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 Friday, March 19, 2004

Time to jump on the bandwagon.  I've seen a number of postings of where folks have been using the cool map service at World66.  So here's my story.  First, the places I've been:


create your own personalized map of the USA or write about it on the open travel guide

Wow. I need to find some time to visit the last few remaining states I haven't visited. I've also lived in a lot of those states (lived == more than 2 months residency.  Don't miss the blip in Washington DC):


create your own personalized map of the USA or write about it on the open travel guide

Here's my world map. Soon I'll be able to add Malaysia, Singapore, and China to the list:


create your own visited country map or write about it on the open travel guide
posted on Friday, March 19, 2004 1:13:29 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Wednesday, March 17, 2004

Been a while since I posted some family photos, so here are a few I thought were more than worthy.

Matthew with a traditional Irish dinner of corned beef, green beans, green noodles, green artichokes, and green milk.

Last Sunday I ran the annual Pack 710 pinewood derby.  I once again demonstrated my mechanical proficiency, doing my best to help ensure that Jacob and Matthew's cars barely made it past the finish line.  I really need to hire some outside consultants next year.

Jacob looking sharp in his Cub Scout uniform.  He lost a tooth at the pinewood derby!

posted on Thursday, March 18, 2004 3:35:04 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Monday, March 15, 2004

A strange title for a post, but I've spent the last week reading (and re-reading) the rules for Europe Engulfed in anticipating of a trial short scenario play with Jacob.  One thing I love about “German” or “European” style board games is that they are very approachable - I can usually learn and teach the game to the family within an hour.

Wargames like EE take a real investment to learn - ideally you can be taught by someone who already knows the game, but I don't have that luxury.  So right now I'm in the process of reading the rules, checking the errata online, looking at the map (conveniently setup on my dining room table - Julie just loves that), and re-reading the rules.

Of course, reading Chris Farrell's recent post makes me believe it will all be worthwhile.

posted on Tuesday, March 16, 2004 3:11:42 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Sunday, March 14, 2004

Yesterday Jacob and I made the long trek up to Vancouver's east side to attend a game day hosted by Doug & Mimi.  It had been too long since our last visit, so it was good to reconnect.  Attendance was great - there were nine of us there for most of the afternoon.

Desert Oasis

The crowd was interested in some of the newer titles I brought, so we started one group of four with Desert Oasis.  This game is very easy to teach and everyone caught on quickly.  Matt immediately started building up a dominance on the camel track, and somehow the bidding worked out so much in his favor that he was able to grab a healthy chunk of the camel scoring tiles as well.  This was my first taste of bad luck with this game - I had poor cards and rarely was able to snag the #1 player spot.  Still, I did fairly well with the stone tiles and finished a respectable second place.  Respectable, that is, relative to third and fourth because Matt managed to score around 194 points, 80 points ahead of me.

Doug, David, Matt, and I play Desert Oasis while Tyler observes.

Attika

Meanwhile Jacob taught Mimi, Dave, and Kevin how to play Attika.  Kevin expressed some concern that it was a bit dry, but is willing to try it a few more times.  I think the game gets better once all of the players know the rules and the game goes at a decent clip.  Mimi won this one.

Jacob taught Mimi, Dave, and Kevin how to play Attika.

Alhambra

Alhambra was the next to come out.  Again, this is an easy game to teach so we were able to get started very quickly.  Tyler had a great start, with several exact value purchases happening early in the game.  David turned out to be the strong player here, winning by 13 points.  I finished last - my only signicant scoring coming from my towers.

Tyler, David, Jacob, Kevin, and I played Alhambra.

Nautilus

I still don't know much about this exploration game other than it takes a while to play.  Doug, Mimi, Matt, and Dave were at it for about 2.5 hours.  I believe Doug won.

Doug, Mimi, Matt, and Dave play Nautilus.

Puerto Rico

While we were waiting for Nautilus to finish, we searched the voluminous shelves for a good five player game.  Someone suggested Puerto Rico, and everyone agreed.  It was an interesting game with very different strategies competing.  Kevin focused on corn and shipping, racking up tons of victory points throughout the game.  David had a mix of shipping (mostly sugar) and buildings.  I focused on higher value production and buildings.  For most of the game I had a monopoly on tobacco, and several times I was able to trade by myself.  This allowed me to build two of the large buildings.  Unfortunately I made a bad choice in one of the buildings - I chose the one that pays extra VPs for the number of plantation squares populated, when I should have chosen the one that gives a bonus for violet buildings.  I ended up filling out all of my building squares in the same round we ran out of colonists.  The game ended in a very close finish - Kevin had 47, I had 45, and David had 43.

