple of times and it was the first time for both David and I. Snowdonia was very Euro in that everything you could do would give you points (or cards that would make other moves stronger further down the road), and the game was entirely about maximizing what points you could get with your two workers each turn. I found it agonizing in the best kind of way.

My agonizing and talking about each individual move ended up making the game take longer than it should have, and David, apologizing profusely, had to leave with the game only midway through. What followed was one of the more interesting things I’ve done gaming-wise in quite some time: Mark and I decided to play David’s turns for him, as well as our own. This allowed us to discuss how the game was progressing, what moves might be optimal and why, but doing it in the third person rather than asking for our opponent’s help with our own moves. It didn’t feel like that game of chess, it felt like a co-op game where we happened to be playing against each other. “David’s” moves were never to block the other person’s or to directly get out of the way. We played “David” as we thought the real David would play. I walked out of the game with a better appreciation for the strategy than almost any other maiden voyage with a game. I got indirect advice and answers to my “why isn’t this the obvious play?” question without giving away what I wanted to do. Digging deep into the game was one of the more enjoyable experiences I’ve had boardgaming in quite some time.

From this unique experience I made a realization that bums Brandon out. His new favorite game is Android: Netrunner.** The game seems pretty well put together, and even while seeing that it has potential I didn’t find myself enjoying it. I’ve come to realize that it actively discourages table talk.*** The megacorporation plays cards face down. Everything it does is in secret, and the hacker can spend significant resources only to find that what the megacorporation has been hiding was a trap the whole time. It requires bluffing and has numerous important pieces of information that are hidden. Any discussion had about the game has to be taken with a large game of salt, as it starts to feel like the battle of wits from The Princess Bride.

"Listen, the never get involved in a land war in Asia line was CLEARLY about Risk strategy"

“Listen, the never get involved in a land war in Asia line was CLEARLY about Risk strategy”

The tension built up from a game of Netrunner is probably what some people love about it. I’m not here to say that they’re wrong, just that I need that tension released. A game that should have no table talk but still felt fun was a recent game of Noir**** that I played with Brandon and Katie (Brandon’s fiancé). The game is fairly simple and not without its flaws (the game ended in a 2-2-2 tie as we all figured out who the other person was and there was no way we’d then end up next to each other without getting hit first) but it led to a beautiful moment where I moved Katie’s character out of the way of Brandon’s (I had figured out who they both were but Katie didn’t seem to have known) and whispered “I’m saving your life” which caused Brandon (and then me) to break into hysterical laughter. This tension breaking discussion about the game was probably not helpful in terms of winning. If Brandon didn’t know that I knew who he was, he may have been more reckless about his own movement and let himself end up next to me. But because the game moved quicker (and because I had had a couple of beers), I was more willing to give myself a slightly lower chance of winning to get some more enjoyment out of the game.

Watch out for Ryan, he only looks young and innocent…

Watch out for Ryan, he only looks young and innocent… 

Now, obviously, not everyone gets pleasure from boardgaming the same way. Some people want their game to tell a story and hate that euro games use little wooden cubes. Some people want to wreck each other’s shit and some people want to play Dominion without any attack cards. Brandon loves the mindfuck that is ever present in Netrunner and I hate the way it makes me shut up. Before Innovation took the crown of my new favorite game, Stone Age was the reigning champ for quite some time in large part because it encouraged me to ask why someone made the choice that they made, because if I were them I would’ve gone the other way. In improv, its bad form to talk about what you’re doing, but in boardgaming? I find it delightful.
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*Snowdonia is a very Euro-style worker placement game, but unlike most worker placement games I’ve played, you only get two workers per turn (eventually you can get up to 4, but it is costly).

** Netrunner is a card game set in a dystopian future wherein a Hacker tries to get into a megacorporation’s mainframe. It isn’t really a deck building game, but I don’t know how to describe it.

***To be clearer: it discourages helpful table talk. It highly encourages you to lie to your opponent and to get them to make mistakes. Given the option between antagonistic table talk and none, I find myself (personally) wishing for none.

****Noir is a game where the board is a grid of faces, and you are trying to figure out who everyone else is, and then move your card next to theirs so that you can kill them, before they do the same to you.

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.

Innovation

The digitization of board games is something Brandon and I have talked about as a topic for a post since we started this blog over the summer. I finally took on posting about some of my feelings on it a while back, but when Brandon and I were talking about what should go into the post, we kept talking about the games that suffered immensely. You’re always going to lose part of the game when you’re playing online, the question is how big a part you’re losing and what you’re gaining. Dominion plays better online than most games because it saves you all the time of shuffling, as opposed to Stone Age, which doesn’t really save you time but still makes you miss out on the social interaction that is a large part of why I play games in the first place. The game that we kept coming back to for what a good online experience could be was Innovation, which wasn’t featured in the previous post because it wasn’t online.

“Wasn’t” is past tense though, and it turns out that in the months since I first went in depth on playing board games online, the game that Brandon and I both thought would translate really well to the internet has been brought to the same place you can play Dominion (the other game that gains a lot by going digital): isotropic.org

Innovation is my current favorite game though, so I may be a bit biased. And in honor of its new e-availability, I’m giving you a full-fledged review.

