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 Tuesday, May 04, 2004

I'm having way too much fun with my Digital Rebel.  I'm especially impressed with the results I'm getting with high-speed (1/1600, 1/2000) action photos of Jacob and Matthew's baseball activity.  So bear with me if you are only interested in gaming activity - I'll probably be posting quite a few family photos this summer.

Jacob in the dugout with teammate Joey.  Focal length 80mm, F/4, 1/320 sec.

 

Jacob getting one his many hits on Saturday.  He had one of his best hitting days ever, reaching base every at bat over two games.  Focal length 300mm, F/7.1, 1/2000 sec.

Jacob is doing a great job as the backup catcher.  This is a photo of Jacob taking signs from the dugout coach that he will into ball position for the pitcher.  300mm, F/5.6, 1/2000 sec.

posted on Wednesday, May 05, 2004 2:12:02 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

Not much gaming happening lately.  Busy travel schedule again (though things look to be quieter in May/June), and my gaming date in Las Vegas feel through last week.  I did manage to get in a playing of San Juan at work last week with a couple of co-workers, and I taught KC's prototype Northwest Trek to the family Friday evening.

San Juan

Two co-workers, Jason and Arron, took me up on an offer to play San Juan over lunch at the campus center at Corillian.  Jason had played Puerto Rico before so was very familiar with the role-choosing mechanic; Arron hadn't played PR but had at least read the rules, so within 5 minutes or so we were underway.

I experimented with a lot of producing/trading in this game, certainly to my detriment.  Unlike PR, in San Juan everyone can sell any goods, so it often isn't as advantageous to choose the Trader role.  Arron stuck to prospector most of the time and did a nice job getting violet buildings out, but his lack of experience with the card combos hurt him as he didn't get a good multiplier.  Jason picked up the game very quickly, going nuts with lots of production buildings then laying out a Guild Hall, which gave him (I think) a total of 14 bonus points.  He won the game running away, I was a distant last place.

Northwest Trek

The boys asked me to teach them one of KC's new games, so I pulled out Northwest Trek, a fairly light and simple geometric tile-laying game. 

Jacob and Matthew starting a game of Northwest Trek with Julie and me.  We played with open tile hands for most of the game so that I could help everyone.

As I have mentioned before, Northwest Trek uses Cairo tesselation - a cool geometric trick which creates some challenges in placement because the tiles are vertically asymetric.  We are working on some different board/piece decorations to make it easier to orient the pieces for placement.

KC makes the nicest prototypes in town.

No surprise - Matthew managed to beat all of us with a strong showing - four sets of animal photographs with 6, 4, 4, and 3 in the sets.

Would you be interested in downloadable versions of these games?  If so, leave a comment here.  KC and I are gauging interest in making DTP-style versions of 1 or 2 of his games available.

posted on Wednesday, May 05, 2004 1:53:16 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [6]
 Monday, April 26, 2004

Joe Huber did a great job of summarizing the impressions of games from the Gathering.  Below is the summary of his work.  The rating system: + = thumbs up, 0 = neutral, and - = thumbs down.   Based on everything I've read, I'm most interested in Power Grid, St Petersburg, and Goa.

Alexandros              000----
Blue Moon               ++000--
Boomtown                +++0
Buyword                 ++++
Cargo                   00--

Coda                    +0---
Dawn Under              000--
Die Steven Seagal       +00-
Dos Rios                ++++000000000------
Egg Dance               ++00

Einfach Genial          +++++++++00000000-
Employee Of The Month   +++++000000--
Fifth Avenue            ++++++0000000---
Goa                     ++++++++++++++++++00000
Hansa                   +++++++++++++++000000000---

Immer Oben Auf!         00----
MaNiKi                  ++++
Marco Polo              ++++00000-----------
Memoir '44              +++++++++
Oasis                   +++++++++0000000000---

Oh Pharoah              ++000000---
Power Grid              ++++++++++++++++++++++0-
Saga                    +++++000000000-----
St. Petersburg          +++++++++++++++++++00000000000
San Juan                ++++++++++++++++++++000000

Santiago                ++++++++++
Spy                     +0-----
Sunken City             ++00000-----------
Tahuantinsuyu           ++++0
Ticket To Ride          +++++++++++++++++++++++++++00-

