Saturday 12 March 2011

Friday 11 March 2011

Six players, six games, six winners.

Frank's Zoo
I got off to a good start and unusually Nigel didn't show up in time for the second hand. Anna cornered the market in elephants on one turn but it didn't do her much good. Andrew P looked like he was going to come second until Andrew H made his run from the back. I seemed to spend a lot of the second half of the game with one card in hand while other people went out.

Ian 9 14 18 21 24
Andrew P 3 9 13 17 16
Anne -1 4 7 6 8
Anna 5 7 6 11 13
Carl 1 2 7 11 16
Andrew H 3 5 8 14 22

Glory to Rome
We split into two groups of three. At one end of the table Rome was rebuilt with Andrew H winning (probably by embezzling the most building materials).

Andrew H 42
Anna 29
Carl 29

Traders of Carthage
This is one of those games where cards have multiple uses. Cards in hand are mostly used as money (though they can also be used to protect goods from pirates). Cards on the table are goods to be bought and sent to Carthage. Cards face down are VP. We played one badly phrased rule slightly wrong. Anne won the first game and Andrew P won the second with an amazing improvement.

Game #1 #2
Andrew P 6 15
Anne 12 12
Ian 9 6

Attika
Carl got all his buildings down with a last flourish to beat Anna and Andrew.

Expedition
That left Anna to visit all her destinations first to win the last game of the evening. When Andrew was doing badly, Anne rashly declared that someone who does very badly has to do a down trou!

Anna 13
Ian 11
Carl 8
Andrew H 5
Andrew P 5
Anne -1

Monday 7 March 2011

Saturday 5 March 2011

On Saturday Babs and Carl were hosting games at their place partly in celebration of their birthdays and also as one of their new regular fortnightly Saturday games nights. We arrived as Craig and Sean and their kids were leaving. T and K had been given a couple of Chinese terracotta soldiers. But to make them more interesting they were each encased in a clay brick. Each brick came with little bamboo scraper and small brush to give the feel of archaeology. Judging how far the boys got in the first hour these bricks could keep them busy for days (if they don’t get bored and frustrated first). Overall a cute idea that I’d expect to see in gift shops at heritage sites around the world.

Expedition
We kicked the evening off with Expedition. The red route curled in tight loops around North America until we got bored with it. The blue route petered out very quickly in North Africa while the yellow route went around the world. I made a mistake of not going to a destination one link away from the one just got to, but luckily recovered to win.

Ian 18
Carl 17
Anne 10

Wyatt Earp
Carl then taught us Wyatt Earp, a Rummy game which in terms of its mechanics is part of the Mystery Rummy family of card games. Anne hadn't played Rummy before so the basic concept of pickup, optionally meld (create or add to a set of cards on the table) and then discard was new to her. In Mystery Rummy games the deck is divided into "normal" and "special" cards, with the special cards making up a quarter to a third of the deck. Each turn a player may meld or play one special card (in addition to melding normal cards). In Wyatt Earp most of the special cards relate to the scoring of sets, though the commonest special cards (the multi-use Wyatt Earp cards) can be, and often are, used to allow the player to draw more cards.

The theme of the game is hunting outlaws in the wild west. Each outlaw has a bounty which starts at $1,000. There are 7 suits (one per outlaw) with 7 identical cards in each suit. Melding 2+ cards in a suit increases the bounty on that outlaw by $1000 times the number of cards melded minus one. Some special cards can be added to melds of a particular outlaw that also increase the bounty. The cards played also indicate how much "knowledge" a player has of that outlaw (normal cards are worth 2 points). At the end of the hand the bounties may be paid out, but only if the total "knowledge" of all players is at least 8. If a player has at least 5 "knowledge" more than any other player they get the whole bounty otherwise it is share among the players. Unpaid bounties accumulate from hand to hand. I have been interested in this game for awhile as it has a sort of stock market idea.

At the end of the second hand I got to $24,000 but in next hand Carl prevented me from getting any more cash with a well timed Hideout card. Anne and I are keen to play Wyatt Earp again.

Carl $27,000
Ian $24,000
Anne $24,000

Tichu
By this time the boys were in bed and Carl was keen for Babs to learn Tichu. As it was after 10pm I suggested that we just play a couple of hands, but it turned out that we played a whole game. I felt that I had consistently poor hands (I must learn how to make the best of such hands).

