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 Friday, June 27, 2003

Stopped by my friendly Rainy Day Games store over lunch today to pick up two new games: Balloon Cup and Quicksand.  I walked in planning to get just Balloon Cup (I played it with Angela last month), but the owner gave such glowing remarks about Quicksand that I just had to pick it up.  Since it is such a new release, I’ll try and write a review sometime over the next few weeks.

posted on Friday, June 27, 2003 6:35:23 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]

 I’ve made great progress on development over the past week.  Quick status update:

·         Core engine is essentially complete.  At least complete enough that I feel good moving on to the first UI.

·         The scoring algorithm was a bit tricky, but turned out to be very similar to the expropriation algorithm.  In fact, I’m going to be looking for some refactoring opportunities in both sets of code.  What I really need is a “street traversal visitor” of some sort, but I haven’t thought it through enough yet.

·         I’m up to about 30 unit tests right now – they’ve been instrumental in supporting some pretty heavy refactoring efforts.

·         My first UI will just be a standalone, Windows forms, hot-seat client to validate overall gameplay.

·         My next UI will probably be a web-based, real-time interface.

·         Finally, I plan to make a winforms-based networked real-time interface.  Hmmm… maybe I’ll use web services for the client protocol.

I might post another source drop this weekend in case anyone wants to see the core engine.  I’ve got two weeks of vacation coming up at Keuka Lake so I hope to have a working beta by the time I get back.

 

posted on Friday, June 27, 2003 6:26:30 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Monday, June 16, 2003

 I’m working on an online version of the game Fresh Fish by Friedemann Friese.  Some folks have asked to see early versions of the source code, particularly the expropriation algorithm.  I’ll post more thoughts on the design and implementation right here in a sort of development diary, so stay tuned.  You can download the source right here.

posted on Tuesday, June 17, 2003 1:03:01 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Thursday, June 05, 2003

TechEd is essentially over for me - I'll be driving to the airport tomorrow morning and should be home by around noon. It was a good week - though only about half of the presentations I attended met my expectations.  I was able to use the week to write some long overdue white papers on integrating .NET into the Corillian Voyager platform, as well as play with some message-based concept code I've been working on with our chief architects, Scott Hanselman and Bradley McLain.  Clemens' talk on AOP cemented many concepts I've been thinking about incorporating, particularly relating to session management and audit logging.  If only this stuff was baked into the .NET framework today.

The highlight of the show for me was Scott Hanselman's presentation (that's Scott on the left schmoozing the crowd before his talk): Learning to Love WSDL.  Granted I'm a bit biased, but damn he's good at this.  He has a way of blending humor and personal stories with great content.
 
On a much lighter note, I ran into Scott Ladewig (that's Scott on the right, I'm on the left), a college roommate and old friend (well, he's young, but we've been friends for around 17 years I suppose).  Scott manages the IT infrastructure at the Washington University School of Business.  Scott and I lived in the same dorm freshman year, then shared a suite our sophomore year. Scott was a ChemE and one of the smartest engineering students I knew at Wash U.  He worked for Exxon for a while, but decided he liked computers more so went back to WashU for a couple of graduate degrees and ended up working there.  I was absolutely floored when I ran into him at the show, and I'm glad we got some time together.
 
Scott and I wrapped up the evening at the closing TechEd party, featuring Smashmouth and the Wallflowers.  The Wallflowers were amazing - I've been a fan since their first album and they didn't disappoint.  Great way to end the week.

 

 

posted on Friday, June 06, 2003 2:33:19 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Wednesday, June 04, 2003

 My streak of hooking up with extremely cool groups of gamers across the USA continued this week. I’m in Dallas, TX for Microsoft TechEd, and managed to hook up with The Card Benders, a group of about 6-10 gamers that meets twice a week. Member John Haley was kind enough to respond to my query for groups on spielfrieks, so I joined them at a local Borders.

Turns out my timing was perfect – they had 7 show up, but 5 of them desperately wanted to play Mare Nostrum, but were reluctant to leave the other two to fend for themselves. I made three, so everyone was happy. I spent the evening gaming with Tim Isakson and Charles Schwope. On to the games…

Trias

We kicked things off with this game about dinosaur migration and plate tectonics. This one reminded me of Clans, but I enjoyed this more. I think the theme works, and I enjoy games with evolving playing surfaces. I felt that I could wrap my brain around the shifting out of tiles, and I think I played fairly well. I had a shot at winning, but Charles pulled ahead at the end with some strong moves. Might have to pick this one up.

