The Tao of Gaming

Sunday, May 11, 2008

I don't feel like talking about games


I almost turned Cloverfield off several times, but persevered. Not bad, not great. I spent part of the movie trying to remember where I'd seen the Bad Robot logo before. (Guess who gave up on Lost in season 1).

If anyone says that schools are desperate for science & math teachers, well.... Here's a hint, desperate people don't make someone pony up $5,000 for the privilege of taking a pay cut. Desperate people, I don't know, offer more money.

I finally watched Sarah Connor Chronicles (last week or two). A nice series, considering that absolutely nothing resolves. So, which was better, 9 hours of terminator or this one comic? Tough call.

I haven't given up hope for the Orioles, although if they just stay at .500 that will be the first time in a decade. Here's hoping. I'm not watching basketball. I'll leave that to others.

Still haven't started watching BSG season 4. (OK, saw the 1st ep). No spoilers in comments, please.

The Carebears would totally smash the smurfs in a fight. But could the Carebears make Batman happy? Tough call. I say yes, assuming they had a chance encounter (and he wasn't stalking them for some reason ... then they're toast).

My daughter has informed me that Pokemon are real, under the many worlds interpretation of quantum mechanics. The kid who manages to get into that world will probably be the best trainer of all history, using their encyclopedic knowledge gleaned from CCGs and TV in this world (instead of having to traipse around the world to gain knowledge there).

I heard multiple Kabuki Actors this weekend (in multiple locations) make the exact same exasperated comment -- "It's a metal detector." (Said after a person went through, got beeped, and then made a show of pointing to their multiple necklaces/bracelets/etc). I almost had sympathy for them, too.

Is there a single word for Kabuki actor? (Probably). Kabukist? Kabukijin?

Friday, May 9, 2008

Dry Gulch Junction Initial Thoughts


(Full disclosure -- I know the designer and principals of Hangman Games).

My comments on Dry Gulch include:

the event mechanism begs to be used to greater effect
and that the game is too long. And Alan Ernstein has heard my plea! Dry Gulch Junction takes about 45 minutes, and has the same core mechanism -- multiple actions are turned up, but only some resolve.

Not really a sequel, just a smaller game with the same theme, Dry Gulch Junction has players again erecting buildings in the eponymous town. Each player starts with a hand of 8 buildings, which have costs, names and suits. The core of the game (in my mind) sees four improvment cards flipped up. Improvements are 2nd (or 3rd) stories, which have a cost and suit as well. You can only build a 2nd story diamond card on a diamond building. But each improvement also features a claim.

Claims provide money. Each claim has two options -- a fixed amount that goes to a players hand, or a higher amount that goes towards a specific building. Some claims go to named buildings ($4 towards a boarding house), some go to buildings adjacent to named buildings ($7 next to the bordello) or to buildings adjacent to side streets (or starting buildings).

During each improvement phase, one more card is flipped up than players ... one of those will be the claim, and each player gets an improvement in hand. The player who selects the claim a) gets last pick of improvements and b) passes the start player to their left (becoming last player).

Each turn has two improvement phases, then all claims payoff. Finally, there are two building phases (done settler style ... first to last, last to first). During each building phase you can put down a new building, add an improvement to an existing building, or discard a card to get money equal to half it's value.

The game ends when there aren't enough improvements left to handle an investment phase. Then you total up the value of buildings and investments, get 1/2 VP for any money left over, and some bonus VP for building arrangements.

In theory, a lot to like:

  • Tough, but not numerous, decisions -- Which card to take, which cards to pitch, When to make a claim. Any card pitched for money could become a claim, so you want to pitch cards that you wouldn't mind having as a claim, as well as keeping the right mix of suit cards. Also, the more cards pitched, the longer the game will last (although this is likely to only be a turn or so).
  • Money (and scores) are usually tight.
  • Its fast. 45 minutes or so.

That being said, there are several potential problems.

