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.
Stone Age, OTOH, fails to engage me, and so the flaws (the 3x huts technology card, for instance) stand out far more.
Joe (who didn't get in as many prototypes as preferred last week)
Also, I wouldn't consider Stone Age to be a dice game, certainly not like Airships is. Stone Age is a worker placement game which happens to use dice as a resolution device. I don't think of Settlers as a dice game either and it certainly isn't very short.
In general, I don't mind a fair bit of randomness in games, but I prefer not to have the randomness so directly linked to scores.
Is it a dice game? That argument isn't so clear. It's not a dice game like Can't Stop is, but it's far more so than Settlers. There is a mechanism for manipulating the dice (tools), which is usually indicative of a dice game, though, of course, not uniformly. It's hard to say, I guess, but it seemed to me that the game was all about maximizing the use of the pips you rolled on dice in order to convert them to VPs efficiently. The game play is mostly about efficiency, but partly about picking numbers of dice and manipulating rolls. Does that make it a dice game? Maybe, maybe not. I'll recant and go with "partly a dice game."
Upon reflection---there appear to be numbers here which can give us an estimate of the skill vs. luck component in the game. Dice will vary up to 2 sigma most of the time; 3 is an uncommon occurrance. So assuming 250 pips starting resources, we'll see player's resources varying by about 30 pips, or a little over 10%. From the starvation thread, folks have concluded that efficiency tends to run between .8 and .85. That's only 5%. There is some gaming in taking spots that players desperately need, though that will tend only to cost the losing player one die. Overall, it looks like randomness and skill look pretty close to even. That's not so bad, I guess; games where the strongest player always wins tend to be less fun (particularly for everyone else) than ones in which everyone is perceived to have a reasonable chance.