Ridere, ludere, hoc est vivere.

Friday, August 12, 2011

My wife, the maharaja's personal trader - Jaipur

It was time to try out one of my acquisitions from the vendors' room at the World Boardgaming Championships, so for the last two afternoon game sessions, my wife and I have tried Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher Game Works).  I picked this up based largely on a Dice Hate Me review as a good candidate for a two-player game, and it has turned out to be an immediate hit with both of us.

General play description
Jaipur's card deck includes cards representing six different commodities and a number of camels.  A market in the center of the table always contains five cards in any combination of commodities and camels.  At any given time, each player has a hand of up to seven commodities and, in a face-up stack on the table, a herd of camels.  In his turn a player has may perform one action from among several options.

  • A commodity may be drawn from the market into the hand.  
  • Two or more commodities from one's hand and/or camels from one's herd may be exchanged into the market for a like number of other commodities.  
  • All of the camels from the market may be taken into his herd.
  • One or more commodity cards of a single type may be sold.
Commodities are sold for tokens.  Each type of commodity has a separate set of tokens of different values depending on the type of commodity.  When commodities are sold in larger quantities in a single sale, bonus tokens are also collected for even more value.

At the end of a round, the player with the higher number of camels gets a bonus token.  Then players total the values of all tokens collected, and the player with the higher total value wins the round.  The first player to win two rounds wins the game.

General impressions
I have to say, I like this game a lot after just two plays.  There are a few genius elements to the construct of this game.  First, for each commodity, there is one more card in the deck than there are tokens available to sell them for.  Second, the tokens for a given commodity can vary in value, with the more valuable tokens coming up later in the round.  Third, the hand size limits the degree to which a player can hoard a given commodity.  So a crucial element of the game is deciding what to collect, how long to keep collecting, and when to sell them off and free the hand.

The camels also add a decision twist to the game.  It is tempting to simply keep a majority of camels and guarantee the camel bonus token of five points, but camels are useful for exchanging into the market (if there's room in your hand for more commodities).  But putting them into the market means your opponent can take them.  Oh, the agony!

My wife Kathy has managed to win four of the five rounds we have played, which is to say that she won both games that we've played so far, one by shutout.  And not by a fixed strategy or card luck, either.  This game seems to reward strategic flexibility.  There's something to be said for accumulating leather, the most plentiful commodity, to sell five at once and pick up the big market bonus.  But diamonds, gold, and silver are so profitable that perhaps they can make up for the big bonus on leather.  And I already mentioned the agony of the camels...

I'm reminded a little of Ticket to Ride: The Card Game, from the standpoint that both players are drawing from a common pool of face up cards and trying to play combinations out of the hand to collect points.  But right now I'm thinking Jaipur is hands down the more fun game, and I'm sure we'll be playing it more soon.

Tuesday, August 9, 2011

Final day at WBC

Yesterday was the last day of the Boardgame Players Association's World Boardgaming Championships 2011.  A record 1642 people attended WBC this year.  I met other designers, developers, and of course many gamers, including quite a few familiar faces from PrezCon.  And of course vendors, who were good enough to thin out my wallet in exchange for a few additions to my game shelf:

(c) Worthington Games
Used by permission
I've had my eye on Tech Bubble (designer Mike Nagel, artist Sean Cooke, publisher Worthington Games) for quite a while now.  We've really enjoyed push-your-luck games like Can't Stop and Incan Gold, so what I read about Tech Bubble makes me think it will fit right in.

Some time ago I did a survey in earnest for two-player games that my wife and I would enjoy, and Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher GameWorks) came up pretty high on the list.  DiceHateMe had a pretty funny review last April, including the following comment that caught my attention:

  • Jaipur - while sometimes frustrating because of the luck of the draw in the Market - is incredibly fun. Why? I honestly have no idea. There are some games that, if dissected, the parts would make most game scholars scratch their heads and utter a collective “huh?” However, put those parts together and a rare synergy occurs. This is the magic of Jaipur. 