  • Being start player to make a claim is great ... unless no claims come up that help you.
  • Making the 2nd claim makes you last for the building phase ... which gives you two builds in a row. Since buildings score bonus VPs for adjacency, that means you can set up a good play (if you've got the money). Assuming a two (or four) player game, if the first player always takes a claim, then the same players will always get double builds.

But the big issue -- after each game, nobody knows why the winner won. I was paying attention after my 3rd game, and I think the winner got lucky with an extra claim, but I'm not sure. There's plenty of luck (you want a great claim to hit when you have first choice, etc), but nothing jumped out at me as "Oh, that's a winning play."

Now subtle is fine, and luck isn't bad, but combining them turns people off. I want to play this again (just to figure out what's going on, if nothing else), but the reception has been lukewarm. I'll try to get another play or two in, and report back.

Monday, May 5, 2008

Around the Key


Friend of Tao Mike Zarren gets profiled in the New York Times, because his job is better than most.

My favorite line?

As for what the Celtics know about their own and opposing players — well, that information is guarded like the crown jewels. Off the record and under duress, Zarren did reveal some valuable information, but we judged credible his threat to hunt us down and kill us if it were published.

As for the 4 National Quiz Bowl titles, you'd better believe it. He crushed the field on the Stage II tournament I ran, lo these many years ago.

As for local gaming, I've got a second game of Dry Gulch Junction in, as well as playing my (10th anniversary edition) El Grande, and new Blue Moon set. And some Race, of course.

I like Dry Gulch Junction, its a tight game; very streamlined. Once I organize my thoughts (and perhaps play another game or two), I'll write a review.

Wednesday, April 30, 2008

Matt Leacock's Talk to Google


You can see Matt Leacock's talk to Google (about Pandemic) on YouTube.

There are several good ideas listed there, particularly 'flow' and 'embodying the players.' (I've heard the ideas before, but never really had a good terminology). He also discusses how he dealt with the known issues of cooperative games.

(The fact that Google puts their technical talks online? Glorious).

Also, by sticking around through the Q&A, it sounds like Matt's dice game has been picked up and will be out later this year.

[H/T -- Aldie].

[Full Disclosure — I've met Matt.]

Sunday, April 27, 2008

In Praise of ...


Pokemon.

My daughter built her first deck (instead of using preconstructed decks) and we played a few games today. Pokemon really is the CCG for kids. There are a few reasons.

  1. Deck building is tightly constrained. I dislike this, but it's great for kids. Exactly 60 cards. 20-25 will be Energy ("Land" in Magic). Probably 20-25 will be Pokemon. So once you decide the colors/pokemon, your just decide the last few cards to splash into a deck.
  2. You can play one energy a turn (attached to a specific pokemon). Only one pokemon can be active, although it can 'retreat' by discarding some energy. Each Pokemon has 1 or 2 attacks. Unless you've got a trainer/support card (one of those 10-20 spare), your turn has the following decisions:
    1. Retreat your current pokemon? (Usually not).
    2. Which pokemon (if any) do you attach energy to?
    3. Which of two attacks should you use?
    Now, these decisions are coupled (if you play to squeeze every last ounce of win percentage), but they appear uncoupled when you are starting, and give the young apprentice trainer a nice rhythm ("Draw card, attach energy, retreat?, attack!").
  3. The coin flip mechanism handicaps adults fairly well.
  4. Many of the decisions you have to make are 'non-decisions.' "Do I hit for 20 points or flip a coin for 0/40?" If your opponents pokemon only has 20 points left, or (conversely) ignores the first 20 points of damage, then the decision is easy ... for an adult. Children will go through a stage and then realize that some options have no upside. That's a pretty good lesson to learn.

The downsides:

  1. You will walk by the TV and say "Look, a Buizel!" Then you will pause and slap yourself.
  2. Then others will (rightly) mock you.
  3. When your children turn ten, you may be disappointed to find out that they aren't setting off to make their mark just yet ...