Tongiaki                +++0----
Sorted by approval ratings (assuming everyone who didn't rate a game 
would give it a 0 - thanks to Randy Cox for doing this last time!):


Ticket To Ride          68%
Power Grid              55%
San Juan                53%
St. Petersburg          50%
Goa                     47%

Hansa                   32%
Santiago                26%
Memoir '44              24%
Einfach Genial          21%
Oasis                   16%

Buyword                 11%
MaNiKi                  11%
Tahuantinsuyu           11%
Boomtown                8%
Employee Of The Month   8%
Fifth Avenue            8%

Egg Dance               5%
Blue Moon               0%
Die Steven Seagal       0%
Saga                    0%
Oh Pharoah              -3%
Tongiaki                -3%

Cargo                   -5%
Coda                    -5%
Dawn Under              -5%
Dos Rios                -5%

Alexandros              -11%
Immer Oben Auf!         -11%
Spy                     -11%
Marco Polo              -18%
Sunken City             -24%
posted on Monday, April 26, 2004 12:58:38 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Saturday, April 24, 2004

Jacob and Matthew are playing baseball again this year.  Though they are almost two years apart, it seems that Matthew is always only one year behind him in the league.  This is mostly due to mom & dad wanting to push him along a little faster.

In Sherwood, if you play youth baseball you are part of Junior Baseball of Oregon.  JBO is quite a bit different than Little League, and so far I have been impressed.  At each age level, there are three divisions: National, American, and Federal.  The Federal team (there is only one) is the all-star team and plays together all season, often traveling to tournaments outside the city.  The next level is American, which is very competitive and travels frequently, but is not quite at the Federal level.  National is for beginning or recreational level players.

When I grew up, everyone at the same age level played in the same league, and at the end of the season an all-star team was chosen from the teams to compete in the post-season.  I like the JBO model since it allows players to spend the entire season playing with players at about the same skill level.

Matthew posing for his individual picture.

Matthew is in a developmental league (pre-JBO) called Midget International.  This is meant to be a transitional league for players that want to play real ball (stealing, player pitching, etc.) but aren't old enough for Midget.  This is where Jacob played last year.

Matthew's baseball team.

Jacob tried out earlier to see where he would play, and was drafted by a Midget American team.  In fact, his two coaches also coached him in football.  This league is a stretch for Jacob - he is not used to this level of competitiveness, and it is tough not being one of the 2 or 3 best players on the team.

Jacob (right) listening to coach after practice.

So far, his skills are improving and he is hanging in there. It looks like he will be the backup catcher and spend most his time playing outfield.  Jacob isn't the most agile, strongest, or most talented player, but his attitude is amazing and the coaches love him for his listening skills and work ethic.

Action shot of Jacob rounding 3rd base during practice.

One challenge for Julie and I is to keep our feedback as close to 100% positive as possible.  His coaches challenge him enough, and his self confidence wanes at times, so our roles need to be almost completely reinforcing.

Jacob slides into 3rd during practice.

posted on Sunday, April 25, 2004 3:07:58 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

This report is almost a week late in coming, but better late than never.  Spent last week in North Carolina and Colorado, and I head to Vegas this week for a conference where I'll be speaking.

Last Sunday a few folks came over for some casual gaming.  This wasn't a scheduled event so I was surprised at the strong turnout.  Peter, Ken, Brandon, Mike, Kevin, KC, Rita, and Jenna all joined us.  Brandon, Jacob, Matthew, and Jenna spent most of the time playing anything but boardgames.

San Juan

Kevin and Ken arrived first (Brandon went upstairs to play with the boys), so we quickly broke out San Juan, the card game based on the innovative boardgame Puerto Rico.  I had played with Jacob once before so had a decent handle on the rules; in any case, this is a very easy game to explain and learn.

I got off to a strong start, getting a silver mine early and a few production/trading enhancement buildings.  It wasn't a very close game - I got to 12 buildings first and had a sizable advantage.  I'll attribute my victory to the fact that Ken and Kevin were just learning.

Chris and Ken playing San Juan.

This is a quick, light, but fun game that I look forward to playing a lot in the future.  Looks like I even convinced a couple of co-workers to join me for a game over lunch next week!