I love games like that.  I happened to see it for 20% off at the convention and picked it up.

(c) Z-man Games
Used by permission
And then I got to the Z-man booth.  As my good friend Grant G. said, "I never met a Z-man game I didn't like."  I was really hoping to find Traders of Carthage, but apparently that's been out of print for a while.  But I did find The Speicherstadt (designer Stefan Feld, publisher Z-man Games) an auction trading house game that I've had my eye on for a while but which sold out at PrezCon last February before I could make up my mind to buy it.  Luckily I wasn't so indecisive this year.

I needed even less deliberation to pick up Farmers of the Moor (designer Uwe Rosenberg), also at the Z-man booth.  This extension to one of my favorite games, Agricola, adds horses and peat to the farm.  I expect Farmers will bring a little "aroma" to our Agricola sessions.

I had, unfortunately, blown my budget by the time I got to the Stronghold Games booth, where I encountered Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, publisher Stronghold Games).  Oh, baby.  The DiceHateMe review of this cloak-and-dagger deduction game really brought out the evil laugh in me.  But how do you indulge your inner spy when you've got a bag full of games already?  Well, fortunately, Keith F. felt the same Cold War nostalgia I did.  (Oh, wait, he's not nearly as old as I am ... Keith, what grade were you in when the Berlin Wall fell?)  Nevertheless, Keith picked it up, somehow confident that he'd be able to get me to play it with him a few times.

Keith, Brian, and I sat down for two last games of the weekend - Trains Planes and Automobiles and Citadels, two more games that Keith bought on my recommendation.  (What a trusting soul.)  At the last minute, as the vendors were boxing up inventory, Brian ran back and grabbed a copy of Pandemic, because Keith and I knew that he wanted to buy it; he just needed a little encouragement.

So all in all, the three of us managed to stay entertained.  We drank beer, we competed in tournaments, we played games till 2:00 in the morning, we bought bags of games ... and yet none of us went home with a plaque.  Oh, well.  There's always PrezCon.

Sunday, August 7, 2011

Third day at World Boardgaming Championships

Admiral Lord Horatio Nelson
Saturday was all about Wooden Ships and Iron Men.  Tim Hitchings set up a fleet action in an engagement between British and French fleets in a hypothetical scenario with several players on each side in which the British fleet attempted to intercept a French fleet leaving port.  Tim gave me command of the British fleet.  The entire action ran about seven hours, with a short break for lunch.  A number of people dropped out, and others dropped in over the course of the scenario.  The battle itself was exciting and engaging, as the British became almost completely surrounded by the more numerous and better-reinforced French.  British superior crew quality and gunnery, however, helped the Royal Navy withstand the onslaught of the French fleet.  Despite one or two of the British ships having to strike colors under heavy rakes from multiple directions, we were able to sufficiently bloody the French that Tim declared the Royal Navy team to be the winners.  He gave me a prize as the best captain in the British fleet.

Later that day, I faced Evan Hitchings in the semifinals in a very even match-up of two 74-gun SOLs.  Again I was able to practice my tactical doctrine of concentrating fire on the rigging of the lead ship to reduce maneuverability, then focusing all squadron fire on a single ship's hull to take it out of action before turning to the other target.  In relatively short order, I had taken out the mast of the lead enemy ship and forced the second ship to strike her colors.  My ships had suffered a lot of damage in the process, however, and after some amount of time, my opponent was able to force one of my ships to strike her colors.  He had also inflicted a waterline hit on the other ship that induced flooding, so that a third of my crew had to be taken out of the gunnery teams to operate the water pumps and keep the ship afloat.  All else being essentially equal, my remaining ship - down one crew section - was not able to keep up in the battle of attrition that followed with the remaining enemy ship.  When the timer was up, it was clear that Evan had inflicted more damage on my ships than I had on his, so he won our semifinal matchup and advanced to the final.  We both agreed that it was one of the most exciting battles either of us had played in the tournament.