Saturday, April 26, 2008

Game Pimping and Storage


Thanks to a tip by David, I went to the Container store and got a baseball card holder ... this holds up to 15 card games (sans boxes sometimes), depending on how many decks each game has. So now I can put Kutschfahrt, Vom Kap bis Kairo, Twilight, Flauschentuefel, and whatever in one long (solid) case. I'll probably take Bohnanza, Fairy Tale and a few other games out of their boxes.

Walking through the Container store was ... impressive. Lots of bit boxes, and some very nice stuff. (I didn't find a good way to organize my Strat-o teams, though). A 4x6 Index card file?

David, did you ever post a thread on how you pimped your Agricola set?

Anyway, this has been geeky even by my standards, so I'll stop.

Wabash Component Quality


Since I played Wabash Cannonball at the Gathering with Ted Alspach's set, I've never actually set eyes on a 'real' board until mine arrived this week.

And it wasn't that bad. The map is quite functional. The paper money needs to be replaced, but that's what poker chips are for. Clinky coins would be nice; but I'm not willing to spend $100 or so investing in them. Yet. I may print out nicer stock certificates, but overall I think the component quality is just fine (considering the print run, etc).

Sunday, April 20, 2008

Thoughts about Thoughts


Larry does a wonderful job explaining why I have a "play no prototypes" rule, although I'm sure that wasn't his intent.

I, on the other hand, wasn't terribly impressed with Kingsburg or Airships. Stone age earned a few plays, but I don't think I'll be picking up a copy. I (obviously) didn't try any of the prootypes.

I tried "In the Year of the Dragon." It's worth playing again, one of the 'generally good but not huge' Alea games. I could see this growing on me or ... not.

I updated my geeklist on Tom's games ... I'm sure others knew he has a card game being published by Z-Man later this year, but I didn't know. I did know about the Race Expansion, natch.

Update: Just to clarify one thing, I actually don't mind playing prototypes during the rest of the year. Just FYI.

Saturday, April 19, 2008

Agricola Experience


Rather than re-hash it, let me just concede that my experiences with Agricola may be due to:

  1. Small sample size
  2. Two games 'tainted' by some imbalanced cards (The frunkee "Patron" game, and the Chamberlain game).
  3. A lack of sharks (I'll assume Frunkee and Geoff count).
  4. One hundred games of Caylus.

I'll update my thoughts after my set arrives and I get more data points.

Speaking of Shark games, I really should have recorded the shark Phoenicia game in some detail. (On the other hand). It would have made an interesting session report, and we could have a freeze frame on when exactly my position fell apart. "On my first bid" (Dye House for 4) is a potential answer ...

Related Posts (on one page):

  1. Agricola Experience
  2. Agricola Review

Tuesday, April 15, 2008

Gathering Final Thoughts


Looking back on the games I played ...

  • The dogs that didn't bark in the night ... I turned down chances to play Tribune, Change Horses, The Ticket to Ride Card Game, and countless others. In general, I had my full curmudgeon on for any game I wasn't specifically looking for.
  • I pretty much stuck to my "No Prototypes" rule, which continues to serve me well. I did try one game that was described as "like Race for the Galaxy." It's not bad, but I wouldn't suggest it enter a vice-presidential debate, if you know what I mean.
  • You know, by not actively trying to play every new game (some of which are fairly old), I had a pretty good time. On the other hand, I wouldn't mind trying Cuba, In the Year of the Dragon, etc etc etc
  • I was pretty good at the flea market, getting rid of 10 or so games and only buying one. The prize table? The 10th anniversary edition of El Grande, and some Blue Moon expansion decks.