Tyler, David, Jacob, Kevin, and I play Puerto Rico.

Relationship Tightrope

Mimi was kind enough to prepare a tasty Italian dinner for us, so while she finished the meal Doug, Tyler, Jacob, Kevin, and I played the newest Uberplay release Relationship Tightrope.  The theme (trying to balance a male/female relationship) has never bothered me, but it looks like quite a few folks are annoyed by the topic.  There are certainly some stereotypes on the cards that might offend some.  Jacob and I really enjoy the game play, but Doug, Tyler, and Kevin were fairly neutral on the game.  Doug managed a victory with the final scores: Doug (3), Tyler (6), Chris (15), Jacob (34), Kevin (36).

Jacob, Tyler, Doug, Kevin and I play Relationship Tightrope.  They weren't having as much fun as they are letting on.

Finstere Flure

We finished the evening with the most recent Friedemann Friese game about monsters chasing hapless characters trying to escape from a dungeon.  The game never interested me enough to try it before, but I thought Jacob would enjoy it so I agreed to bring this one out.

Doug explains the rules to Jacob, Tyler, Kevin, and me.

This game is quite a bit more fun than I expected.  Some of the enjoyment comes from trying to predict where the monster will go and moving accordingly.  Most of the fun comes from moving your characters so that the monster will chase and kill your opponents' characters!  This is a fun race game that I would definitely be willing to play again.  I managed to win, escaping with two of my characters.

Cool monster.

posted on Sunday, March 14, 2004 4:44:43 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Saturday, March 13, 2004

We did pretty well at the state chess tournament - the team finished with 2.0 points out of a possible 5.0, putting us solidly in the middle of the pack.  Jacob played in three of the five matches and finished with 2 points, so we are very proud of him.  His two wins came at critical points - he was the last player on his team still playing in the match and needed a win to ensure either a win or tie for his team.

The tournament was held at the Portland World Trade Center, and we spent most of our time between matches in the covered atrium.


The chess team - Jacob, Jackson, Justin, Conner, Spencer, and Coach (me).

posted on Saturday, March 13, 2004 5:04:35 PM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Friday, March 12, 2004

Today I take the Archer Glen chess team to the Chess for Success State Tournament in downtown Portland.  We have a strong team but frankly, I don't know what to expect.  Wish us luck and I'll give a report later tonight with some photos.

posted on Friday, March 12, 2004 12:14:08 PM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Thursday, March 11, 2004

Clay Blankenship has started a new blog, rss feed here.

posted on Thursday, March 11, 2004 12:52:21 PM (Pacific Standard Time, UTC-08:00)  #    Comments [0]
 Wednesday, March 10, 2004

I picked up a few games over the past few weeks - some from the great online store Boards & Bits and some at the recent Game Storm.  Here's a sampling:

This should keep us busy for a while.  It is taking tremendous self control to not purchase Schrille Stille after playing last Sunday, but so far I'm successfully resisting completing the checkout process at my favorite online store.

posted on Thursday, March 11, 2004 2:07:19 AM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Sunday, March 07, 2004

Uberplay Games was kind enough to send me copies of some of their newest releases to demonstrate at Game Storm in Portland on Sunday.  The demos went extremely well, with over 15 different individuals participating by playing some of Uberplay's newest titles (as well as at least one “oldie”).

Desert Oasis (at Uberplay)

This was certainly the most sought after title today, partly because it is one of Uberplay's bigger box releases, and partly because it is rumored to be the last collaboration between Alan Moon and Aaron Weissblum.  My first play with Jacob and Matthew last week was fun, but we played it incorrectly (we failed to give the bonus action to the player earning the first player slot).  Still, I was concerned at the time about how good this game would be with three players.

Doug and Tim play a learning game of Desert Oasis.

My concerns were confirmed by several others at Game Storm - this is not a great three player game due to some issues with the card offerings and selections each round.  Fortunately we were able to get in a four-player game and it was met with much enthusiasm.

