The Tao of Gaming

Thursday, April 5, 2007

Gathering Update


Lots of gaming, and the computers here flake out. Anyway, I'm not up on hot news, as I've mainly been playing long games that have been out for a while. A few more games of Through the Ages, Seven Ages, and Notre Dame.

I also tried a learning game of Pax Romana. (Only the strong may play). Interesting ideas, but long. Given the chaos & time involved, it seems inferior to something like Seven Ages, but I had fun. Another experience game. Who knows, I may get to play again.

I'll probably really organize my thoughts next week, although there's a chance I'll post again before then.

Monday, April 2, 2007

Caylus Magna Carta


Got to play this twice. The rules are online somewhere (you can probably find them on the geek). I like it (of course), but I think the random element will make it more accessible. My first game was over fast, no prestige buildings. My second game lingered, and changed quickly ... we almost ran out of gold cubes early on, and then they became very precious as all the mines shut down and buildings were bought.

The (little) bit of luck may increase the replayability for those burned out; the shorter play time may entice those who thought Caylus too long.

Notre Dame


Is there buzz on Notre Dame? I hadn't heard anything, but as the latest Alea game I imagine others have.

Nice and solid. Resource management at heart; but a fresh feel. Only played one game, but I'll certainly be trying it again, and I suspect this will have lots of fans. My early guess includes me in that group.

Notre Dame reminds me of El Grande, without area majority. You have 9 action cards. Each round you get three at random, then draft. Pick one and pass to the left. Then two rounds of playing action cards (we're in Fairy Tale Territory here). After three rounds you have a special scoring (for the Notre Dame Cathedral) but you have plenty of scoring during the turn (a much higher percentage). After two actions each player can pick one of three people and buy a favor (if they have money). [Six of these people repeat each 3-turn round, the other nine appear once, but are sorted into A, B and C, so you know vaguely when they'll show up].

You manage money, cubes, plague (plage rats), actions, some movement. Lots of simple interlinking systems. Many different ways to score. I think the mild randomness will keep this fresh longer for many people (as well as keeping the game moving).

It won't be out for a month, so I have time to mull it over -- but I'm probably buying Notre Dame,

Gathering Day 2 -- Let the Gaming Begin!


I played some games yesterday; mainly interested in Through the Ages. To be specific -- We played a 4-player, 2-era game (the full game is three eras), using the advanced rules (of basic, advanced, full).

Our game took about four hours, plus forty minutes or so for rules. Interesting, if not completely absorbing. It really does seem like many of the basic ideas (if not mechanisms) map to the Sid Meier computer game Civ. The main idea, a Showmanager-esque track where you buy advances, works well. The resource management seems to work.

In broad brush-strokes, there's something here. If the full game consistently takes six hours, that's a serious obstacle. We could shave it down with a play or two. I missed the chance to purchase this when Funagain got fifty copies earlier (in that I could have, but decided to sleep on it). I keep hearing it will be out next year. Now that I've played it, I still feel a small twinge at not buying it, but no overwhelming anguish. I look forward to trying it again once or twice during the week.

Others have expressed concern on balance. Given 300 (more?) cards, with probably 150 different effects, I won't speculate. Others have fallen out of love with this after 3-5 plays (but not many). I could be one of those. I'm flaky that way.

I also tried Glory to Rome, which is in the San Juan / Race for the Galaxy family. Given how I feel about the other two, its tough to claim an opinion. There are many more 'moving parts' in Glory to Rome (something like a eight roles, and cards can be in hand, on the table, in the stockpile, clientele, being built, built, or in the vault. Given the bewildering array of options, take the opinion of anyone who has played once with enough salt to keep deer through the winter.

That being said, my impression of "Too many notes" feels right. The complexity feels needless, and out of place in this genre. If you have 30 (San Juan) to 95 (Race) cards that break the rules, simple rules help. I'll play again, and likely several more times, but I suspect I'll be sticking with the other two. I'm also prejudiced against the artwork. It lacks San Juan's simplicity, or Race's stunning clarity. This is more cartoony and Groo-like. It distracted. [I may find Race's art distracting once it's published ... I'm used to the simple interface].

Interestingly, J feels quite favorable towards Glory to Rome, so we may pick up a copy anyway. [I'm told there will be a newer edition that fixes quite a few things, and clarifies other points, so I can wait].