Pizzza

While waiting for our game of San Juan to finish, KC, Rita, and Peter played a quick game of Pizzza, KC's light family game prototype.  Players are in pizza school and try to make the best pizzas.  This is a tile laying game with a bit of hidden objectives thrown in, and is a blast to play.

Peter, Rita, and KC playing Pizzza.

Schrille Stille

Schrille Stille plays great with 6, so that came out next.  This is not a game of deep strategy and if you can't handle a bit of chaos, say away from this game.  Boy, is this game fun!  Even after the amusement of the voting mechanism wears off, there is some serious tension as the game draws to an end.  We had lead changes on all four of the final scoring rounds, with players bouncing from last to first and back again over the course of two turns.  I think Kevin came out on top this time.

Peter and Ken place their votes in Schrille Stille.

This game truly is a party game, and would be welcome with most casual or even non-gamers in my opinion.

Ticket to Ride

Several folks wanted to play Ticket to Ride, so we broke that one out.  Mike Deans showed up about the same time, and we had 6 people and had to split things up a bit (Peter had to go).  Kevin, Ken, Rita, and KC played Ticket to Ride while Mike and I decided to learn and try Blue Moon.

Ken, Kevin (the unknown gamer), Rita, and KC play Ticket to Ride.

I think everyone was feeling good about this game.  I certainly look forward to playing it again.

Blue Moon

Mike and I decided to play Blue Moon out of the box.  The rules are straightforward, and if you are familiar with combat-oriented CCGs you will pick up this game quickly.  Blue Moon is not a collectable card game though - it has a base set with expansions (and more due this year), but there's no notion of rarity, booster packs, etc.

Each player represents a faction at war with each other.  On a turn, a player will always play a character to duel against the opponent's character.  Each character has a specified strength in earth and fire, so when you lay down a character you must declare the element in which the character will fight.

The opponent must either respond in kind with a character at least as strong as the opponent's character, or retreat.  When a player retreats, the other player wins a dragon to his side.  Three dragons start out the game in the center (neutral) space.   If a player can win all of the dragons plus one to his side, he automatically wins the game.  Dragons only live on one side or the either, so when you win a dragon and the opponent already has one or more on his side, one of those dragons just moves back to the neutral space.

There are other optional cards that can be played with the characters: leadership cards are use-once in nature and give a benefit usually unrelated to the character (like allowing the player to draw more cards).  Booster and support cards usually improve the character currently played or limit the opponent's actions in some way.

Mike plays Chris in Blue Moon while Jacob watches on.

If a player runs out of cards or cannot play a character from his hand when he must, then he automatically loses the hand.  This is the way all of our hands ended, so clearly card management is a key part of the game.

This is a fun game that I hope to play some more.  I'm not sure if it is significantly more compelling than playing, say, the latest pre-constructed starter decks for Magic: the Gathering, but there are some nice differences.  First, the artwork is extremely nice. Second, the cards are much larger (probably twice as big in area) giving it a different feel.  The gameplay is also a bit simpler in that there seem to be fewer timing issues.

Liar's Dice

While waiting for the Blue Moon game to finish, the rest of the crowd played a shortened game of Liar's Dice.

I think Jenna was down to her last die at this point, but she still seems happy!

Mexica

I can't remember how this one turned out, but I do know that everyone enjoyed the game.  I haven't played it so look forward to giving this one a try at some point.

Ken, Kevin (the arm), and Rita play Mexica.

Base Camp Delta

The last game of the day for me was KC's latest prototype, Base Camp Delta.  The theme is pretty cool here - mountain climbers trying to reach the summit of Mt Everest and the other peaks surrounding it in the Himalayas.

Mike, KC, and I play Base Camp Delta.

This is a racing game but with a few twists.  Teamwork is key here, and in the spirit of cooperation of climbing teams, even your opponents climbers will help yours. So when climbing, it helps to have others above you and with you to facilitate those tricky stretches. 

Close-up of the board in Base Camp Delta.  Note the tokens representing hidden values for the different peaks.

There's a certain press your luck element to this game - climbs are attempted with dice rolls (d10) and checked against a difficulty scale based on the terrain, plus any bonuses from helping hands and cards played.  Each climber can make two climbs per turn (a player has 5 climbers), but as soon as a single climber fails, the turn is over.  If you manage to finish a turn without a failed climb, you get to draw an extra card.

