Sunday, April 12, 2009

This is very late in coming, but I just got my hands on a highlight movie made by one of the parents from Jacob's team. Enjoy!


Jacob 2008 Football Highlights from Chris Brooks on Vimeo.
posted on Sunday, April 12, 2009 10:34:02 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [2]
 Friday, April 10, 2009

Steam Over Holland board

I'm three plays into the wonderful introductory 18xx game Steam Over Holland and I'm confident in saying that while it stands up perfectly for beginner players when played with three, it probably needs some adjustments when played with five. All of you 18xx sharks out there: don't jump to conclusions unless you've actually played a learning game of SoH with 5 players!

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When new players come to 18xx I think they want to experience all aspects of the game (managing their stock portfolio as well as operating a company) so it is only natural to see all 5 players in a 5 player game start a company. There's enough cash in the game to do so, and it is relatively easy to keep the companies capitalized early on. While companies start with little capital, they can sell a single share to the common pool each operating round without dropping their stock price (as long as there is less than 50% of the shares outstanding in the pool).

The problem comes during the mid-game train rush - even a decent player can get caught off guard as the 3 and 4 trains get gobbled up. On a forced train purchase, it can be difficult to come up with the necessary cash because it is likely impossible to sell any shares to the common pool. In my first game one player nearly went bankrupt (and was essentially out of the game), and in my second game two players nearly did.

I'm sure there's a happy path in there somewhere when playing with five, but it just shouldn't be that hard. Players should feel some tension in how they compete with the other players, but they shouldn't feel threatened to get kicked out of the game. And a beginning player shouldn't be forced to play their first game just investing in other companies - operating a company and laying track is part of the experience.

Doug and George playing Steam Over Holland

I'm happy to report that the 3 player game last week ended in a much happier place. While I won the game fairly handily, George and Doug were in it until the end and where not in serious jeopardy of seeing a company fold. I think this is because players can confidently start a company each and push more cash into those companies. The train rush through the 3s and 4s is also easier to navigate.

My guess is that the problem could be fixed with a bit more cash for each player in the 5 player game. Or perhaps a few extra "3" or "4" trains. I'm not sure if I'll get the chance to try as I probably wouldn't even play the game with 5 players again, instead opting for 18AL or some other similar "trusted" first 18xx game for that number of players.

posted on Friday, April 10, 2009 3:28:30 PM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Thursday, April 02, 2009

I was able to return to GameStorm this year after sadly missing the 2008 event (read my past reports: 2003, 2004 Day 1, 2004 Day 2, 2004 Day 3, 2004 - Uberplay demos, 2005 Days 1-2, 2005 Day 3, 2007 Day 1, 2007 Day 2, 2007 Day 3, 2007 Kniziathon). GameStorm grows every year, and I met more folks from outside of Oregon than ever.

A host of volunteers (some of them wearing kilts) make GameStorm a success and my gratitude goes out to all of them.

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Jacob and I drove back from the Oregon coast on Wednesday and went into work together Thursday. Our arrival was perfectly timed as Ken and Brandon beat us by about 5 minutes. We had a great time pulling games from the library, including some old classics like Through the Desert.

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We also played Lost Cities: the Boardgame for the first time. Nice game! I think I'll like it more if I play with the variant allowing upward- and downward- card sequencing.

Lost Cities: the Board Game

One of the games I ran that weekend was Brass, one of my top 10 all-time games. It was also my first chance to play a game with Mike Frantz, someone I met virtually about 5 years ago. Well played Mike (he won)!

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Some kudos go out to KC Humphrey - he did a workman's job running the Game Lab. The events for game designers and prototyping were non-stop throughout the weekend, largely due to KC's organization and promotion. This photo shows one of KC's rare opportunities to showcase his own prototype (Jacob loved it).

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Friday afternoon I had the privilege of sitting through 3 game designer interview/workshop sessions where a few of us "industry experts" (why was I invited?) gave feedback on prototypes, marketing pitches, and presentation.

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Friday night I ran the 2 player gaming tournament. We had a great turnout this year with 16 players playing over four rounds. Games played: 24/7, Solo Dice, Lost Cities, Balloon Cup, and Drive.