Individual Game thoughts:

  • Brass -- I could play this again, but it's off the purchase list.
  • I ordered Wabash Cannonball. Very heavy, for such a fast game.
  • I'm tempted to buy Galaxy Trucker ... but my wife doesn't like it. Onto the "Want" list ... we'll see if I can trade for it.
  • No other new game even makes it onto the want list (remembering that I've already ordered Agricola). I probably could trade for a few of them, but I'm not desperate.
  • Oops. Palastgefluster probably goes on the want list.
  • That being said, I'd play almost any game again ... I'd probably beg off Hamburgum, but I just don't like those Rondel games.
  • Jamaica was the prettiest (published) game. All of the cards can be laid out to form a diorama. Who knew that all pirates had huge schnozzes? Game play is OK.

I'll review Wabash in a few weeks, after I've gotten my copy and played a few more times.

Monday, April 14, 2008

Agricola Review


I like Agricola. It’s fun. After playing, I don’t regret pre-ordering, I’ll play more when my copy arrives, and I may even try to upgrade my set ala David Fair (and others). I’d play it at the next game session (if I had a copy).

But I do not think it is a great game.

Agricola joins a long list of games that I enjoy despite obvious flaws. I’m thinking of Age of Renaissance, 7 Ages (although my mood on that swings around), and the like. Still, I’d play those instead of great designs I don’t enjoy (Diplomacy, abstracts, etc).

I’m not going to describe mechanisms or details. Dale Yu has written more than enough to enlighten. Just to make things worse, I’m assuming you know the basics. To recap – I like Agricola. I’d play it again at the next game session (if I could). It will likely hit the table another 5-10 times at a minimum. Having gotten that out of the way, I’m going to focus on the negatives.

I’ve played several times now. How many? Well, that depends on how you count. I’ve played four games by any definition. Another four ‘to my satisfaction’, but I suspect most readers will only count one or two of those. “To my satisfaction” means (in this case) that everyone agreed on who would win if the game was played out. Most of these were quickly adjudicated between the first and second harvest.

One was called after the opening deal.

There is a whole class of games where the opening setup determines the likely winner. Card games. They have a few other characteristics (at least for good ones): 1) they are short, 2) you play many hands to reduce the luck (or determine the better player). Good players will win more than their ‘fair’ share of games, but won’t win every hand.

Agricola is a single deal card game that takes 90+ minutes to resolve.

I’ve seen arguments that the cards are individually balanced, and I generally agree (with at least one glaring exception). Some are better, but the range isn’t bad. But cards aren’t just assessed individually. Take Bridge. The Space Ace is worth one trick. The King values usually takes a trick. With the ace, a full trick (assuming no trump). Without it, it depends on where the ace was dealt, how many suited cards each hand has, etc. The deuce of clubs may be a full trick in some hands … if they have enough clubs, but usually it’s not that important.

Each of Agricola’s 350-ish cards adds a new twist on a rule. That makes 60,000 two card combinations that are much more complicated than the relationship between the King of Spades and deuce of Clubs. When you confine things to the E deck, I suspect most two card combinations have been seen. Are there three card combinations? Undoubtedly. Assuming 100 cards (for E decks only) there are 160,000 3-card combinations. You start with seven cards and seven occupations. Five hundred (or a thousand) games is enough to smooth all single cards, but doesn’t begin to assess the combinations … (and how many of those games involved new players)?

I could argue which cards I think are problematic (and I will, but not now). A fair response is that I (or others) missed a counter to that card. I may well have. But we’re still playing a card game. Now, the question is – how many routine hands do we have? For now, call a routine hand one that “Given reasonable and competent players, the ‘better’ hand will win barring mistakes.” You can have routine good hands and routine bad hands, it may be exciting to take 13 tricks with thirteen of one suit, and it’s rare, but it doesn’t require skill. Likewise, it takes little skill to lose all 13 tricks with a flat yarborough.

Apart from routine hands you can have routine games. In card games like bridge, one side has a bad hand the other one often has a good one. These routine hands lead to routine deals. Games where you deal a subset of the cards may see multiple players have very good (or bad) hands.