Those that dislike dice rolling games may cringe when they see a game like this.  If you like Formula De or other racing games, but want to include some other mechanics such as surprise objectives and resource management, then you'll probably enjoy this game.

posted on Sunday, April 25, 2004 2:15:19 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [4]
 Thursday, April 22, 2004

DasBlog provides some nice referral tracking that helps me learn how people find the site.  Often the referral is from a strange search at Google, MSN, or elsewhere.  I thought this one was humurous:

“when+wanting+to+play+canasta+and+page+come+up+saying The+requested+URL+was+not+found+on+this+server”

posted on Thursday, April 22, 2004 2:51:19 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Tuesday, April 20, 2004

My good friend Doug Walker (and wife Mimi) spent last week at The Gathering of Friends in Columbus, OH.  This is a private, invitation-only event sponsored by the prolific game designer Alan Moon.  Doug has given me permission to post his thoughts on the games he played at the Gathering, so here they are.

P.S. I'd love to go to the Gathering at some point!  All of you invitees out there that can vouch for me, I'd sure appreciate an invitation!  OK, enough groveling, let's move on...


Mimi and I had another great time at the Gathering of Friends in Columbus Ohio.
This year it was at a new location which was much better than in previous years,
in particular because it was within walking distance to many good inexpensive restaurants. The only glitch was that the water was out the whole first day due to a burst water main.

We got to play many good prototypes (which I can’t discuss) and met many designers as usual. New this year, at least to me, was Freidemann Friese who was sporting a head of very green hair.

We only played in  two tournaments, Liars Dice and Loopin’ Louie, because there were lots of new games this year and I played most of the games that looked interesting. Here is the list in the order we played them I’ll use the following rating system:

- Need to have this game!
- Like this game.
- don’t mind playing it again.
- would put up with playing it again.
- would run from the room screaming if you try to make my play it again.

San Juan

This is the card game spin-off of Puerto Rico,  Its and OK game with similar mechanics but not as deep as its predecessor.  It’s only for up to 4 players but I hear there is a 6 player expansion in the works.  The gimmick is that the cards are used both for buildings and for money, so you have to decide what to throw away as payment for the building you are building. 

Dos Rios

Two rivers flow down the length of the board passing various terrain. On your turn you can place men, and buy huts (or a big hut).  You then chose a card to produce money on certain terrain next to the river which have men or huts on them.   There is some conflict over trying to get the good  spaces but the big gimmick is that you can place dams  to change the course of the river.  People seemed to thing it was too dry and analytical.

Tumbling Dice

This is a true test of dice rolling skill. Shuffleboard with dice.  A beautiful wooded board steps down to increasingly valuable scoring zones.  players take turns trying to toss a die into a high scoring zone or knock out an opponents die.  The score is the die roll times the zone number, and that’s the problem. A skillful toss is negated by a low roll. So even if I were into games of skill this would get a low rating.

Power Grid  (maybe )

If I didn’t already own Funkenschlag this would get 5 stars.  It is a revision of Funkenschlag in which some of the redundant power cards are removed and  the crayon drawing is replaced with a preprinted map on which you place ownership tokens.  One  side of the map depicts the United States and the other side depicts Germany.  Graphically, the map is a big improvement but it does change the strategy of the game some.  The aim of these changes was to make the game play faster.

Ticket to Ride 

This was Alan’s latest and a big hit with everyone.  It is sort of a cross between Airlines and Santa Fe.  You draw cards from the 5 available to form sets to link the cities printed on the map longer links being worth more per card than shorter ones. There are also destination cards which give a bonus for connecting specific cities (or a penalty for failing). The game is simple in mechanic but has a lot of  tension and requires some tough choices.

Bridges of Shangri-La  

Being an analytic type I should have like this but  I didn’t.  Several towns are separated by bridges.  There are 7 schools of philosophy  in each town.  Each player has a set of pieces in each philosophy which he tries to bring onto the board in towns he already has a presence in or spread to other towns.  The trick is that when you spread you excess units to a new town you bring all other players excess units with you , and destroy the bridge you pass over.  The game ends when all but two towns are isolated.  It was very dry, analytic and dull.