Keith and I met Chris and Cherilyn from dicehateme.com in the open game room, where they invited us to playtest a game in development called Viva Java.  The premise is that players collaborate to invent blends of various coffee beans that will be profitable on the premium coffee market.  The game involves a number of innovative mechanisms, the most interesting of which is the formation of players into temporary teams who try to combine their resources to come up with the most optimum blend on the market.  Players can invest in each others' projects if they think they will be profitable.  The cooperation is always transitory and self-serving, so there's a constant interplay to juggle benefits of collaboration with the game goals of beating your opponents.

I have been reading the Dice Hate Me blog for quite some time, so it was great to meet Chris and Cherilyn and discuss their game projects as well as share Trains Planes and Automobiles with them.  Their energetic enthusiasm for gaming is infectious.  Likewise, Josh Tempkin of Tall Tower Games shared some fascinating insights into how he and his partner developed a carefully researched and tested set of design principles on which they base all their game projects.  The results speak for themselves in the gameplay of their project Wartime, which I consider to have the potential to be a groundbreaking development in table-top gaming as a fundamentally new paradigm.

Keith, Brian, and I got together afterward for a number of games - Tikal, Citadels, and 7 Wonders.  Keith had competed in the finals for Conquest of Paradise, and Brian had made the finals for Tigris and Euphrates.  So, in short, there's been a lot of boardgaming going on this week...

Saturday, August 6, 2011

Second day at World Boardgaming Championships

Friday morning, I ran a session of Trains Planes and Automobiles for several kids in the Juniors Room between tournaments.  Laurie W. of the Junior Events staff at WBC had played it with me yesterday, and she talked up the game among the kids to help spur interest.  The kids that joined me at the table had a good time learning and playing TPA and really liked it.  Later in the day, I played TPA with my friends Brian G. and Keith F., each of whom had already bought a copy.

I had some free time to try another round of Wooden Ships and Iron Men, and was surprised to learn that I was in the running for the quarterfinals.  I took the opportunity to play another session to try to boost my chances of qualifying.  In our scenario, I had two British 74-gun ships-of-the-line (SOLs), and my opponent had equivalent ships.  From the first turn, I could tell this was going to be an unusual game.  My opponent opened with an innovative tactic; he sent one of his vessels upwind and the other downwind as I approached in order to attempt a rake on one end or the other of my line.  I am rather traditional in my tactics and refused to separate my ships but maintained a close order line in an attempt to overlap fields of fire and concentrate on a single target (as I had against Robert yesterday).  

I focused my fire on one ship's rigging to reduce his maneuverability and render him unable to tack upwind and rake the rear of my line.  Suddenly he turned toward me, rammed my rear ship, and attempted to board it - something I really did not expect.  What followed was a bloody melee over several turns in which my crew barely prevailed.  He fought to the last man in a the battle that left my rear ship with only an eighth of its original crew standing.  Meanwhile my lead ship was engaged in a pounding point-blank exchange of broadsides that left both his downwind ship and my lead ship in danger of striking.  My rear ship freed itself of the grapples from the now-empty, drifting enemy vessel, and re-joined my lead ship.  I was able to engage his remaining vessel from both sides and deliver the decisive blow that force her to strike her colors.  At the end, we both agreed that it was one of the most exciting WS&IM battles either of us had played in a long time.  Unlike the previous day's victories, which seemed to some degree products of dice luck, I felt as though I won Friday's battle largely through tactical discipline.    

I entered the Alhambra tournament, which was very well attended.  I had a strong second-place finish among the six very friendly players at our table (including Laurie W. of the Juniors Room).  As it turned out, only first-place finishers would qualify for the semi-finals, so I was out of the running for Alhambra.  

A little later in the day, Joel Tamburo hosted a seminar on ethics in gaming, an engaging discussion on a rich topic that I will explore in more detail in a later blog post.

