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 Tuesday, March 21, 2006
Friend and co-worker Scott Hanselman is trying to raise at least $10,000 in the Walk for Diabetes.  Odds are you know someone living with this disease – why not show some support and help Scott reach his goal?
posted on Tuesday, March 21, 2006 2:08:08 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Sunday, March 19, 2006
Matthew and Wrigley
posted on Sunday, March 19, 2006 4:52:44 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [2]

Matthew and I sat down to for a first playing of the Eastern Front expansion to Memoir ‘44.  I’ve read elsewhere that people have been able to pack all of the expansions into the original box, but I don’t see how that’s possible.  To be precise, I suppose they fit but the lid definitely doesn’t close down all the way creating an unsightly bulge when on the shelf.

We somewhat arbitrarily chose Breakout at Klin as the scenario, but it was a good choice as it used the Blitz and Russian Command rules.  Memoir is the sort of game that for some reason is tough for me to get out with Matthew, but once we start setting up his excitement grows and grows.  The pieces, the map, and the anticipation all add up to some nice pre-game excitement.

Matthew Playing Memoir

The Russians need to take a very defensive stance to win this scenario, I think, and I was a bit too slow in setting up my defense of Golyadi on the left flank.  I managed to pull back my infantry there, but did not provide enough support and that proved to be my demise.  I scanned the message boards on the Days of Wonder site a bit to see if we played the victory medals correctly.  There are two towns of two hexes each, and the scenario rules say that you place a victory medal on each hex in the towns, for four total.  It seemed odd that the German player could get two medals for just capturing the town of Golyadi, especially given how crippled the Russians are with the weak command structure.  Richard Borg himself answered in the forums that this is indeed correct and that it is very hard for the Russians to win.

The Blitz Rules give the Germans two key advantages:

  • They can use any Recon 1 card as an Air Power tactic card.  Note to Russian player: don’t cluster your troops into handy groups of four to take out with an airstrike!
  • Allied armor is a bit crippled and can only move 2 hexes and battle.

To make it even worse on the Russian player, the Russian Command rules introduce the Political Commissar to simulate the political command structure in the Russian army.  This forces the Russian player to play their command card a turn in advance of when it will activate, placing it under a poker chip.

Memoir Command Cards

The only exception is that the Russian player can still play Recon 1 cards at will from his hand, and can reply with Counter-Attacks and Ambush cards.

I like this rule.  It makes the game a bit more strategic for the Russian player and is an appropriate way to simulate the inefficient command structure.

In the end, Matthew and the Germans won the scenario 6–4.  Matthew took much pleasure in showing me how he could win three different ways in his last turn.  That’s OK – him winning likely brings him back for more, which is just fine in my book.

posted on Sunday, March 19, 2006 4:42:23 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [2]
 Saturday, March 18, 2006

I joined a few folks at the Starbucks near Washington Square last night for a brief evening of gaming.  Joining some of the regular Rip City folks was Ben Harris, early supporter of Havoc and brother of a co-worker at Corillian.  I arrived a bit late and the crew was just getting started with a prototype under development for Sunriver Games.  Hopefully I’ll be able to talk about it more in a short while.

Prototype

Mike was very eager to get out Pirate’s Cove, the Days of Wonder remake of Piratenbucht.  I’ve played Piratenbucht quite a bit but had never managed to play this version, despite the fact that I’ve done demos for Days of Wonder at the last two GenCons.  This is partly because they rarely demo this game at their booth, reserving it for scheduled sessions in the gaming hall.

The rules are very close to the original with a few twists, so we were under way without much delay.  The most discussion (of course) was about how to move the pirate.  Of course, we settled on our home-grown semi-random Blackbeard variant, documented by our very own Dave and KC.

Pirates Cove

Despite getting beat up (by me) a few times early in the game, KC managed to end the game as the most famous pirate, finishing well ahead of the rest of us.  I think I finished second-to-last.

posted on Saturday, March 18, 2006 10:46:09 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [2]
 Monday, March 13, 2006

Last weekend presented a solid mixed bag of gaming, including two more check-marks off my unplayed list.