Race for the Galaxy, which I love, has routine games. I estimate roughly 3%. If you picked a number from 1-10%, I’d be fine with that. I’d argue if you went much higher (or lower). From my (admittedly small) sample of Agricola, I’d put its “routine game” percentage at 50-75%. My estimate may be high since every game I’ve played had new players. I think everyone will agree that this number exists above 10%, and that’s problematic for a game thats 4-8 times as long as Race. (Even if you discount routine ‘good’ hands, you’ll occasionally see a routine ‘bad’ hand, such as one that has no useful early minor improvements, which makes several of the actions much worse).

Only once have I been unsure of the winner after the second harvest, and it that game I had picked two people (out of five), who came in 1st and 2nd. I publicly predicted the winner of my second game (which we finished) during turn 3. He botched the endgame (never building a single fence, so earning -1 for enclosures and something like -5 for unused spaces) and won handily.

[Tangentially, this is why I stopped playing Cosmic Encounter for years … everyone wanted to play with 2+ power combinations. I now prefer playing with single powers, they are reasonably well balanced].

I hope scores will tighten as players get better, but the cards have a huge impact.

Agricola has other issues, as well. These aren’t nearly as important, but exist.

  1. The ‘family increase’ mechanic (which moves you from two actions to three) is very important, and provides a positive feedback mechanism. Feeding does produce a negative feedback as well, but not nearly at the same effect. Assuming no occupations (and no player manages to get a 4th action before anyone gets a 3rd) then the last player to grow his family will miss out on 4 actions (in a five player game). That’s effectively giving the first person an extra full turn. This effect is so important that ignoring everything to focus on family growth seems to be a dominant strategy. Worse yet, growing your family is a strong source of victory points. If growing your family cost you resources, and earned actions but no victory points, it would be a more interesting tradeoff.
  2. [1a, really] – The extra action from family growth is so powerful that the ‘family game’ (without cards) is simply an exercise in getting your home ready for your first child. With two players, even one extra turn seems dominant. [The family game is still a card game, but now the deal is the ordering of the rounds.]
  3. Because of the card interaction and family growth issue, I suspect every 4+ player game will have at least one player ‘eliminated’ early on, with a score of roughly half (or less) of the winning score..
  4. Livestock seem a much superior form of food & victory points than farming. Like family growth, this makes the best “resource” path also the best “victory points” path (since there are four categories for livestock, vs three for agriculture … and stables makes a fifth, arguably). You can delay your plowing until the very late game and still get good agricultural points, but you can’t put off breeding.
  5. Turn order effects. When the start player is passing back and forth between you and another player, it really matters if you are sitting besides each other. Also, some cards improve certain spaces, and again order matters. Caylus’ “Inn” mechanism works much better than Agricola’s blunt “Start Player.”
With all that, I think Agricola is worth trying and playing multiple times. And I enjoy it. But, from a critical standpoint (meaning “looking strictly at the design”), it’s not good. A good game should take as long as required to determine the winner, and no longer. Bridge (a great game) would be farcical if you spent 30 minutes playing a hand. Agricola is chess between even players where you may be randomly up a knight or down a queen, but don’t know until halfway through the game.

The good news? Often the game conceals this from you. Most hands have something, and monstrously good hands may be hidden (until the end). There’s enough going on that even a good hand can be misplayed.

Agricola took several great ideas (a Caylus-like placement system, a Cosmic-like special power system, a complex resource management system) and then shoved them together. It’s enjoyable but, like most cross-breeds, an odd beast. I suspect that, like Age of Renaissance in particular, I'll eventually get annoyed playing around with all those fiddly pieces to decide a card game. I'd be happy to be proven wrong, though.

Update: I've also ported my review to BGG.

Related Posts (on one page):

  1. Agricola Experience
  2. Agricola Review

Sunday, April 13, 2008

Gathering Games Played


Back home and with the final totals...

