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 Monday, July 21, 2003

 Julie and I had a date last night – went out for some great food at the Southpark Seafood Grill & Wine Bar then headed over to the Roseland Theater for a night with The Thorns and The Jayhawks.  As I’ve mentioned before, Julie and I are long-time Matthew Sweet fans (we’ve seen him twice before, and his breakthrough album Girlfriend came out right when we got married), so that was the primary draw for us.  The Jayhawks are no slouches either – I’ve been a fan for about 5 years and their new album Rainy Day Music is a classic.  If you are a fan of alt-country (like Uncle Tupelo, Sun Volt, even Lyle Lovett) or harmony groups (CSN, Buffalo Springfield, Beach Boys), you must check these two groups out.

Brief review of the concert: The Thorns were much better than I expected, and The Jayhawks were a little worse.  It came down to energy and execution – The Thorns were very tight and enthusiastic, while Gary Louris of the Jayhawks seemed to be having a low-energy night.  I was hoping for at least one song from the combined group – The Thorns covered “Blue” by the Jayhawks on their album, and Matthew Sweet has appeared as a background vocalist on several Jayhawks albums.  Didn’t happen last night though.

 

posted on Monday, July 21, 2003 3:49:55 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Friday, July 04, 2003

I posted a note to spielfrieks several weeks ago about a liquidation sale at my local Wizards of the Coast store, particularly the discount on Tigris & Euphrates ($25).  Mikael Sheikh pinged back asking if I would pick up a couple of copies to ship to New York City for him and his friend Jonathan.  I gladly obliged and told him I'd give him a heads up if I was going to be in NYC so we could get together for some gaming.  On my way to Keuka Lake in western NY, I needed to spend some time visiting a potential partner in Manhattan.  Never one to miss out on a potential game night, I let Mikael know I would be in town. He and Jonathan were kind enough to reschedule their weekly game night in Brooklyn from Tuesday to Monday, and Mikael offered to meet me after work for dinner in lower Manhattan.  We thought we'd have some time to play a two-player game, but we got very wrapped up in conversation over some great Thai food and before we knew it we needed to head to the F train to cruise over to Brooklyn.  Mikael happens to work in technology planning for the transit authority so is an expert on how the subways are controlled and operated.  He also loves games with a public transportation theme.

Jonathan was waiting for us and we got started at 8:45pm.  He expected one more to arrive around 10pm, so we quickly settled into a 3 player game of Puerto Rico.

Puerto Rico

This was about my 6th play of Puerto Rico, and I need to move beyond the discovery stage and learn how to play this game well.  I'm certainly getting the hang of the flow and I do find it easier to make most decisions, but I'm certainly without a clear strategy when I play.  Time to read up on strategy again on spielfrieks and work on improving my game.  Strangely enough the last two games I've played have ended up in a dead heat - this time Jonathan and Mikael each tied with 51 points, 2 gold, zero barrels.  Still a 9 in my book.

Wallenstein

I requested ahead of time that we play this game.  I've been in the mood for richer games lately - probably a bit of nostalgia for my early days playing the big Avalon Hill war games.  Jonathan's neighbor Lev joined us and we proceeded to start a 4 player game of this war game set in Germany / Austro-Hungary in the 30 years war.

The simple comparison for this game is to say that it is Risk-like.  Colored cubes represent forces in provinces, and the basic goal is to expand to as many provinces as possible while accumulating economic strength by building palaces, churches, and trading houses.  We used the basic canned setup and I was yellow, meaning the bulk of my forces started the game in the south-central portion of the board.

There are some very interesting mechanics in this game that I'll discuss individually:

  • The Turn Sequence involves the play of 4 seasons in two consecutive years.  Actions are taken in spring, summer, and fall, while winter is where the wheat harvest is consumed, peasants go hungry and (possibly) revolt, and points are scored.  So there are two scoring rounds in the game.  Very similar to Amun Re.
  • Player Actions are programmed ahead of time.  In each season a random sequence of the same 10 actions will occur, including wheat production, gold production, force deployment, force transfer, combat, and building construction.  At the start of a season, the first 5 actions that will occur are revealed - the remaining 5 are revealed sequentially as play progresses so that there are always 5 actions in the queue (until the last 5 are reached of course).  Actions are programmed by players by linking them to specific provinces controlled by that player.  For example, if I plan to initiate combat from Bremen, I would lay the Bremen province card face-down on one of the two combat actions. There are also blank action cards that can be laid down if the player has no plans to take that action.  In some cases, an action might be nullified (e.g., if the player loses a province to another player or peasants before it shows up, or if the player doesn't have enough gold to perform the action).  Otherwise, when a province/action comes up the player must take that action.
  • Random Global Events occur in each season that change the global context for the game.  At the start of each year, players know what 4 events might happen, but not in what order.  Only the first three events will be used, since the fourth card will be used to determine how harsh the winter is and how much wheat will be required to satisfy the peasants.  If a player under produces wheat that year, he may feel the brunt of a massive peasant revolt and lose one or more provinces.
  • Player Turn Order is determined randomly each season.  Like most games, sometimes it is great to be first, sometimes it is best to be last.
  • Victory Point Scoring is calculated using a number of factors.  Players score points for the number of provinces and buildings under their control at the end of the year and by having the majority of a particular building type in a region.
  • Combat Resolution is clearly the coolest part about this game.  Rather than rolling hordes of dice, an amazing sieve-like contraption is used to randomly filter and pass through player force cubes.  Since some pieces get trapped in the device, they can come back later to help in successive combat rounds.  So if you get screwed in a particular combat (e.g., I once went into a combat with a 7 to 3 advantage but still lost), there's hope that it will balance out later in the game as your pieces are dislodged from the bowels of the tower.  I like this system so much more than dice rolling - resolution happens immediately and it balances out combat in the long run.