Matthew had a birthday party to attend on Sunday afternoon for one of his fellow classmates and chess team members.  As of Friday afternoon we hadn’t yet chosen a present, so Julie asked me to pick up something from Rainy Day Games on the way home from work.  I had a few choices in mind (Pickomino, some lighter card games) but decided to pick up my favorite “simple” Carcassone game – Hunters and Gatherers.  The city is my favorite in the series, but a bit much for new gamers to learn from the box.

Matthew Playing Carcassonne

Matthew and I figured we better play it again so that Matthew could teach his friend how to play. The game wasn’t very close – Matthew was pretty tired by the time we started Friday night and I had to remind him of the rules a few times – he had the hardest time scoring the fishermen.

Saturday evening Jacob and I broke out my copy of Zero!, volume 3 in the Down in Flames series.  I picked this up along with Corsairs and Hellcats in a GMT sale a year or two ago.  This is a card-driven WWII air combat game that feels a lot like a CCG without the collecting.  We played a simple element (figher & wingman) vs. element dogfight to get a feel for the rules.  There’s a lot more in the box than just the cards for the air combat, including bombers and a well packaged campaign game covering the early part of the Pacific war (Corsairs and Hellcats covering the later part).

Jacob Playing Down in Flames

The game was very easy to learn and Jacob (playing Japan) managed to shoot me down without taking any damage.  I just couldn’t get into any sort of advantaged position, and it seems to be tought to come from behind once you start to lose it.  I suspect the game is much more interesting with multiple elements where other pilots can come to the aid of one in danger and force an attacker to back off.  Jacob had a great time and looked very interested in trying the campaign game.

Sunday morning we all ran in the Shamrock Run in downtown Portland.  Julie and I were signed up for the 8k, the boys the 5k, but once we looked at the race schedule we decided to all do the 5k rather than keep the boys waiting for an hour after they finished.  Jacob and I planned to play a full game of War of the Ring that afternoon, but I got a call from Ken late morning and we agreed to play.  That allowed Jacob and Brandon to play some XBox 360 and PC games.

I had the game setup by late morning.  Ken arrived around 1:45 and we started our game at 2:15, with Ken playing the Free Peoples and me playing the Shadow Armies.  Like any game of this depth and complexity, things were a bit slow at the start as we worked out the rules.  Of particular help was a player aid / turn summary from BGG – I strongly recommend using this one for each player as it is much better than the aids that come with the game.

War of the Ring

This is a very well designed game – I’m anxious enough to play it again that I’m willing to defer playing some other big games on my list for a few more chances to play it while the rules are still fresh in my head. We both fumbled around quite a bit with strategy as the choices often are pretty non-obvious.  It also hurt not knowing what the cards had to offer (we didn’t even scan them ahead of time).  Ken managed to kill of Saruman within 2 turns of his entry into the game, and I managed to steal 6 VPs from strongholds that he left unoccupied.  The tension was great as I moved to 9 VPs (needing just one more to win), with Ken at 2 VPs (needing 2 more for a military victory), and the fellowship on the doorstep of Mordor.

This is where I made a critical mistake, leaving Moria unoccupied as I raced up to Rivendell to capture the stronghold.  I even had a chance to muster a unit into there, instead opting for a Nazgul (useless by himself) and counting on another muster the following turn.  Well, I rolled three “eyes” and three “palantirs” on my next roll, and had no way to get any troops into Moria. Ken got the movement dice he needed and proceeded to walk into Moria unmolested, resulting in a military victory for the good guys.  I ended with 8 VPs.  Overall one of the best gaming experiences in recent memory – I’m glad I finally took the time to get this one played.

posted on Tuesday, March 14, 2006 2:47:32 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [0]
 Saturday, March 11, 2006

Looks like there is a decent likelihood of an English language reprint of Die MacherValley Games, a publisher startup in Alberta, appears to be running a P500–style ordering process for the game.  Unfortunately the store is closed so there’s no way to place orders yet.

From their website:

Yes, the rumors are true. Valley Games is in the process of bringing the gaming community the only top ten game yet to be reprinted in English. This international reprint will have rules written in English, German, French and Spanish. The boards, tiles and cards have all been redesigned to be language independent.