In Desert Oasis, players acquire and play three different tile types: steppes, stony plains, and oasis.  These are played on the game board according to simple rules concerning adjacency and control.  For example, two players' set of oasis tiles may never touch orthogonally.  Players also place camels along the camel track, which divides the tile laying areas into three sections.

Players also collect and keep hidden scoring tiles in each of those four categories: yellow horses (steppes), grey oovos (stony plains), green water wells (oasis), and red commodities (camels).  At the end of the game, players score the sum of the products of the tiles/camels and their corresponding scoring tiles.  For example, if I controlled 10 oasis tiles and managed to collect 8 water well scoring tiles, I would score 80 points.  For the tiles it is possible (and likely) to control more than one area of a particular type (each player has four control markers, so will never control more than four discrete sets).  For camels/commodities, only the largest single chain of orthogonally connected camels are scored.

The most interesting part of the game is the way in which these resources are acquired.  There are cards that contain images of the different types of resources and scoring tiles, as well as a few cards that allow a player to draw more cards.  For example, there are some cards with a single oasis, some with a single water well tile, and some with two of each.  Each player holds a player order marker, distributed randomly at the start of the game.  Players start with five cards (players do not look at their cards, so they are stacked face-down) each, and the first player opens the game by turning over his top card.  This will constitute his offer to the other players - he will not get to choose this for himself.  If he only offers a single card, he draws two cards from the deck and places them at the bottom of his pile.  He may also choose to offer a second card, and in that case he will only replenish a single card.  Finally, he may choose to offer a third card and not get any cards for replenishment.  Each player in turn order repeats the same offer process.

Why offer more cards to your opponents?  You will usually want an opponent to take your offer over another because this will allow you to act earlier the following turn.  Let's say I'm player 4 this turn, and I make a sweet offer of three cards.  Player 1 likes my offer so takes it.  By doing so, player 1 also hands over his player marker to me (face down), allowing me to act first the following turn.  After all players have taken their actions in the current turn, as a bonus the player that earned first player status gets an additional action allowing him to place an additional tile or camel (this is rule Jacob, Matthew, and I missed in our first playing).  This is a very creative mechanism for resource allocation, but I do not think it works for three players.  Because a player cannot choose his own offer, the first player will always be forced to choose the second or third player's offer.  If the first player can always make a week offering and then choose the third player's offering, forcing the second player to take the first player's offering.  This strange dynamic led to offerings that were often very enemic and it didn't seem that the players would compete enough to get first position.  The offering mechanism worked extremely well with four players, however, and I suspect it would be even better with five.  One nice thing about this game is that it shouldn't take much longer for five players to play a game than with three.  The game plays very quickly and has almost zero downtime.

Tim, Mike Deans, Matthew, and I played the only four player game of the day.  Matthew looked somewhat disinterested in the game but must have been hustling us since he played very well.

Matthew, Tim, Mike, and I get to play a four-player game of Oasis.

There was quite a bit of competition for camels as you can see from the game board, and I (through no choice of my own - I rarely was given the option to take camels) managed to stay out of that fight and instead focused on a large patch of oasis.  This payed off in the end, and I pulled out a victory.  Final scores: Chris (121), Matthew (116), Mike (108), and Tim (107).  The game finished in just over an hour.

Final configuration of the four-player game of Oasis.  I managed to win despite placing only 2 (non-contiguous) camels.

Tongiaki (at Uberplay)

Tongiaki has become one my favorite lighter three player games, so it was my pleasure to teach this to several groups today.  My first play of this game was on BSW, but I think it looks and plays much better in real life.  Each player plays a tribe in Polynesia set on sailing to new islands to escape overpopulation.

Chris, Robert, Jacob, and Dallin play a four player game of Tongiaki.

This is basically an exploration game with some really cool mechanics that trigger an escape from an island.  The land tiles have beaches with individual slots for catamarans (Tongiakis).  Once a beach fills up, the catamarans venture off into the sea.  Sometimes the sea is too treacherous and the boats will sink; other times the boats will successfully navigate to a new island.  The goal is to establish population on as many islands as possible.  Each island has a point value, and once all of the sea or land tiles have been used, players add up the scores for all islands where they reside (there are no majority rules for controls of islands).

Chris contemplates his next action.