  • Race for the Galaxy 12 (Not counting expansion games)
  • Agricola 6
  • Race for the Galaxy: The Gathering Storm 6
  • Glory to Rome 5
  • Galaxy Trucker 4
  • RattleSnake 3
  • Stone Age 3
  • Unpublished Prototype 3
  • Brass 2
  • Celebrities 2
  • Jamaica 2
  • Liar's Dice 2
  • Wabash Cannonball 2
  • Airships - The Flying Giants 1

And the games that got a single play ... Breaking Away, Die Kutschfahrt zur Teufelsburg, Halali, Hamburgum, Hannibal: Rome vs. Carthage, King of Siam, Marrakesh, Oregon, Palastgeflüster, Password, Phoenicia, Poker, Pyramidos, The Hanging Gardens, Titan.

More thoughts about the actual quality of the games later this week.

Friday, April 11, 2008

Further Further Thoughts

... while waiting for a lunch group ...

Just tried Airships, yet another new dice game. (Are dice the new hot thing? Are they the old hot thing, like retro? Anyway, Airships was amusing, but it seemed like one or two early busts killed you. To be fair, you rarely win if you get a Jester in Court the King. This has manipulate dice powers (to very the type of dice you roll), but no dice manipulation powers. You just want to roll high. One local vendor sold out (and not many other games), so I guess the buzz is reasonable.

Late night/Kids game -- Rattlesnake. You have to put (reasonably strong) magnets on a small board without having them snap together or roll off. Did I mention they were ovals? Yes? Did I mention powerful? If you try to slowly lower a new magnet in the others start shivering and shimmying, which resembles a pit of snakes...

Played a prototype baseball game. Nice, and had a hell of a game.

Another quick/amusing/fast game was Jamaica.

I think I may pick up Galaxy Trucker ... I keep playing it once a day instead of trying new games. We'll see if Jacqui likes it. Played several more games of Agricola, including several two player games to explore specific issues. Full review post-Gathering.

For now, lunch.

Wednesday, April 9, 2008

More Notes on recent gaming


Detailed thoughts later:

Memo to self -- when Ted Alspach's decaying body finally washes ashore on the Olentangy, loudly proclaim that I did not murder him for his nice copy of Wabash Cannonball. Ditto David Fair/Agricola.

I had put a "I'll trade for this" on Wabash, figuring that the reviews were a fast, brutal economic game with the feel (if not the rules) of the more cut-throat 18xx games. It delivers all that and more. Little downtime, important decisions, no luck, auctions, and complex stock valuations. Amazing.

I stopped playing Age of Renaissance even though it's fun. Why play a 5+ hour game when one or two card deals will decide it. This flaw clearly applies to Agricola -- both games saw the person with the better starting hand run away with it. Still, I enjoyed AoR the first dozen times I played it ... and Agricola is only 1/2 as long. I think most of the people who obsesses over this recognize the flaw and I'm not sad about it ... yet. Ask me in another 10 games.

Everything I've ever written about Brass is suspect. I don't know if we got any rules right. More later.

I'd never heard of Palastgefluster, but it's another good little game in a tiny box. Only got to play half a game, but I'll probably pick this up. It's only $6, after all.

I've noticed a nice (and commendable) trend of upgrading games you love with custom components (see -- estate sale of tragic victims, above). I think I'll have to look into this. I'm definitely moving towards fewer, better games.

More later.

Tuesday, April 8, 2008

Quick note from Colombus


Got in three new-ish games.

King of Siam is a partnership abstract with no communication. 'Abstract' means that I'm not likely to play it again, although the 'partnership' part intrigues me. But I'm working on squashing that thought.

Oregon has you placing meeples (w/Cowboy hats) and buildings on a grid. Each 2 rows (and three columns) are grouped by a symbol, and you playing two symbols (one for row, one for column) gives you 12 (or six) potential placements. I didn't particularly care for it, but it wasn't bad. I may play it again.

Stone Age was good enough to play twice, and I think I'd play it another 10+ times, but then I'd be done. It uses a "place your workers" idea, but there's no order to resolving places and you can place one group at at a time. (Six of the spaces allow multiple workers, with most of them capping it at seven).