There were very few Tichu calls though plenty of 1-2s, and on two hands the points were shared 50-50. Babs and Carl were ahead through the mid-game but in the final two hands we scored 105 and 95 points.
Hnd IA+AM C+BdV
1. 200 0 1-2
2. 200 200 1-2
3. 215 385 Carl's Tichu
4. 265 435 50 points each
5. 315 485 ditto
6. 315 685 1-2
7. 515 585 our 1-2 & Carl fails Tichu
8. 560 640
9. 860 640 Anne's Tichu 1-2
10. 965 635
11. 1060 640

Friday 4 March 2011

Tichu
On Wednesday night, Jarratt was keen on playing Tichu again, so I taught Andrew. We played with Anne and I versus Jarratt and Andrew. They got off to a good start with a Tichu 1-2. This was a portent of how the game was to go as we spent much of the time with a negative score. Finally we had a success but it was too little, too late. All very embarrassing.
Hnd IA+AM AP+JG
1. 0 300 Jarratt's Tichu 1-2
2. -90 390 Anne fails Tichu
3. -55 455
4. 15 485
5. -60 560 Anne fails Tichu
6. 50 650 Ian's low scoring Tichu
7. 55 745
8. 55 945 Andrew & Jarratt 1-2 again
9. 180 1020 Anne's Tichu

Tichu
On Friday night, Jarratt and Andrew were both keen on playing Tichu again. Anne and I agreed (we had to avenge defeat on Wednesday) on the understanding that we would stop if Nigel (or someone else) showed up.

We got off to a good start with a Tichu 1-2 but then things went into a holding patten on our side of the score sheet while Jarratt practiced his Tichu 1-2s. Then Andrew got in on the act. It was an evening of freaky hands. Including a hand where I had 6 consecutive pairs (which Jarratt bombed).

Hnd IA+AM AP+JG

1. 300 0 Anne's Tichu 1-2
2. 375 25
3. 375 325 Jarratt's Tichu 1-2
4. 375 625 ditto
5. 285 715 Ian fails Tichu
6. 365 635 Andrew fails Tichu
7. 365 935 Andrew's Tichu 1-2
8. 460 940
9. 460 1140 Andrew & Jarratt 1-2

Louis XIV
There are far more 4 player games in my collection than games for any other number and that number is swelled by the 5 and 6 player games that are better for 4 than for 5 or 6. After a lot of suggestions we settled on Louis XIV.

Anne tried my usual pro-shield strategy while I tried the more orthodox get-lots-of-missions strategy. Anne did better than I did, while Jarratt did better than anyone. Anne and I got 6 missions, Andrew got 7 and Jarratt got 8. There were an unusual number of draws for most shields of a type.

Jarratt 54
Anne 49
Andrew 45
Ian 42

10 Days in Europe
Looking for something quick to finish the evening we encouraged Jarratt to play this frustrating game. I won the first 2 games (though Andrew was very close in game 2) and Anne won the third game.

Saturday 5 March 2011

Detroit-Cleveland Grand Prix

Recently I got a copy of Detroit-Cleveland Grand Prix in the NZ Only Math Trade. Published by Mayfair Games in 1996 it is the newest in a family of very similar car racing games by Wolfgang Kramer, which started with Niki Lauda's Formel 1 from 1980. The design seems to have changed very little over the 16 years.

Detroit-Cleveland Grand Prix comes with a double sided board (unsupprisingly Detroit race track is on one side and Cleveland on the other). Six car race regardless of the number of players. Players are dealt a hand of cards which have movement numbers for one or more of the cars. When a card is played, the cars are advanced the number of spaces indicated in order from top to bottom. However, if the track is blocked, then that movement is lost. After the deal the cars are auctioned off to the players and there is prize money for each race ($200,000 for 1st place down to $10,000 for 6th place but nothing for cars that don't finish). Each race is one lap. The winner of the game is the richest player after 3 races.