Hansa

Another dry, dull game. This one involving Trade in the Baltic in the time of the Hansiatic League.  I can’t even remember how it played anymore, I just remember it was dull.  Kogge (see below) was a far better game on the same subject.

Mimi reminds me how the game plays! The map has routes marked out to follow and the towns  start with randomly chosen goods.  Each player starts with some markets in some of  the towns.  You get six action points to spend moving and trading and building markets. If you pick up a good where someone has the majority of markets he gets paid. You can spend goods to build markets or you can spend markets and two goods to get victory points.  If the supply of goods runs low you can spend an action to put more on the board.  As I now recall most of the choices were fairly obvious.
  
Railroad Dice

While this is a dice game by name, the dice aren’t dominant as luck elements. You usually roll what you need and there are ways around failing to roll what you need. This is a track laying stock buying game that is quite innovative.  We started the game playing with incorrect rules which created lots of problems.

Once we sorted this out we could see the game seemed to be pretty good.   If I were rational I might not give it 5 stars but since I love RR games and innovation  I can’t resist. 

The object is to make earn VPs by setting up routes with adjacent stations of the RR company of which you are the director.  You get an income each turn of so many dice and you can either role them or use them for money.  When rolled they become bits of track, RR stock, or a wild card which can be used as money, RR stock or any kind of track.  You can also use them to gain extra dice.  Building stations costs money.

Track and stations are build on terrain tiles which I think were 6x6 squares. If you build the track off edge of a tile or build a station you get two wilddice.  A major difference between this and other RR stock games, is that all benefits of the railroad come to the director but it is very easy for others to take over the directorship, (if there are no share available by buy them from the director) so the game should stay competitive even if one Railroad dominates. 
          
Oh! Pharaoh

A pretty good card game reminiscent of the cow bucket game. You have a hand of cards numbered from 1 to 9 and meld pyramids in which each level has cards of exactly 1 higher value then those below with each level having fewer cards than the one below it.  Each turn you can add  levels at the top or bottom or you can score it and discard it.   The scoring is the sum of one card from each level times the number of levels.   There are several special action cards.  The most common of these is the thief which allows you a chance to remove cards from anywhere in someone else’s pyramid before it scores.   This creates tension around how long to keep trying to make the pyramid bigger. 

Marco Polo Expedition

Another Camel race.  Each player has a camel in a caravan. Each camel occupies one space along the trail to China.  The camels all start adjacent no stacking.  Player order is from back to front of the caravan. you jump to the next open space by playing card sets shown on the space.  If  a gap opens between you and the caravan  you can spend money to catch up then try to play cards to jump in front.  Some of the spaces have money for the first camel to get there and there is a scoring by position half way though the race and again at the end.  After moving you can draw a card from the face up available or pick from the draw pile.
The problem is that by the time your turn comes around again the set you need will usually have changed.

Pretty simple but nice and short.

Saga

This may deserve a higher rating.  We played a two player game which reduced out all of the subtlety.

The are six regions.  At the start these are defended with knights of two different colors.  Players are trying to assemble armies to attack the regions. The color of the first knight determines which region can be attacked and the army can not contain any duplicate colors. Once an army is stronger than the knights defending the region it automatically wins the region and the income it provides.  The conquering knights become the new defenders.  One of the regions was worth more that the rest so in the two player game we just kept building an army to take that region. As soon as one of us get it the other took it back.

With more players there might be some strategy around going after places others were ignoring.

Lokomotive Werks

Another original RR themed game.  You are in the business of manufacturing steam engines.  There are 4 kinds of engine in 2 to 5 levels of technology.  Everyone starts with a plant capable of producing one level 1 general purpose engine. Three dice are rolled and there some is the market demand. The next available engine also has a demand die rolled but no one has the tech to make it. Each turn you  can buy tech for an engine you don’t currently make and buy upgrades to your production capacity and sell what you have produced.  When  production matches a demand die it is re-rolled to create new demand.  The newest engines gain demand dice up to a point and old tech engines lose dice until there is no more demand so you have to keep upgrading your tech and the production facilities.  The game is quite straightforward for and  economic game but there is lot of math trying to calculate how best to spend your money. 
 