Anyway, it reminds me (in my reaction, not mechanisms) to St. Petersburg (also by Tummelhoffer, or part of him). I'll explain more later.

I won 3 out of 5 games of Race yesterday, lost a close one and came in second (with 43 points) by over 15 points. Guess which one was a tournament game? Ah well, more cake for me.

Saturday, April 5, 2008

Master Solvers #4 Results


May as well knock this out, too. To recap:

You are New Sparta in a 3 player game (against Alpha Centauri and Epsilon Eridani, if you care). The deck hits you over the head with:

  • Alien Tech. Institute (Alien 6-dev)
  • Lost Alien Warship (Defense 5 Windfall, +2 Military)
  • Deserted Alien Colony (5 Cost Alien Windfall)
  • Replicant Robots (-2 Cost for worlds)
  • Blaster Gem Mines (3 Cost Rare Windfall, +1 Military)
  • Spice World (Novelty Production, +2 to trade a novelty).

The panel selected:

  • ZZdroman -- RR & BGM, Exp+5
  • Alexfrog, Huber, Lou -- RR & BGM, Exp+1
  • Frunk -- DAC & SW, Exp+1
  • Linnaeus, Rubbo -- ATI & DAC, Exp+1
  • Tom Lehmann, Jeff -- RR & SW, Exp+1
  • Phil -- RR & SW, Exp+1

OK, apart from ZZdroman, everyone explored + 1. I see one strong argument for exploring +5. New Military Tactics. If you get that, it's off to the races. Keeping DAC for a 2nd turn play is interesting, and one I overlooked.

Brian at the table. As usual, I took a different road. I pitched the Blaster Gem Mines and Deserted Alien Colony, saving SPICE WORLD as my expected first play. At the table, the deck hits new sparta over the head with the explore, given you Avian Uplift Race and Alien Rosetta Stone world. There was a T1 Settle, so I dropped the Avian World, sold it next turn ... on my last turn I played the 6 cost alien production world for free (thanks to Robots, ATI, and Rosetta Stone)... a brutal game for the opponents.

But, was I right? In retrospect, keeping the DAC would have given me a better backup plan (but pretty much anyone will be off to the races with that explore. I can see pitching RR, but keeping them gives options, especially when you've got a very good non-military play (Spice World). If there's a Develop and Settle (which is unlikely, but not impossible), you could drop SW on T1 (at the cost of your hand). More realistically, you can develop on T2, which lets you get SW for free and keep one other card to develop (two if there's another explore).

Master Solvers #3 Results


To recap:

You are Old Earth in a four player game (no Epsilon Eridani). You get:
  • Mining Robots (MR)
  • Terraforming Robots (TR)
  • Expedition Force (EF)
  • New Military Tactics (NMT)
  • Free Trade Association (FTA)
  • Pan Galactic League (PGL)

And the options:

  • Frunk -- MR & FTA, Develop and build EF (Explore+1 if group doesn't often explore).
  • Kester -- FTA & PGL, Explore +5
  • Tucker -- MR & TR, Develop EF.
  • Matt -- TR & PGL, Explore+1.
  • Alexfrog, Lou & Phil -- MR & TR, Explore+5
  • Joe & Luthrin -- MR & FTA, Explore+1
  • Anthony & Jeff -- MR & TR, Explore +1
  • Wei-Hwa -- FTA & PGL, Develop

Brian at the table -- You know, it's been several weeks. Fortunately I remember. MR & PGL, Explore +1.

Almost everyone pitches mining robots. I can see the point behind pitching both sixes, the mining robots could become good really quickly (you get radioactive world or destroyed world and can turn it into a production world). In fact, given the speed issue, I think that Terraforming Robots may be better as the first card to pitch.

As for the sixes, which one to keep is a matter of taste, and 'none' could be right.