Paris Paris

I’ve been wanting to play this one since reading the Gathering reports, so after spotting this in the bag-o-games, I requested we try this one next. In Paris Paris you are trying to open businesses in strategic locations in Paris to take advantage of the tourist bus lines. Some call this game light, but there’s clearly a strategic element to this game and I want to play some more. Most likely I’ll give it a try on BSW a few times before purchasing. I got crushed in this game – don’t recall the score, but I was in third and down by at least 8 points.

Schnäppchen Jagd (Good Deal Hunt)

This is a very unique trick-taking game. Rather than just trying to take the most tricks, or trying to avoid certain poison cards, players are trying to accumulate specific face values (the target changes throughout the game) or melds of other face values. For example, I might start the game trying to accumulate 3’s, but will of course accumulate (by taking tricks) other numbers as well. The goal is to consolidate the collection of other cards to as few distinct face values as possible. Scoring at the end is calculated by subtracting the number of “other” cards from the number of targets accumulated. After each hand, players can exchange cards in their bad pile by sending a single face value back to the deck. Players get to transfer any cards in excess of three to their good pile. The result is that early in the game players are trying to take tricks and accumulate groups, while later in the game players are avoiding tricks, dumping cards from their hand, and trying to take only tricks that help them get target cards or consolidate their holdings. I was happy to score zero; I believe Tim won.

Zirkus Flohcati (Flea Circus)

This is a fun, light card game where players are trying to accumulate sets of cards, and players get the choice of choosing one of a set of face-up cards or flipping until a better one shows up. If a card is turned up that is the same suit as an existing card, then that card is discarded and the player loses a turn. Scoring is straightforward, but just read the BGG entry to see more. I just learned that the Star Wars: Attack of the Clones card game is the same game – my kids will like this one. Tim won this game easily.

The group playing Mare Nostrum finished at about this time, so we sat around chatting about gaming, geekness, and Oregon. We somehow got on the subject of train games, and Randy Shipp shared a hilarious story about a letter he wrote to the designer of Tracks to Telluride (John Bohrer) about what he (and the group) thought were some design flaws. Apparently John didn’t think too highly of Randy’s comments and questioned the sophistication of his American gaming audience. You’ll have to ask him yourself for the whole story and the punchline.

posted on Wednesday, June 04, 2003 3:09:19 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Thursday, May 29, 2003

 We will make our annual trek to Keuka Lake in western New York in July.  Julie and the boys usually take the train, but since we have a shorter time window this year (Jacob’s baseball season is longer), they’ll fly out.  I’ll probably join them July 1 – July 10.  We are just up the west lake road from the Keuka Yacht Club, and my favorite pastime there is sailing the Flying Dutchman and the Sunfish.

posted on Thursday, May 29, 2003 9:02:07 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

  I have at least two session reports to post, one from the gaming at Kevin Graham’s a few weeks ago, and one from my trip to Burbank, CA.  I’ve also been playing some games with the family, most notably:

·         Formula De – picked this up cheap at WOTC

·         Star Wars: Epic Duals

·         Puerto Rico – finally played with Jacob

·         Star Wars RPG

·         Dungeons and Dragons, 3E (yes, both Jacob and Matthew are playing D&D)

I’m heading to Dallas, TX (my place of birth!) next week for TechEd, so I’ll try and hook up with some gaming Tue or Wed night there.

 

posted on Thursday, May 29, 2003 1:55:36 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Thursday, May 15, 2003
Update on my week of travel.
posted on Friday, May 16, 2003 1:26:18 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
I picked up the book Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner this week while in Columbus.  This is a great book - right up there with The Soul of a New Machine and Show-stopper!.  Having lived through this era (Wolfenstein 3D to Doom to Quake), it is especially nostalgic to recount the impact Carmack and Romero had on our culture.  The first time I ever played Doom deathmatch was actually on an SGI box while working at Wright Labratory for the USAF doing cockpit research.
posted on Friday, May 16, 2003 1:03:09 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Wednesday, May 07, 2003

I traveled to Colorado Springs this week for a business trip, and had the pleasure of spending an evening at Plenary Games headquarters with Angela Gaalema. I've been a gamer for most of my life, but have only recently become engaged with the boardgaming world.  These games are indeed wonderful, but it is clear to me that the reason this community is so vibrant is the people.  I spend way too much time on the road, but it is amazing how easy it has been to hook up with folks in the gaming network no matter where I travel.  In the Seattle area I managed to hook up with two guys in a brewpub for an evening of gaming; a month later in Redmond I joined the crowd at WizKids for a great session.  While in Providence, RI I had a chance encounter with Lawrence Whalen of Face2Face games.  And of course right in my hometown of Portland there's a great presence of regular gaming groups, like PortlandGamers and the crowd at Benjamin's.