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Rachel taught a few of us how to play the new, beautiful game Giants. The teaching was superb but I'm not sure how much I like the game. No denying it is creative and beautifully produced. I'd like to try it again.

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Wes Makin requested a game of Antike, still a classic in my book. Jacob, Mike Frantz, and Ken Crangle joined me in a well paced, tight game.

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Jacob recently read the GRR Martin series A Song of Ice and Fire and was eager to play (again, 5 years later) A Game of Thrones. Having been a long time since I last played, I was happy to find a willing teacher and player and our numbers soon grew to six - so we played the Clash of Kings expansion. Jacob played Lannister and took off for an early lead only to be pounded back by everyone capable. Ken and I were lurking and close on his tails, but Greg Williams swooped down from the north and stole a victory. Very enjoyable.

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Sunday morning means 18xx, and I managed to get three games running concurrently. Matt broke out his new copy of Steam Over Holland and we taught the game together with three newbies. I'll write more about this game soon (I played again on Tuesday night with three players), but I'll repeat my assertion that the game is brutal with 5 players - cash is too tight for a newbie game where folks just want to run their own company and see how the mechanics work. Still, this is a great game for teaching the core mechanics of 18xx and I had fun helping nearly bankrupt Matt.

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That's it for this year's report - thanks to the GameStorm staff (especially Beverly and Aaron) and we'll see you next year.

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posted on Friday, April 03, 2009 12:44:41 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [1]
 Monday, March 16, 2009

I've Twittered a bit recently about the productivity coaching I've been giving to Matthew and a few folks asked me to expand on how I've introduced Getting Things Done (GTD) to the boys.

When to Start

I introduced GTD to both boys when they were 12. Jacob and Matthew are involved in a wide range of activities, some that require leadership and project planning, and in both cases the introduction was in reaction to overload or missed commitments. In Jacob's case he dropped the ball on some scouting-related work he had committed to, while in Matthew's case he was forgetting chores, stalling work on longer-term school projects, and generally feeling under the gun.

The timing felt right for both boys because (1) they had the maturity to understand the value of a systematic approach to managing personal work and commitments, and (2) they were feeling stress and a bit of disappointment in their ability to stay on top of their work. Simply put, they had each stumbled and were open to fresh ideas to help manage their work.

Initial Teaching and Coaching

My approach was very different with each boy. Jacob is a voracious reader and it only required a 30 minute intro to the basic concepts of GTD, followed by an assignment to read the first few chapters of David Allen's book. I also walked him through my personal workflow and shared some checklists and diagrams that I've used over the years.

While Matthew loves to read, in his case it was unreasonable to expect him to pick up the book and self-teach. Instead, I we sat down together on a Saturday morning for an hour and I walked him through the basics and coached him through a mind-sweep after he gathered all of his stray papers, inbox items, and work-in-progress for scouts and school. We also completed a few easy actions he had lingering so that he could get the quick satisfaction of crossing items off his list. Matthew joined me on a drive to/from Salem (about 50 minutes each way) and we listened to several episodes of the Merlin Mann / David Allen productivity podcast series. This worked well for him and he was talking the lingo in short order after hearing these (e.g., "it is just as easy to get back on the wagon as it is to fall off").

The Pragmatics - What System / Tools to Use?

I shared a few options with Jacob for managing his GTD life - some online tools, the PigPod PDA, and plain old 3x5 cards with a binder clip. He opted for low-tech 3x5 cards for starters and used this system for the first year. It worked well for him and he got into the habit of carrying the cards to scout planning meetings, school, and using them during his weekly review.

Sometime last year Jacob moved over to Remember the Milk and that's what he uses today. He keeps a laptop with him most of the time so this works reasonably well (the laptop died and he's getting an HP netbook later this week), but I'm a bit concerned about his off-line capture process. I think there's still room for paper in his workflow so we'll be discussing this soon.

Matthew's GTD notebook

I knew simplicity would be in order for Matthew so I proposed a paper-based system for him. We settled on a small-ish spiral bound notebook. The structure is simple - he uses the front of the binder for actions, and works from the back with his list of projects.