Relationship Tightrope (at Uberplay)

This light cardgame is a remake of the 1999 Knizia game Drahtseilakt (Tightrope), lightly themed with the struggle of married couples to balance the needs of the man and woman.  This may seem like a dated theme in the Portland area, but yes, men and women do still get married.

Dave, Jacob, Wes, Matthew, and I try and balance our relationships.

I could easily see this game becoming one of my favorite light fillers.  The game is exceedingly simple: there are 50 cards numbered from 1 to 50, and each player is dealt 9 cards at random.  There are 9 relationship cards (numbered from 1 to 9) that are shuffled and turned over one at a time.  As each relationship card is revealed, players secretly choose a card from their hands to reveal and turn them over simultaneously.  The player with the highest number takes a number of blue balancing sticks equal to the number on the relationship card, and the player with the lowest number takes the same number of pink balancing sticks.  If a player is holding both blue and pink sticks, he counts how many of the lesser number of sticks he holds and discards them as well as an equivalent number of the other color.  For example, if a player holds 4 pink sticks and wins 6 blue sticks, he would be able to discard 4 pink and 4 blue sticks, leaving him with only 2 blue sticks.  He is now more in balance than he was before (4 to 2).  The goal, of course, is to finish the hand with zero sticks and be perfectly in balance.  There are also two instant forgiveness (one blue, one pink) cards in the relationship deck.  When these are turned over, the next card is revealsed and the blue or pink number (depending on which instant forgiveness was drawn) will not be awarded this hand.

There is a tremendous amount of luck in this game - players can be dealt fairly awful hands.  Still, I suspect there is a great deal of skill in playing the cards to maximize balance and I look forward to playing this one quite frequently.  In our game, Wes did the best job of balancing.  Final rankings were Wes (2), Matthew (5), Dave (8), Jacob (10), Chris (12).

New England (at Uberplay)

Chris requested on Friday night that I also bring over New England since he had been hoping to play this great game from 1993.  I tought four players how to play and they picked it up very quickly.

Chris, Arthur, Jacob, and Wes play a four player game of New England with the basic setup.

Arthur needed to leave just before the end of the game, but DaveE was nice enough to sit down in his place to finish it out and get a victory.  Final ranks were Arthur/Dave (35), Chris (33), Wes (33), and Jacob (27).

Final board configuration for New England.

Alhambra (at Uberplay)

Towards the end of the day Wes requested a game of Alhambra.  Uberplay has not yet released their English language version, but were nice enough to provide the German language version for me.  I've played this a few times in real life and on BSW, so I taught the rules and let the three players play on their own.  I didn't capture final scores, but feedback on the game was unanimously positive.

Final play of the day - Alhambra.

posted on Monday, March 08, 2004 3:40:53 AM (Pacific Standard Time, UTC-08:00)  #    Comments [0]

The better of day 3 at Game Storm for me was my Uberplay Games demonstration session, which was supposed to last from nine until noon but actually lasted for most of the day.  I'll cover the details of the demos in my next report, but first I thought I would give a photo diary of the other activities of the day.

We arrived about 8:30am.  While I set up the Uberplay demos, Jacob and Matthew joined in a game of the classic Scotland Yard.


KC promised Jacob and Matthew that he would have a special gift for them if they came to Game Storm on Sunday for his annual “Family German Games” session.  KC did not disappoint - check out the Battle Dome game he found for them!  Think of Hungry Hippos or Gnip Gnop but with pinball flippers and a cool, wind-up ball distribution mechanism.


The obligatory Loopin' Louie game.


Jacob and Matthew play The Legend of Landlock with a cute little girl.


KC demonstrates one of his better prototypes (with a new graphic design!): Pizzza.


Schrille Stille was the highlight of the day for me.  Players take the part of a record label pulling strings to boost artists to new levels of fame or send them hiking.


So we did I like Schrille Stille so much?  I have a thing for cool play mechanisms (not abstract game mechanisms, but real gadgets that do something useful in a game), like the tower in Wallenstein.  Schrille Stille has this cool cd-player gadget that is used to secretly collect and distribute votes for the artists.  Matthew (surprise) was able to trounce everyone else.

posted on Monday, March 08, 2004 2:33:48 AM (Pacific Standard Time, UTC-08:00)  #    Comments [0]