You may have guessed that I love this game, even though I finished last.  Mikael pulled out a strong victory, followed by Jonathan, Lev, and me.  I'll rate this an 8 after my first play.

I'll post some pictures of this session once I'm back to a broadband connection.  Right now I'm dealing with slow dialup from western NY.

posted on Friday, July 04, 2003 12:49:02 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Tuesday, July 01, 2003

 I hosted an afternoon of gaming at my house in Sherwood before departing on my New York trip.  Julie and the boys were already at the lake, so it was just me and the cats hosting.  Doug and Mimi, Ken, Kevin, and Elliot all joined in.

Linie 1

Doug, Mimi, Kevin, and Chris kicked off the afternoon with this tile-laying transportation game.  This is another "hidden agenda" game where each player has a secret route they must try to complete, starting by laying down trolley tracks and then running their trolley by rolling dice.  Each player must start at one numbered station and finish at the same numbered station across the board, stopping at two required trolley stops along the way.  I of course got wrapped up in my own route and didn't spend much time thinking about the other players (this is usually how I play games for the first time).  Before I knew it Mimi was running her trolley having completed her track.  Doug followed closely behind, then me.  I got some helpful dice rolls, allowing me to quickly jump through 2 trolley stops.  Doug made a wrong turn leaving an opening, and Mimi got bogged down with low dice rolls.  Kevin started his trolley, but after a few moves realized he didn't actually have a route that would allow him to visit his two stops.  Mimi quickly got her momentum back and beat us to the finish line.

Balloon Cup

Elliot and Ken played a game of Balloon Cup while waiting for Linie 1 to finish.  This was a first time for both, but they quickly got the hang of it and didn't have any lock-ups.  Elliot won but didn't appear to be thrilled with the game. Ken is eager to try it again.

Age of Steam

I asked Ken to bring this since I've been wanting to play it ever since I gave it to him as a birthday gift (that sounds very self-serving, doesn't it?).  This is a train game (I just realized this was a very transportation-oriented session - trolleys, balloons, and trains) set in middle America - comfortable territory for me since I've lived in 3 of the cities represented on the map (St. Louis, Indianapolis, and Des Moines).  Players compete by building rail line segments between cities and establishing shipping lanes to increase their annual revenues.  The longer a route used to ship the goods, the more income produced.  Cash flow is a major factor in this game - just like the real business world, you almost certainly need to issue shares to get cash to build your lines.  The player that gets to positive cash flow early has a good chance of pulling ahead, but there are some interesting mechanics that prevent a runaway situation.  As business grows, so does the complexity of managing operations (margins can decline), so there's a progressive income reduction at the end of each turn depending on the income level.  Ken got control of the middle of the board early, was fiscally responsible and got his locomotive upgraded to transport 3 segments by the third turn.  Ken won the game, with Doug, Elliot, and I close behind (I had a good comeback but never recovered from a negative cashflow situation early the game that knocked down my income two notches). Kevin finished a distant last but I got the sense this game wasn't his cup of tea.  I loved the game and am eager to try some of the other train games (18xx series, Volldampf).

Aladdin's Dragons

This was a bargain I picked up at the Wizards of the Coast store so Ken, Elliot and I decided to break it out and give it a first try.  This game surpassed my expectations.  The goal of the game is to collect the most artifacts, and artifacts are purchased using treasures.  Players successively place secret bids on treasure caves, town stores (where special abilities can be purchased), and palace rooms (where artifacts can be purchased).  In some cases only the winner of the auction in a particular room gets anything, in other cases there are staggered prizes even for the losers.  There was one point of confusion that we need to investigate - the rules state that in a 3-player game, only two sets treasures should be placed in the dragon caves (so the 3rd place finisher wouldn't win anything).  But the 3-player treasure cards show three treasure sets in several cases.  We assumed the cards overruled the printed rules, but we could have been wrong.  This was a very close game - Elliot one by collecting the most scroll artifacts, which was the tie-breaker and we all finished with six artifacts.

Mystery Rummy 4 - Al Capone

Ken and I wrapped up the evening with a shortened game (to 100) of MR4.  I like the rummy games, particularly Wyatt Earp, and I suggested this once since I think it plays better with two than Wyatt Earp.  I got off to a quick lead, but Ken cam back at the end to edge me out.  The final score was something like 112 to 102.  The designer, Mike Fitzgerald, wrote a great strategy article on spielfrieks that I need to read and digest before playing this again.

posted on Tuesday, July 01, 2003 3:44:17 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

 We spent most of our time play-testing a new game, but we managed to squeeze in a playing of the new Fantasy Flight game Quicksand.  This is a racing game where you advance one of six adventurers on your turn by playing cards of that adventurer's color. The catch is each player is trying to advance their secret adventurer while trying to guess which adventurers belong to which opponents.  Adventurers can be delayed by moving them into tight situations (like quicksand) or by playing quicksand cards.  This is a simple, quick game that won't be for everybody.  It has a fair bit of bluffing and misdirection, but there isn't enough time to do much but advance your adventurer and slow down whoever is in the lead.  There's a substantial luck element as well - I only drew 3 cards of my adventurer's color the whole game.  Mimi pulled this one out with Doug and Ken a close second.  This one will be fun with the kids, but a bit too light for my taste.  I'll give it a 6.

posted on Tuesday, July 01, 2003 3:29:21 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 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]