Saint Petersburg

Another game with new mechanic. It is themed on the Imperial Russian economy. There are 4 kinds of cards - Peasants which produce money, Buildings which produce victory points, Nobles which produce money sometimes VP and which are worth VPs at the end of the game, and cards which can upgrade the other 3. The game starts with 8 peasants being dealt out and players taking turns buying them or reserving them for later purchase.  When all pass  the peasants produce (in this case income) and building cards are dealt to replace the sold peasants so there are again 8 cards available. These are scored and the same routine follows for the nobles and the upgrades (except the upgrades don’t score until their base card type does).

Each player goes first in one of these 4 phases and this passes to the left at the end of each round.  There are various discounts to be had and money management is key to the game. There are several types of cards which give special abilities rather than money or VPs.  This is a game of simple mechanics and lots of  strategy and choice.

Secrets of the Tombs

This was a nicely produced Martin Wallace game so we were expecting it to be pretty good.  Unfortunately it is actually a game for fleecing money from tourists at the British Museum.  The Idea is to explore a pyramid by laying path tiles and moving along them, get so many artifacts in chambers printed on the board and get back out with them first.  Even in a 5 player game we were each building our own path  so there was no interaction.  There are event cards which almost all say “god blah blah blah give/takes a life point for reason blah blah blah” The artifacts are each represented by a card with a detailed description and picture or some real artifact.  So there is lots of education on Egyptology in the box but very little game.
We were all so bored with it we couldn’t even finish. 

Sunken City

Long ago a city (not Atlantis maybe Disney now owns the rights) sank.   It sits in the middle of a lagoon we all live on and its full of treasure.  Some strange magic causes pieces of it to raise out of the water from time to time and we can get treasure by going into the buildings.  For some strange reason this pisses Neptune off  and he will chase us around sinking the city again.  Once you get past the absurd story and premise its a pretty decent  game.  Each player starts in a separate corner and can  plays cards which show how many pieces of the city to place and how for to move.  The more of one, the less of  there other.
Each player starts with identical cards sets and can play anyone they want. They don’t get any back until all 7(I think) have been played so you have to plan around that.  The City pieces consist of streets and buildings and there are a lot of restrictions about building placement.  The buildings are numbered from 1 to 10,  whenever you  land on a building you  flip the corresponding treasure marker on you display.  When you get back to your starting point you move the flipped treasures to your scoring pile.  The trick is that you also roll a dice to move Neptune. Each piece he moves off of sinks and if you are on the sinking piece you  swim back to your starting location (instantly) and unflip all the treasures you haven’t stockpiled.  (Oddly Neptune can’t swim.)  So you need to be careful about being  to ambitious on each trip into the city.  The game is won when someone collects all of his treasures or when the street tile set runs out.  Many like this game (it looks great) and many didn’t.  I think the game has a lot of strategy  for its simplicity and it doesn’t take very long.
 
Terra

“Save the Earth” is the them of this card game.  It is sort of Republic of Rome lite.  Players have to co-operate to solve various world crises and  they get VPs for doing so.  But they get more VPs for hoarding the solutions for themselves.  There are the suites of crisis and solution cards in various denominations and the crisis cards also have a continent to which they pertain.  On your turn you draw a card and if it is a solution matching an active crises you can play it on the crises and then play sets into your hoard.  If you draw a crisis then players can get VPs trying to solve it before it becomes active.  To solve a crises matching solutions must be played to equal or exceed the value of  the crises.  If too many crises cards are active at any point (less if they are all on one continent or of one type) the game ends with everyone losing.

This was our sad lot.  If you get through the whole deck without this happening the VP from the hoard are added to those gained from solving crisis to determine a winner.

Lucky Loop

A dice game in which you are trying to put on an aerobatic routine.  Each player tries to complete 4 routines which consist of 3 cards each with a difficulty. The higher the difficulty the more points success is worth.  When you attempt a routing you are given 6 dice.  Your role 3 and place any or all of these an one of the cards to match or exceed  the difficulty (matching scores more points) you then replace back up to 3 and roll again to attempt another card finally you roll your remaining dice (up to 3) and try to match or exceed the last card.  If you succeed all three you score that routine, If you fail only the last roll you get a bonus chit which can be used for a 7th die or for a re-roll on some future attempt.  If you get a high enough score or beat the best score you can also get a bonus chit.  Once you complete all four routines you must do a freestyle routine of your own design which has a total difficulty of 25.  Each time you fail at this final routine you loss 2 VPs so you need to save up some chits for it. Once someone succeeds at their final routine the game ends.  Whoever has the most VP wins.  During the game you play cards to the 4 routines to establish their difficulty and value. To fly a routine you need to either play all three cards defining it or play one card to increase the difficulty.  Its a fun and engaging  diversion with a lot of room for strategy, but ultimately he who rolls high most wins.
 
