Tuesday 30 November 2010

First Impressions of Gravediggers, Jaipur, Age of Steam Expansion: Beer & Pretzels and Endeavor (European Powers)

Some thoughts and opinions about some more games I played for the first time in November.

Gravediggers
(Played: 14 & 17 November at home and at Peter's place)
When Anne bought this game I had never heard of it and so I surprised when I looked it up on BGG to see it on my wishlist! It turns out to be a renaming and re-theming of Banküberfall from bank fraud to grave robbing. I had read about the earlier version a few years ago and thought that sounds like fun.

This is a very simple game of memory, bidding, guessing, bluff and greed. Even simpler than High Society. There is a deck of cards, which is mostly money but also characters and multipliers. Everyone starts with a hand of 5 cards and there are 5 graveyards to rob, each starts with a face down card. People add cards to the graveyards during the game and at various points in the game the graveyards are robbed.

Robbing a graveyard consists of everyone secretly bidding an amout of money. The cards are turned up and if any of the cards are people, they take effect in a predetermined order. This sometimes means the grave robbers go home empty handed. But if they are lucky there is some money. Then starting with the players who bid the least, the players are payed out on an all or nothing basis. Be too greedy and you might end up with nothing.

It takes about 2 minutes to learn and about 20 minutes to play. This is fortunate because your action each turn is dictated by turning over the top tile of a small stack of tiles, which removes a lot of decision making. And sometimes when you do have a decision it is not a particularly meaningful one. It pays to regard this as a filler. And maybe replace the Graverdigger card with a pawn or meeple.

Jaipur
(Played: 20 November at home)
Jaipur was my impulse buy, designed by Sébastien Pauchon (who also designed Metropolys, Yspahan and Jamaica). It is a two player card game.

Jaipur, like Yspahan, uses camels as a form of currency. It is a competition between two traders to be the best. The players don't trade directly with each other, but with the same market, which provides most of the tension in the game. Each turn a player either sells cards for points or buys cards. Players "buy" cards in one of three ways. Either they take all the camel cards that are face up in the market and add them to their pile of camel cards (the empty spaces in the market are refilled from the draw deck). Or they take one goods card into their hand from the market and it is replaced from the draw deck. Or they swap 2 or more cards with the market (the cards they take must be goods cards, they cards they put back can be a mixture of goods cards and camel cards). Because both players are buying from the same market any buy action provides opportunities for the opponent. Selling provides tension between speed and quantity. The victory point tokens for sales descend in value so early sales give you more points, but there are also bonus points for selling 3, 4 or 5 goods of a type at once encouraging players to put off selling.

The game is played for the best of three hands (an idea that could be used in Lost Cities as well). Anne won the first game two-nil, winning 78-72 and 65-50. By the time she won the first hand of our second game 78-69, I was considering how much I could make by selling this stupid game on TradeMe. But then I won the next hand 84-74 and it was all on for the final hand.

From a strategy point of view one has to decide which types of goods to concentrate on, whether to go for quick points or to save up and collect sets of 3 or more. These decisions will probably be influenced by what you see your opponents doing. Tactically it is important to watch the hand limit - six is so much more flexible than seven.

Age of Steam: Beer and Pretzels
(Play tested: 21 November at home)
When I read about Ted Alspach's "Beer and Pretzels" variant for Age of Steam I was intrigued. Most game variants change or add rules to games. This one mostly takes rules away. By taking away the share track, income track, expenses and income reduction and by giving money directly for moving goods do you still have a viable game?

Anne and I ran 4 player play-test playing 2 players each, rather than use Ted's official board we used the standard "Rust Belt" Age of Steam board.

On the "Rust Belt" board it becomes too easy to make money and there is not enough money in Age of Steam to pay everyone. Ted's official Beer & Pretzels board includes several mountain ranges and a number of rivers. Many of the cities are quite a long way apart. Overall it looks like a more expensive map to build on than "Rust Belt". Anne also mentioned that perhaps we didn't compete enough with each other in the auctions.