Angela was very quick to answer my email letting her know I would be in Colorado Springs and was kind enough to invite me to her home and company headquarters.  I purchased Fresh Fish recently directly from Plenary , so I was very curious to see how she manages her operations (and of course to play some games).

My visit started with a tour of her warehouse, which sits on top of a recently covered indoor pool.  Angela assembles all of her shipments (from the source components) by hand, and she has certainly been very busy lately keeping up with her orders (I think I recall her mentioning that she shipped around 250 copies this week).  Her warehouse is full of big empty boxes for shipping, unsorted stacks of tiles, wooden bits (yes, including the often maligned red/orange ones), game boxes, inserts, rules, and game boards. I asked many questions about the business and Angela was extremely forthcoming about the challenges she faced getting the game shipped in such short order - the project didn't even start until around October of last year.  She is clearly envious of the higher quality printing available from German printers - even though it would be cheaper for her to send her printing overseas, she is (understandably) unwilling to give up the control and predictability of working with American printers.  In any case, her first offering is a great first effort and I look forward to seeing the future releases from Plenary.

Angela then showed me her game collection (allowing me to further rationalize my meager collection and feel safe that I'm not nearly as much of a gaming geek as my wife might think) and we spent some time talking about her recent trip to the Gathering of Friends.  Then we spent some time gaming.

Balloon Cup

Having read about this game for some time on spielfrieks, I was very eager to try this (still hard to find) offering by Stephen Glenn and Kosmos/Rio Grande Games.  I don't get the theme and how it relates to the game (well, I guess I do, but it is not a natural linkage), but I think the game is fantastic.  In this two-player card game, players compete for color bits that vary in rarity - if you accumulate a certain number of bits (smaller number for the rarer bits) of a certain color, you win the corresponding trophy card for that color.  Win 3 of the 5 trophy cards, and you win the game.  At any given time, there are 4 landscape cards on the table with 1, 2, 3, or 4 bits of varying colors on each one.  Depending on the card, each player is trying to accumulate the lowest or highest score of a set of cards matching the colored bits on the landscape card.  So if a card has a "high" goal with a red and blue bit on it, then each player is trying to lay down the highest combination of a red and blue card to claim those bits.  Player interaction and disruption comes from the ability to play cards on your opponents side of the table (e.g., play a high card when the goal is to achieve a low score).

Angela got off to a flying start in our game, and while I managed to claw my way back to respectability, she easily won the game.  This is a fantastic 2-player game that I will be sure to pick up as soon as I can find it.  Funagain claims that they will have it in stock by the end of May.

Clans

Clans is an interesting game.  It has a theme of nomadic groups that consolidate to form groups and villages.  There is a hidden element to the scoring in that players do not know what color (tribe) each other player is trying to push forward, but this game mostly plays like an abstract strategy game with a nice theme and pretty bits.  Angela beat me handily in this game, but I can't say I was terribly engaged - a bit too abstract for me.  Not a game I plan to add to my collection.

Kupferkessel (Copper Pot Company)

This is a beautiful two-player card game - the theme revolves around wizards trying to accumulate ingredients for spells.  There is a memory component to the game, as each player is trying to consolidate on a few sets of ingredients - players in general are rewarded for collecting multiple instances of a particular ingredient and penalized for getting only one of a specific type.  The catch is the players are not permitted to inspect their stack of collected ingredients, so it is important to memorize what has been collected.  There is a small degree of player interaction - there are certain cards that can force the top card of the opponent's ingredient deck to be discarded.   I finally managed to win a game against Angela - this game played very quickly, and I enjoyed the mechanic and loved the theme and artwork.  I'll definitely play this again and may consider adding it to my collection.

Mush

Angela wanted to try this older game by Alan Moon - in fact, she was given this by Alan Moon himself at the recent Gathering of Friends.  Mush is essentially a roll-and-move racing game set in the theme of dogsled racing in Alaska.  I'm not a huge fan of racing games, and the mechanic felt very clichéd - players can decide to rest or move (or even press their dogs after they've moved).  The harder players push their dogs, the slower they will ultimately go.  I won this again, but we were both eager to get it over with.  Nice theme, but not my cup of tea.

Puerto Rico

It was pretty late (12:15am or so) by this time, and I was preparing to go when I mentioned how much I liked Puerto Rico.  I've only played about 4 times, but I like the game enough that I'm sure I could play at least daily (I really need to start playing on BSW - my handle is CaptainCaveman in case you care).  Angela offered to play me using the two-player variant where each player plays two separate boards.  I'm still trying to grasp some of the strategic subtleties of this game, but I had a blast losing to Angela (she claims to have logged over 300 BSW games last year).

posted on Thursday, May 08, 2003 2:41:33 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]