The deck is 49 cards. 39 of the cards move 1 to 6 cars, 1 to 6 spaces. The other 10 cards include a 10 movement card for each car that is auctioned off with the car, 10 movement wild card which is not part of the standard deck (and seems overly powerful) and 3 switch cards (that seem very weak). According to the rules all the cards apart from the 10 point cards are dealt out and it doesn't matter if some players get more cards than others. That felt wrong to me and I suspect it would feel wrong to many of the people I play with. So I unilaterally decided to deal out as evenly as possible and then give any remaining cards face down to the owners of the cars at the back of the starting grid. (I also decided to leave out the weak sounding switch cards and overpowered wild 10).

The first game I played was a 2 player game with Anne. We played the Detroit race track. This meant we were playing 3 cars each. We ended each race with at least 6 cards in hand (no risk of any cars not finishing). There was one odd card with 2 players. This game took a very long time to play, in particular Anne took a long time to play each card. Possibly having 3 cars each and 22 or 23 cards each made it too complex for what it is.

A few days later we introduced Jarratt and Peter to the Cleveland circuit. There were 3 odd card and in each race half the players had 2 cars while the other half had one. This meant that hand sizes varied between 10 and potentially 13 cards. Sometimes people didn't have enough cards to finish, which made the game more interesting.

The following week we switched back to the Detroit track and this time had 5 players (Andrew and Lance being the newbies). Only one person got a second car each race and there were 4 odd cards so hand sizes varied between 8 and 11 cards. Anne won first race, I won the second race, possibly Peter won the last race. Everyone agreed that we should swap seats after the auction so that players sit in the order of their cars on the starting grid (which is suggested as a tornament variant in the rule book).

The next game was a 6 player game on the Detroit track again. Following our discussion on Wednesday we did swap seats after the auction. But the auction wasn't really that interesting - a couple of cars were fought over but otherwise people only paid $10,000. Surprisingly the cars all finished. There were 3 extra cards and with one car each so each player had 7 or 8 cards. It seemed that the cars at the back of the grid had a better chance of winning (possibly due to the extra card). The races were won by Nigel, Andrew P and Anna. Anne came last in every race.

Our latest game was with 3 players. The 39 cards deal out nicely. Andrew paid lots for his cars in the first race but came in 1st. In the second race he came in 1st and 2nd and had a substantial lead in cash.

Having played 5 games in about 3 weeks with 2, 3, 4, 5 and 6 players I am left with the strong impression that this is a game for 3 or 4 players. With 2 players it seems that there are too many cards, giving too many choices (potentially causing analysis paralysis) and hence that it is too easy to get all 6 cars home. With 3 players there are 2 cars each (2 cars give more opportunities for clever play than 1 car) and the 39 “basic” cards deal out evenly – things are nicely balanced. With 4 players half will get 2 cars and half will not and the 3 odd cards seem to benefit the players with cars at the back of the grid, on the positive side the game is competitive, it is a pity that there aren’t 40 basic cards. With 5 players most players will get only 1 car (which is a little boring) and the 4 odd cards counts against the players at the front of the grid. With 6 players the auction becomes a lot less relevant with most people getting a car for the minimum $10,000. With only 1 car and less interesting auctions the game is not as interesting for 5 or 6 players as it is for 3 or 4.

It does seem odd that even though this game has gone through 5 incarnations over 16 years the basic rules seem to be the same and even the basic card deck hasn't changed much including the over powered 10 point wild card, the wierd switch cards and the lack of a satisfactory way of dealing out cards with variable numbers of players. The changes seem mostly to be in the different race tracks and extra rules (slipstreaming and banked curves in Daytona 500, betting and pitstops in Top Race etc).

There are a number of variants discussed on BGG and other websites -- many of them to do with alternative uses for the switch cards. Though I didn't see any to do with uneven deal. So perhaps I am making too much out of this perceived problem.

I had thought that the extra cards could be auctioned off either before or after the cars were auctioned. But would anyone pay $10,000 for a card if they had paid $10,000 for a car? My idea of adding the cards to the cars at the back of the grid is not perfect (it seems to advantage those cars too much), so I’d be keen on trying a different solution, perhaps even the original uneven deal idea.

I am also keen on trying my hand at designing my own track, and the basic structure of the game seems sound enough to allow us to bolt on extra rules like the slipstreaming rule for Daytona 500 or Andrew’s suggestion that instead of auctioning the total ownership of the cars, that share are sold instead (a bit like Manila or Cable Car).

Ultimately this game has more than justified the trade I made for it.