The 'consensus' pick (MR & FTA) splits between +1, +5 or Develop. In fact, there is no real consensus. The +1s try to get a worlds and stay greedy (as I like in 4 player games). The +5s bank on practically locking up a good world.

The develops delay the explore for one turn, and make sure that if someone else explores and a settle hits, they can drop NMT if they got a conquerable world. This argument can't be dismissed lightly.

In summary, I don't think there is a consensus play.

Results at the table -- The Explore + 1 resulted in crap, just FYI.

Brian after reflection -- Actually, I'm leaning towards the early develop, to drop EF or NMT. (I haven't decided). I'm also leaning towards pitching the FTA & PGL. They are both long-term speculative plays you can't afford. You need something good to happen, but both of those require something great. Even if I keep them, they should have money. (To be fair, TR is almost certainly money as well and MR will be unless you get a cheap rare windfall).

No scores given, since I can't decide.

Wednesday, April 2, 2008

Confidential to those travelling to OH ...


If there's a game you'd really like to see me bring, let me know. (Nothing huge, like Starcraft).

Update: And here's a sign of the Apocalypse ... Race is my #2 game played in the last 30 days.

Tuesday, April 1, 2008

I've got nothing


Well, I did play Die Mauer again (finally opened my copy), and it's a quickly little psychological/tactical game. Blind 'bidding' sort of. The leader places one of their pieces in hand, and everyone tries to match him. If nobody matches, the leader gets rid of his piece. If others match then they get rid of their pieces and the leader doesn't. (But if the pieces can't be placed by all the matchers, then the leader discards after all). It also allows for 'empty fist' as an option.

The sort of game for people who like that sort of game. I think I'm one of them, although I've probably had this for 3 years without opening it.... (I'd played before).

In other news, I'm witnessing a career destroying season by Matt Holliday. Too bad I drafted him as my first pick. (And yes, I know that 40 PA is way too small to make a statistical statement, but I'm getting my amusement where I can).

And no jokes for you this year.

Update: Although, let me go on record as saying that I've had a suspicion that the Risk-Black Ops thing is Aldie's prank this year. I haven't followed the thread, but it just strikes me as off...

Update: And I should mention that JKLM's online games now allow for turn-based games. Which means you can do your "Login once a day" game of Phonecia (or Tulipmania or On the Underground).

Wednesday, March 26, 2008

Race -- Random thoughts on number of players


A while ago someone asked if it mattered that a game was four player vs 3 player. I didn't really have an answer then. One thing that I realized (later) is that I take 'swingier' actions with more players.

[This idea is based I read many years ago in the Bridge World, but I can't find it online)].

Assume that your opponents will score in a normal distribution. Now say you could wave your hands and magically score the same each time. A bit above average (say, 1 standard deviation). In a (generic) two player game, you'd win fairly often. But as more players are added, you'd do poorly. Let's make this concrete. You always score 13 points, and your opponents roll 3d6. With one opponent, you like your odds. With 2 or 3, you are doing ok. Anyone who thinks they'll win against six opponents has never rolled up a D&D character.

Single-session Matchpoint bridge tournaments take this to an extreme (which is why the article was published). With dozens (or hundreds) of pairs, skill gets you so far, but swinging for the fences is useful too. (Longer games and other forms of scoring change that).

So consider a "New Sparta needs a military world" opening. Do you explore +5 or +1/+1? With more players, I feel more strongly that Explore +1/+1 is correct ... Even if the +5 gives me a good card 100% of the time, I'd rather take my chances getting a good card and some spare cash. With three opponents, the safe 35 points isn't as tempting as shooting for 45 (but often getting 20).

As Race is often 2-4 players, this isn't a huge effect ... yet.

With more players you can also swing for the fences by calling speculative trades (produces), and other tactics.

What else? With more players I'm slightly more worried about releasing good cards for opponents (since 4 players tend to go through the deck two full times, while less players usually peter out at 1.5 or so), but that's a minor concern compared to other issues.

I haven't really thought of other issues relating to # of players...