The Basics

Every man's gotta have a codeEvery turn in Innovation you get two actions of the 4 possible. You can Draw a card (from the stack equal to the highest card you have currently played), Meld (play) a card from your hand (it goes on top of cards of the same color if you already have a card of that color), Achieve (if you fulfill the requirements. Achievements is how you win) or use Dogma (use a card you’ve played). First to 6 achievements (in a 2 player game) wins. The rules are slightly more detailed but that’s the gist.

We are men of action, lies do not become us

Each card in innovation has three important things: Its color (Red, Green, Purple, Blue, Yellow. And yes, there are small symbols that let you play if you’re colorblind), its icons (3 icons on each card, of six total icons: Castles, Leaves, Coins, Lightbulbs, Factories, Clocks) and its Dogma effects (what it does). Here’s some cards, see how they have these things?

Knowledge of Anatomy keeps others from wanting to score

Ok can we get to why the game is great now?

Michael Bay's favorite cardFirst off, the theme is one I always enjoy. Yes Sid Meier’s Civilization is an amazing video game, but I think even if it lacked some of its depth I still would’ve really enjoyed it. Thankfully it did have depth, as does Innovation. In the beginning your options are limited, you’re trying to get all five colors on your board, you’re trying to see if you can jump up to the higher leveled cards before your opponent, but usually there’s a “right” play. As the game gets a little further along, it becomes a lot more nebulous. Do I want to use this dogma that lets my opponent jump an age, even if it lets me jump two? Do I want to tuck these cards in my hand? Do I want to cover my strong card with a card that doesn’t do as much but will give me more icons than an opponent? The answer to each of these questions depends on everything else that is in the game. The ability to draw a bunch of cards is good, but if you also have the ability to score cards from your hand? Well, then it gets a lot stronger.

The variability of the game is excellent, and the variability is unlike, say, the cards I love in Dominion because what can be considered a strong card varies not only game to game but turn to turn. The mechanics of scoring and achieving and tucking are all such that many cards don’t get used as you climb up through Prehistory and the Renaissance towards the Postmodern Age. Some games are won with a crazy string of cards played using Mathematics, some games you don’t see Mathematics at all. This variability is a core mechanic of the game and as such it is something that can be a legitimate turn off for some people. I take Innovation less seriously than I do other games because while strong tactical decisions will help lead you to victory for often than not, there are some games where things just don’t go right. You’re stuck with cards that don’t help and your opponent jumps ahead and never looks back. If you can’t let go of losses I’m not going to make a moral judgment, I’m just going to say that sadly, you might want to skip Innovation. But for those that embrace the randomness in the game, there is some really solid and interesting gameplay.

Strategy versus Tactics

Everything in its rightful placeThe first time I teach someone Innovation, I give them one piece of advice: If you’re losing, you want to either collect more icons or get to higher levels of cards. And it really is that simple. Sometimes having a lot of cards in your hand is great, sometimes it’s a liability. The same goes for your score pile. But getting to a higher level of card or having more icons is always good. That’s all the long term planning that Innovation allows. This may seem like a flaw, but it is actually a strength for the game.

A game like Puerto Rico has good tactical decisions but all of them are based on the overall strategy of the game.  No choice stands alone, and the better your overall understanding of the paths to victory and when to take one (shipping) versus the other (buildings) the better you’ll play. The individual decisions are important, but the path can be studied in excruciating detail. Innovation has no study guide. The game changes too much move to move for much long term planning. The joy of the game can be found in finding clever moves you can do with what you have in front of you, or maybe what you think you’ll have next turn. Any planning beyond that will usually be for naught as your opponent demands you trade hands or suddenly has more icons than you of the type you wanted or takes the achievement you were going for.

The Online Experience

Innovation.isotropic.org, I play as either JoshProv or jorsh. See you there!And to bring this full circle: This is why I thought this game would work so well online. Every turn you could examine the board and take your move accordingly. You would have time to read what each of your opponent’s cards are without asking them to “reread it, out loud, just one more time?” You would have a real-time count of icons to make sure you realized that your opponent had more coins than you now or that you were one leaf away from tying it up. And most importantly, you wouldn’t have to say, “Wait, what was I doing again?” because it wouldn’t matter, whatever you can do this turn is what you’re doing.

And it delivers. Innovation isn’t as popular as Dominion on isotropic, but a game can generally be had at any hour, and all the things I could’ve hoped for in a client are there. Yes, the chat features are still rarely used and it isn’t the same experience as playing in person, but there’s no set up or clean up, and once you get the hang of it you don’t even accidentally click a card that gives you no benefit this turn. It allows for more careful counting of symbols and better splay planning. It totals your score. It gives you the automatic achievements when you might otherwise forget them. Playing Innovation online is a really enjoyable way to spend 30 minutes.

And yes, of course, the game is also really fun in person, and once you get the hang of it, plays pretty quickly. I recommend it with two or three players, and the first expansion (Echoes of the Past) makes it even more ridiculous (and I take that as a good thing). I highly recommend Innovation, and will totally teach you if you haven’t played it yet.

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.

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.