I hope they can pull this off.  Die Macher has been on my to-get list for some time.

posted on Saturday, March 11, 2006 1:55:45 PM (Pacific Standard Time, UTC-08:00)  #    Comments [4]
 Tuesday, March 07, 2006

I managed to make a mid-week gaming session at Mike’s, a rare occurrence these days.  It turned out to be a nice crowd – we were expecting six but George was delayed at work.  We didn’t know this when the evening started, so we stalled for a bit with a game of 6 Nimmt.  A great opener, some day maybe I’ll be able to figure how to play it well.  Or maybe I’m just taking the game a bit too seriously.  I think Mike and Carey finished tied for low (winning) score.

6 Nimmt

By now it was close to 8:00pm so we elected to start a five player game without George – El Grande was the natural choice.  This would be my third play – my first happening in Arizona, second in Israel.

El Grande

Turns out Tim is quite the El Grande shark.  This was one of the first games that launched him heavily into the Euro scene back in the mid 90s, and he clearly has a mastery of the game.  His decisions were often quick and decisive, while I pondered sub-par and mediocre moves.

El Grande Board

Doug made a surprising comeback, getting much closer to Tim by the end than anyone anticipated.  I finished a distant third with Carey and Mike behind me.

Thanks Mike for hosting.  Tonight was exceptionally enjoyable because of the company and dialog.  I also got a great glimpse into what Doug’s life was like in the mid 80s.

posted on Wednesday, March 08, 2006 4:18:55 AM (Pacific Standard Time, UTC-08:00)  #    Comments [4]
Tom Vasel recently posted an interview of Nick Medinger, head of marketing for Funagain Games.  I had the pleasure of spending quite a bit of time with Nick at Essen last year – he’s a great guy and much younger than you’d think given his role.  This interview is worth reading to learn about Funagain’s view of doing exclusives (like Havoc and Carcassonne: the Discovery).
posted on Tuesday, March 07, 2006 2:07:09 PM (Pacific Standard Time, UTC-08:00)  #    Comments [2]
 Monday, March 06, 2006
I first noticed the projected release date of April 2006 for this collaboration in my latest issue of No Depression, then found this article giving more details.  “And Your Bird Can Sing”, “Cinnamon Girl”, and "It's All Over Now, Baby Blue"?  You gotta be kidding me – if Amazon would let me pre-order this they would already have my money.
posted on Monday, March 06, 2006 10:07:03 PM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Sunday, March 05, 2006

Last week before my trip to DC we worked in a game of Pueblo before bedtime.  This was an Essen pickup for me, and as an abstract, one I thought might really appeal to Julie.  This is a tough game to visualize and pick up quickly – Matthew had a hard time visualizing what the chief would see as he walked around the pueblo.

Pueblo

By all accounts I had a strong lead going into the final pass around the town, but Julie did such a nice job hiding her blocks from view towards the end that she quickly caught up with me (or, rather, I quickly caught up with her in penalty points).  We ended up in a tie for first.  A solid abstract that I’d like to try again soon.

Today was a free Sunday afternoon and a chance to try out Descent: Journeys in the Dark. I picked this up at Rainy Day Games after collecting my auction proceeds of about $55.  We played the introductory scenario with five players total.

Descent

Gameplay is very similar to Doom, but with many more chits, cards, and miniatures.  The first 3/4 of the game appeared to be much too easy for the heroes.  None of the monsters I could summon up seemed to be a challenge to these guys, and about the only way I was able to do damage was through traps.  They accumulated a ton of quest tokens and magic items along the way, and it looked like it would be a very one-sided affair.

Descent Closeup

Things changed dramatically in the final boss room when I had the giant jump stand over the pit for a raged sweep attack, killing all four characters with a single blow.  They were all a bit weakened, but this was devastating to the team and made the game much closer as a result.  They were clinging to just 6 tokens (with my deck running down to the last two cards as well) when they managed to finish off the giant and win the game.  I think it was a big hit for everyone.

George and Sean stopped by for a while to hang out and play some kiddy games.  Sean had a lot of fun with the cats and it was great having him around for a while.  Very social, bright kid.

Sean and George

We had about an hour left after the Descent game finished, so Ken and I tried out my new copy of Roma.  What a nifty little two-player game (make sure you check out Dave’s Roma on Roma post) – very easy to learn and play, and we finished two games in about 50 minutes.  This is the kind of game you’ll want to play again right away after playing.  There is a decent amount of luck to the game, but I suspect good strategy will dominate over time.

Roma

posted on Monday, March 06, 2006 3:23:34 AM (Pacific Standard Time, UTC-08:00)  #    Comments [4]