Goa

Probably the best game of the convention.  There were two copies and  waiting line for this 4 player game.  It has been described as Industria on steroids because it uses the bidding system from Industria. But it has a lot more depth.  The theme is colony building and the goal of the players is to advance various attribute of their colonial empire. There are 27 chits representing plantation, extra ships, colonists, money etc, or income of these.  25 of these are randomly dealt on a 5 by 5 grid. The start player puts a flag next to one of these chits and the players take turns putting bid markers on adjacent chits making a chain.  The flag and the 4 chits are then auctioned.  The flag represents the right to be the first player next auction. It also comes with an extra action for the second phase.  After the auction players take turns doing actions until all have taken 3,  then player who have extra actions can spend them.  The actions are

  • Build ships
  • Harvest
  • Take cards (which give various advantages)
  • Get money
  • Colonize
  • Increase tech.

The amount of stuff received in the first for types of actions and the chance of successfully colonizing is dependent on the tech level in each of the corresponding tech tracks.  Being the first to reach certain tech levels also gives bonus cards and actions.  Raising a tech level requires expending ships and specific goods from the harvest. 

After 4 rounds of bidding and actions, the remaining chits are removed from the 5x5 grid and an new better set is dealt out.   After 4 more rounds the game ends.  Points are scored for each of the 5 technologies, the number of colonies, the value of card sets, and a little for left over money.  The scoring for everything but money goes on a 1, 3, 6, 10 scale for an improvement of 1,2,3,4.  The only real player interaction is in the bidding but that didn’t seem to bother anyone.  The only complaint I heard was that many thought the winning strategy was to get lots of cards at the end to score lots of sets, but this was based on them missing a rule which limits hand size. 

Kogge

This is the good Hansiatic League game.  The company that makes it is JKLM and it looked like a homemade game.  The Baltic is surrounded by 9 ports numbered 0 to 8 each port produces 1 of the 4 commodities and has two chits indicating which to other ports can be reached from there.  Each player has a boat (a Kogge to be precise) and a warehouse.  One of the cities starts with a token marking the trademaster.  Players have a hand of chits (0 to 8) which they use to bid for player order. In addition to determining player order each city whole corresponding chit is played produces goods, players who have warehouses in these cities get one of the goods produced there.  The first player moves the trademaster and then moves his ship to one of the two available destinations. At the destination city he can trade one good for 2 in the city, he can buy a pair a chits and he can replace one of the destination chits in the city with one from his hand and he can buy a warehouse. If the trademaster is there he can also buy a special ability or do some other special actions.  The game ends and the player wins if he owns a combination of warehouses and special abilities totaling 5.  Of course the warehouses and special abilities are real expensive and there are only 4 warehouses in the game so you have to meet with the trademaster at least once.  The game also ends if the trademaster goes around the board twice.  Getting the chits you need and making the best use of them is the key to this game and there is a lot to consider on each move, yet the game moves along well once the odd mechanics are understood.

Tongiaki

Polynesian expansion is the theme.  The game starts with all players on the Island of Tonga with 2 boats each spread among the 6 beaches. Each turn you double the number of your boats on an island. If a beach fills up all the boats on that beach sail off.  When they do you draw a new tile which may be a new island or water. If an island, you spread the boats around its beaches, if water you follow the path to the next tile.  If the path you are to follow has a number greater than the number of different players boats on this expedition they all sink.  The object is to have a presence on the most points worth of islands when all the islands  (or water) have been played.  If you start a turn as the only player on an island, you can lock that island down and exclude all traffic in or out. The game gets really nasty because you keep trying to put other players boats onto beaches that lead into deathtraps or locked out islands.  