Matthew's project listMatthew's action list

This gives him a one-stop shop for capture and weekly review. Contexts aren't that important for Matthew - nearly all of his work can/should be accomplished at home and I've shied away from focusing on that aspect of GTD with him. I encouraged him to use a review process similar to the Autofocus System.

The Billy shelves for the boys

Julie and I also setup some basic workspace functionality for the boys. In our living room we put in a single Billy bookcase, an inexpensive hanging file folder from Staples, and a physical inbox for each boy.

Ongoing Support and Coaching

Many GTD gurus will claim that the weekly review is the linchpin for success, and I agree. This is also the area where the boys need the most ongoing support and coaching. Jacob and Matthew both reserve Sunday afternoons for their review, and I have to put a reminder to myself to remind them to do their review.

Perspective: Review
Uploaded with plasq's Skitch!

My advice here is to not let your kids go on auto-pilot - like many parenting activities, persistence and pestering can pay dividends and help build strong habits. This also goes for the day-to-day reminders on GTD basics. I can often be overhead saying "did you capture that somewhere?" or "so what's the next action on that project?" to the boys. Sure, they get annoyed from time to time with my nagging, but I'm not sure you can call yourself a good parent if your kids don't achieve some level annoyance with you.

posted on Tuesday, March 17, 2009 1:21:17 AM (Pacific Daylight Time, UTC-07:00)  #    Comments [5]
 Thursday, March 05, 2009

I'm obsessed with Fields of Fire, and I've only played 1/5 of a full scenario. When I say obsessed, I mean I keep thinking about how much I want to play this game. Finding the time to play it is another matter...

Adding to the obsession was the past week re-watching the Band of Brothers series with the family. That was my fourth or fifth time through the series and it never gets old. Did you know that The Pacific is due out later this year?

After two failed starts trying to learn the game on my own, I coaxed Doug into a visit to teach a few of us how to play. Mike and Jesse joined me to learn the game with two concurrent solitaire sessions. Doug did a great detailed write-up on the teaching session, and you should also check out his 3-part series in ramping up with the game:

Allow me to walk you through some photos and some of the basics of the game. The initial setup or a scenario is randomized primarily through the map configuration, which consists of a 2D array of terrain cards. In the initial WWII scenario you have three platoons (along with company-level assets) charged with taking primary and secondary objectives. You choose the objectives based on the scenario guidelines.

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The game sequence is complex, and made no easier due to the much maligned ruleset for the game. Read Doug's overviews if you want to go deeper, but I'll provide a brief abstract here:

  • This is a command-point driven game, where the most effective use of commands are those handed down from on high. This is generally randomized through card draw.
  • Units and lower-ranking leaders can often act of their own initiative.
  • Lines of communication are key to make effective use of your command structure.
  • Firing just happens, and effects result from the presence of fire.

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I didn't get far enough into the game to really grok smoke signals, pyrotechnics, and casualty collection. I did get far enough into it to see the elegance and creativity in this game. Kudos to the designer, and shame on the developer (and designer) for the poor rules - get this fixed! This is too good a game to be left on the shelf.

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Thanks so much to Doug for helping a few of us get over the initial learning curve. I hope to bring this out to Salishan over spring break and get a few scenarios into it, maybe with Jacob's help.

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posted on Friday, March 06, 2009 3:02:18 AM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Wednesday, February 25, 2009

The boys are working hard preparing for a talent show at school later this spring. I convinced them to allow me to record an early take before they became proficient with the song (Enter Sandman). This is the result.


Enter Sandman - Original Take from Chris Brooks on Vimeo.
posted on Thursday, February 26, 2009 1:36:19 AM (Pacific Standard Time, UTC-08:00)  #    Comments [2]
 Sunday, February 22, 2009

JD, Jacob and I played 18AL yesterday morning and had a fantastic time of it. This is my 3rd play in about 3 months and we seem to have managed the game well and got all of the rules right. I sketched out an additional player aid that I'll post to the 'geek soon as we found it useful to track company income, par values, and to have a phase summary that includes the train limits (a rule we messed up in Salishan in December).