My conclusion is: yes this is a viable (and simpler) game. Though you need a more expensive board to consume excess cash. Playing this on the “Rust Belt” board at $5 per cube per link is too easy. It may be worth considering shortening the game by a turn or two.

Endeavor (European Powers)
(Play tested: 24 November at Peter's)
Jarratt brought along an Endeavor play test board which I have called "European Powers" for want of a better name.

It is a substantial redesign of the board plus some extra rules, but the cards, tokens, buildings and other pieces are the same as the original game.

Europe is represented by five main colonizing powers (Portugal, Spain, France, England and the Netherlands). Each Power has a couple of city spaces. Before the game starts each player places a piece in one of these Power cities that no-one else has chosen. Each Power has special advantages. France has defensive advantages (attacking French tokens in Europe costs an extra piece). The Netherlands gets access to special shipping spots that function more like cities. There are no normal shipping routes for the Americas. Each of the 3 America card decks are open to specific European Powers.

The shipping routes to Africa, India etc cross region boundaries with pieces counting for influence depending on which side of the boundary they are (which makes the building that allows a joint shipping and colonizing action to be more useful). Some places have multiple routes and some routes only become available once other regions have opened up. The Slave deck has been moved to Africa.

The changes add a bit more complexity to Endeavor, and make it seem less abstract and more historic.

I tried to get as many cities as possible. Though Jarratt managed to almost eliminate me from Europe. I enjoyed it more than previous plays of the standard game.

Monday 22 November 2010

First Impressions of Wizard's Quest, Glory to Rome and The Speicherstadt (November 2010)

This is something slightly different to my normal session reports. It is more of summary of thoughts and opinions about some of the games I've played for the first time in November.

Wizard's Quest
(Played: Wednesday 3 November at Peter's place)
Wizard's Quest is a 1979 Avalon Hill game that has been sitting on Peter's shelf for years. He has mentioned it once or twice as a simple dice-battler, but hasn't made any serious effort to get it played. Lately I have been thinking about "dice-battlers" and I found a re-write of the Avalon Hill rules into plain English. So I got it on the table and got Peter and Nigel to play it with me.

Wizard's Quest turns out to be a step sideways from the usual Risk inspired conquer-the-world dice battler games. Firstly each player is aiming to be the first to recover their three treasures which the opposing players have put in awkward places on the board. Secondly there are orcs and a dragon which are hostile to everyone (and orcs seem to breed faster than humans!). Thirdly even though armies vary in size and battles can last several rounds of dice throwing, in each round each player only throws one die. Each time they throw the die they calculate what "die-range" to use. If you throw a number in the range (1..N) you kill that many enemy units. Throw a number that is too big and you kill no-one - unless both players throw too high and then they both loose one unit (this final part was a rule we overlooked). Basically N is the number of soldiers or orcs in the army if there less than 4 otherwise N is 4 (though there are modifiers for terrain etc). What may not be immediately obvious is that an army of 2 is about three times as powerful as an army of 1, and an army of 3 is about six times as powerful as an army of 1.

Each round of the game starts with the non-player forces (the orcs, the dragon and the wizard). These act randomly. This is assisted by having the board divided into 6 numbered regions and each region divided into 6 numbered spaces. So two die rolls will identify any space on the board (well not quite as there are 8 castles in addition to the 36 numbered spaces). Orcs fill up empty spaces and castles and breed and then go on the rampage once they reach their maximum army size of 4. The dragon flies around the board eating orcs and humans though once he has eaten humans he stops. The wizard causes peace (which is a mixed blessing) in the region he visits and has a deck of card which are mostly helpful.

The orcs tended to frenzy in my direction, while Peter and Nigel got their first two treasures quite easily (Peter carved his way through my main force to get to one of them). Somehow I managed to get to my second treasure before Nigel got to his third to win the game in about 90 minutes if I remember right. As I eluded to earlier we overlooked one rule.