Wuertitish

The rating above depends on your gender. It is a perfect simulation of bargain day shopping.  There is two decks, one has shirt cards and one has shopping list cards.  The shirts come in every combination of two sizes, two colors, two sleeve lengths, two patterns and several prices.  The shopping lists depict 3 desired characteristics other than price.  Each player gets 3 face down shopping lists.  The shirts are shuffled face down into a big heap.  Everyone then simultaneously flips a shopping list card and starts digging through the heap looking for the shirts they need.  Every matching characteristic scores one point.  You have to find 3 shirts which score at least 7 (out of 9 possible) and in total cost less than $80. When you do, you set them aside and flip your next list card. When you’ve done all 3 lists, you yell DONE and everyone stops and scores their hands.  If a set of 3 cards is not valid you don’t get to score it, but if you yelled DONE and you have any invalid sets you score nothing.  This goes on for 4 rounds.   In the first game the men always yelled Done first but never scored any points, and in the second game we were more cautious and still got crushed by the women who had max or near max score while we hardly completed 1 or 2 sets.  So Mimi gives the game 5 stars.

Golf Mania

A chaotic fun card game about golf.  Each turn you flip a hole card which defines a die roll needed to reach the green and the VP value of the hole.  All players who reach the green dice off to see who wins the hole, low roll winning.  However, everyone has a hand of 5 cards full of bonuses and hazards to play before the driving and putting.  Since you draw to fill your hand at the end of the turn there is plenty of card play and aggravation .  

Cargo

This was a strange twist on the Boston Tea Party.  There is a square dock with a different players ship on each side. On the dock are scattered several crates of tea belonging to the players.  Each player also has a set of  dock hands and patriots which are placed on by one onto the dock.  When this setup is done players get to move 3 of there men each turn attempting to push their own tea crates onto their ships or push other players tea or men into the water.  You can also crush the men between crates.   I thought this was an ok analytical game but those I played with found it too slow. (guess who won.)

posted on Wednesday, April 21, 2004 1:21:25 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Sunday, April 18, 2004

As I mentioned earlier, Jacob and I spent the weekend in Corvallis at the Oregon Destination Imagination state tournament.  This is Jacob's second year in the contest.  He is on a team with six of his classmates at Archer Glen elementary here in Sherwood.

Destination Imagination (or DI, as it is called) is a spinoff of Odyssey of the Mind and is a team competition that focuses on creative problem solving.  Teams choose one specific challenge from a set offered each year (learn more here), and in the competition they perform their solution to that challenge and are appraised and ranked against the other teams.  They are also given an Instant Challenge, which is a problem they must solve extemporaneously.  Emphasis is on creativity, and the kids must do the work themselves.

Nick, Parker, Jacob, Hannah, Ellen, and Keatley at Reeser Stadium before their performance.

Their team (the Katzen Dawgs) one their regional competition and were given an invitation to the state championship.  They did extremely well, finishing in fourth place out of thirteen teams in their category.

The team during their cartoon challenge.

posted on Monday, April 19, 2004 2:44:39 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

Jacob and I spent most of the weekend in Corvallis at the Oregon Destination Imagination state tournament (more on that later).  I brought along three of the new games I picked up last week at Boards & Bits that would be good with two players: San Juan, Dracula, and Blue Moon.

We didn't arrive until about 7:30pm on Friday and had a quick dinner at a local Mexican restaurant.  Back in the room by about 8:30pm so we decided to try out Dracula.

Jacob and I playing Dracula Friday night after our arrival in Corvallis.

Dracula is a nice two-player small box game in the Kosmos / Rio Grande series.  Very much a gothic theme, with Dr. Van Helsing and Dracula duking it out on the streets of London. This is a memory game, combined with a bit of bluffing and card management.  We enjoyed the game - I think Matthew will like it quite a bit.

Close-up of the game.  The artwork and bits are first-rate.

On Saturday while waiting for the awards ceremony in Gill Coliseum, Jacob and I played a shortened game of San Juan.  This is the card game based on the fantastic board game Puerto Rico, and I think it is a winner.  We played a shortened game (about 9 buildings built instead of 12) and Jacob won pretty easily.

Jacob playing San Juan in the bleachers at Gill Coliseum.

 

posted on Monday, April 19, 2004 2:26:00 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]

I probably don't need this.

posted on Monday, April 19, 2004 1:59:43 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]