18AL with Jacob and JAD

This was one of the first games I've played where I did something borderline nasty in the game, but I think quite within the spirit of 18xx games. In the second to last operating round of the game (we knew the end was approaching quickly as the bank was nearly cleaned out), I bought the only train (a 6) from a company where I was president but owned the same number of shares (4) as JD. Jacob had priority deal and I knew I would take the next stock action after him. I then dumped my four shares to the open market in the stock round, making JD the president and forcing him to hold onto his shares. This meant that the company was guaranteed to not operate in the final operating round, thereby devaluing his shares even more.

The finish was very tight, with Jacob playing a solid game operating only one company throughout (the L&N). Final scores: Chris - $5309, Jacob - $5101, JD - $4918.

posted on Sunday, February 22, 2009 6:43:55 PM (Pacific Standard Time, UTC-08:00)  #    Comments [1]
 Tuesday, February 10, 2009

Time to catch up on some recent gaming. As you may have read in Mike's blog, we had a very wacky game of 1850 a few weeks ago. Not knowing the exact number of players that would be playing, we opted for a (likely) five-player game of 1850, an 18xx game set in the midwest. Matt had a trip cancelled so joined us as well, bringing the total to six. An ideal number for an 18xx game? I think not...

1850 with the RipCity crew

Continuing my tradition of being unable to play a game of any reasonable complexity properly by the rules, we messed up the certificate limit rules in this game. While Mike will claim that this was the primary reason for the game being wacky, I think it was a contributor but not the key. The key to me was the large number of players and the need to cooperate on initial capital investments to get the game rolling. My recollection is that for the first few turns we were stalled because of lack of money in the companies, not because people hit their share limits. We were only off by one on the cert limit rule, though in a few cases it definitely hindered the start of companies or caused some dumping to occur that may not have otherwise. Lesson for me: stick to 3 or 4 player 18xx games.

I hosted our group gaming session last week and we brought out the Wallace classic Volldampf. The game holds up well even in light of successors like Age of Steam and Steel Driver, though the randomness of goods generation is a turnoff for some. JD played very insightfully for a first play - he didn't get suckered into the turn order bid and focused on leaching off of other's routes. The game was fairly close throughout but JD managed to get and maintain a sizeable enough lead to give him the win.

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The Days of Wonder announcement about their new game Smallworld, a re-envisioning of Phillipe Keyaerts' Vinci encouraged me to get this out with the boys over the weekend. This is a Risk-style conquer and control-the-world style game with a very light combat system with specialized civilizations. Because each civilization begins with a fixed pool of assets (pawns for conquering), the lifecycle of a civilization is constrained and one of the key player decisions that recurs throughout the game is when to go into decline and start a new civ.

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Jacob got off to an early lead but stalled out as he approached the 100 point mark, with Matthew gradually catching up to him. I had a good mid-game (including a civ that allowed me to decline at the end of my turn rather than beginning) and Jacob and Matthew probably weren't aggressive enough at attacking the leader. Always more fun to attack the brother, right? Great game, played in under 2 hours.

posted on Tuesday, February 10, 2009 3:32:29 PM (Pacific Standard Time, UTC-08:00)  #    Comments [5]
 Sunday, February 08, 2009

Last weekend I helped host a regional Chess for Success tournament at Sherwood Middle School. With a very strong 6th grade class joining our club of about 40 members I liked our chances of qualifying for the state tournament. The team is comprised of up to 10 players and the tournament is a swiss style individual team tournament. This means that each player is competing as an individual over 5 rounds of play, trying to accumulate as many points as possible (1 for a win, 0.5 for a draw), and will generally not play someone from their own team. Swiss style means that a player is paired with another player with approximately the same score each round - the better you do, the more difficult the tournament becomes. Both Matthew (6th grade) and Jacob (8th grade) qualified for the team.

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We had a great first round with 8 out 10 players getting wins. This put us in a tie for first place as only the top 4 individual scores are counted and it is fairly routine for many teams to accumulate the maximum four points in the initial round. The second round was brutal - of the 8 players that won in the initial round, only 2 managed a win in the second. This put us at 6 points and we dropped to 5th place.