There are huge amounts of luck due to the non-player forces and the cards. The orcs and dragon can set you back so much that it can take 2 or 3 turns to recover. Hence the game could drag on for a long time if everyone suffered this fate. The quantity of luck can reduce the feeling of skill and reduce the opportunity for long term strategic planning. On the plus side despite the long sequence of actions in a round, the game flows quite smoothly and each battle is quick and simple.

Overall I'd class this as a refreshing, though more random and slightly silly alternative to Nexus Ops as a quick "dice-battler" when you don't have hours to spare on one of the longer games of this type.

Glory to Rome
(Played: Friday 5 November at home)
Anna and Andrew brought back a new card game from Brisbane, which Anna tried to entice me to play by telling me that I "might not like it"! After a couple of weeks of this I called her bluff and we played it with Nigel one Friday night (while Sharon, Anne and John B played On the Underground at the other end of the table).

The theme of the game is that the players are dodgy property developers rebuilding Rome after the fire in 64AD. Points are gained by completing buildings and by hording building materials.

Like Race for the Galaxy and Puerto Rico where someone chooses an action and everyone gets to do it, the current start player decides the action that everyone will do. Unlike Race and Puerto Rico this is not done by choosing from a special set of cards or tiles but by playing a card from one's hand. The cards are multi purposed (they are building materials, buildings made of those materials and specific actions). The other players can either play a card with same action (colour) or pick up. Those that play can also do the action. This can be mitigated by getting clientele cards in your display. These can get you actions when they match the card the start player played regardless of whether you played a card or picked up. Completed buildings also give you extra powers.

Why play Glory to Rome when you can play Race for the Galaxy? Because it is more interactive than Race for the Galaxy, which has a multi-player solitaire feel to it. Not only can the start player (or "Leader" in Glory to Rome terminology) can choose actions that are more beneficial to themselves than their opponents. Some action affect other people directly and some actions affect the pool of cards to draw from. So if you like that style of game where you choose action for yourself and other players but you want more interaction than you get with Race for the Galaxy then try Glory to Rome.

The Speicherstadt
(Played: Wednesday 10 November at Peter's place)
In The Speicherstadt by Stefan Feld, you are an importer in the Speicherstadt (warehouse district) in Hamburg, buying ship-lots of goods to try and fulfill specific contracts for victory points. You can also sell, trade, save goods and also firemen to protect your warehouses. Most of this is done by acquiring cards. Each round a number of cards are available and the players bid for the cards. Nothing unusual as Euro games go.

But the point of difference with The Speicherstadt (apart from its name) is the bidding mechanism. This is an interesting (and often frustrating) hybrid of "worker placement" and auction. Each player has 3 meeples and over 3 rounds place these above the cards they wish to bid on. The first meeple placed above a card gives its owner first "dibs" on the card, the second and subsequent meeples give their owners second and third "dibs" etc. After all the meeples are placed then the cards are evaluated left to right. The player owning the first meeple above a card decides whether to buy the card at a price equal to the total number of meeples above it or remove his/her meeple (hence dropping the price) and letting the owner of the next meeple decide whether to buy or not.

People use the cards they buy to fullfill contracts etc. If someone ends up not buying a card they get a consolation coin. There isn't much money in the game. Knowledge of the distribution of cards is very important. There are only limited numbers of each type of card and the deck is built up of 4 sub-decks (called seasons) each with their own characteristic (e.g. ships are rare at the beginning of the game and common at the end)

There are elements here of "worker placement" as players claim dibs on cards, bidding the price up as players stack their meeples above a popular card and dutch auction as players remove their meeples dropping the price for remaining players. This bidding mechanic is both clever and frustrating. Being first player gives you full choice of "first dibs" spots but little control over prices. Being last give you the opposite situation.

This game seems to be a straight forward and slightly boring do stuff to get points game driven by a very clever bidding mechanic. I would like to see this bidding mechanism used in an otherwise more interesting game. If you like trading games there are the nastier games like Before The Wind and Die Händler, or more negotiation oriented games like Settlers of Catan and Bohnanza.