The team regrouped and played strongly the next two rounds, accumulating 3 or 4 points in each round to put us in second place going into the final round. The top 2 teams qualify for state so we were carefully watching the point spread between us and third place (1.5 points). This was also the spread between us and the first place team.

We had 6 players with 3 points after 4 rounds (this means they had won 3 out of 4 games). I've coached teams in tournaments like this about 15 times and getting even 2 team points in a final round like this can be tough. The kids were well aware of the point situation and eagerly awaited each player as they exited the tournament room so that they could tabulate results. 3 out of the 6 quickly got their wins, giving us 3 points and a guaranteed second place. Matthew was one of the final remaining players going for his 4th point and was well ahead, getting to a queen/pawn vs no pieces against his opponent - generally an easy win. Unfortunately he rushed things and fell into a stalemate trap. Still, that gave us 3.5 additional points and, by our calculations, a tournament victory.

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It was a great team effort with three of our players finishing in second place in the individual category, and everyone pulling strongly for the team. We compete in the state championship in March in a true "team" tournament - 4 players competing against 4 from the opposing team.

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posted on Sunday, February 08, 2009 2:47:01 PM (Pacific Standard Time, UTC-08:00)  #    Comments [0]
 Tuesday, January 20, 2009

Despite the lack of blogging on my part, games have been played and enjoyed recently. Let's start with the winter holidays.

We spent the holidays around Christmas in Las Vegas with the grandparents and had plenty of fun playing poker, bridge, and... Verräter! This was my first time playing my personal copy - I played it one time before with Mark Johnson at the first BGG.CON. As others have said before, there's a lot of game inside this tiny box and I hope to see it played more.

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The boys were on a Monopoly kick while there and I felt obliged to join them for a couple of sessions. They played by the "real rules" - auctions for un-purchased properties and no free parking windfalls. As a results the games played were fairly well bound in time though it clearly still suffers from a runaway leader problem. Low-light for me: Jacob trading away a property to Uncle Mike that allowed him to get an immediate monopoly and only getting a single railroad in return. The nerve! I'm sure they were colluding against Matthew and me.

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Over the New Years weekend we played a family game of Battlestar Galactica, the exciting new cooperative game from Fantasy Flight. I'm really enjoying the game but it is long enough to be a daunting task to get out with the family. Jacob turned out to be our sole Cylon and was frustrated with his inability to really hurt the good guys - he learned that in this case it would probably have been best to reveal himself earlier.

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Jacob and I played a shortened game of Warriors of God - shortened because I resigned in turn 3 as I had no hope of coming back as the French. The ghost of Mike Deans must have been present as I rolled over 50 consecutive dice without seeing a single 6 - this poor luck resulted in an incredible poor second turn for me and put me so far out of things that recovery was near impossible. It was nice to play and get a handle on the core mechanisms - this is a decent game that we hope to try again soon. The French seem very underpowered but I'm sure that's because I don't fully grasp how to play them effectively. I likely should have been more deliberate about avoiding battle and offering siege (in fact, when he stormed Paris I even forgot that was an option).

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A couple of weeks ago I went to Doug's to play a repeat game of Indonesia - let's play by the correct rules this time, darn it! Almost, but not quite - we made a crucial error and allowed a siap faji merger in the first era - a devastating mistake as it stunts city growth in the opening and limits options later in the game (my opinion, also shared by Mike I think). Maybe we'll give ourselves another shot soon to get this one done properly - it truly is a fine game when played correctly.

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I hosted our weekly Tuesday night gaming earlier this month and we played Tinner's Trail and Die Sieben Siegel. Only my second play of Tinner's Trail and it revealed quite a bit more depth this time around. The auctions for mining rights were much higher in this game than in my first "friendly" game - amazing how valuation approaches can drastically alter a game's feel and limit capital. Die Sieben Siegel was as perfect as ever - easily one of my all-time favorite card games.

Finally, Jacob and I started in on Command & Colors: Ancients and the related expansions. We only played one scenario but were reminded of how much we enjoy the game and we've committed to working through as many scenarios in expansions 1, 2, and 3 as we can in the coming year.

posted on Tuesday, January 20, 2009 10:22:45 PM (Pacific Standard Time, UTC-08:00)  #    Comments [1]