That evening, I saw a demonstration of GMT's Washington's War, which looks like an interesting game that explores the efforts of Great Britain vs. the Continental Congress to win the hearts and minds of the colonists during the American Revolution.

Keith F. had seen a demonstration last year of a game called Wartime, an as-yet unpublished real-time board wargame.  Josh Tempkin of Tall Tower Games has it for demo here at WBC again this year, so Brian G. and I had the opportunity to try it out.  The game involves perhaps the most innovative mechanism I can remember seeing in a long time - a set of multiple egg timers for tracking when pieces may move.  All play is simultaneous and open, and the game involves no luck at all.  Players simply move and attack as fast as the egg timers allow them to.  The gameplay gives new meaning to the phrase "fast and furious."  We finished our first game in nine minutes.  It felt very much like a real-time video game, but in the format of a boardgame.  We learned subsequently that later that very evening, Josh sold the design to a publisher.  We look forward to seeing the production version when it comes out.

The three of us got together for a late-night session of Stone Age and were joined by Debbie, whom we had not met before but who saw us setting up and asked to join us.  Stone Age falls into the worker-placement category of Agricola or Pillars of the Earth, but it has some novel scoring mechanisms that take some getting used to.  I really enjoy the game but am reluctant to buy it only because it is another bird of that feather, so to speak.

On our way out, we ran across a game of Lifeboat that was being played by Chris and Cherilyn, the creators of the Dice Hate Me blog and podcast.  It was great to meet them in person.  They plan to have playtest sessions of two of their games on Saturday, so I hope to try them out, time permitting.

My Saturday plan currently consists of joining the WS&IM fleet action, a multi-player event in which each player controls two ships in a large naval battle.  There are several demos I want to see during the day, and the WS&IM semifinal and final will be later that afternoon.  If I take leave of my senses, I may participate in the midnight Wartime tournament, just because that game looks like so much fun.

Friday, August 5, 2011

First day at World Boardgaming Championships

A quick summary of yesterday's events:

I started in Wooden Ships and Iron Men with a single frigate engagement against Tim Hitchings, the event coordinator.  I won largely due to die luck; for a good stretch of the game, I couldn't roll lower than '4,' and he couldn't roll higher than '3.'  It's hard to lose under those conditions.  

I followed with a match-up against Rob from Alexandria, VA, my two Spanish 80- and 74-gun ships-of-the-line (SOLs) against his similarly rated vessels.  I won that engagement as well, partly due to basic naval gunnery tactics (concentrate both broadsides on a single target, take down one mast, then switch fire to hull and blast away) and partly due again to die luck (although not as egregious as in the frigate battle).  I was by no means unscathed; through effective use of chain shot, Rob completely demasted my 80-gun SOL.  At one point he tried to perform an end run by pulling his rear SOL out of line and upwind, away from my fire, then rigging full sails, and attempting to sprint around the far side of his lead SOL to turn down wind and attempt to set up a rake on my rear SOL.  I was pretty tight with my line and maneuver, though, and managed to re-form my line along the wind in such a way that instead of firing on my rear, he faced a combined broadside as he made his attempted raking maneuver. Meanwhile, I was able to keep up the barrage on his lead SOL until she struck her colors.  At that point Rob felt that he was unlikely to pull out a win (particularly under tournament time constraints), and he conceded the battle.

I had an opportunity to introduce Trains Planes and Automobiles to Laurie W. and Jenna S., the adults running the Juniors Room.  (There were few children present at the time, and those were all engaged in other games already.)  The adults seemed interested in learning a new family game, and it went over very well.  I'm optimistic they will look for it in the Vendors Room tomorrow, when Worthington Games will have it available for sale.

I competed in the 7 Wonders tournament at a very fun table of seven people, including Stefan from Montreal.  I came in a very close second place (112 points over two games).  There were 25 tables and 42 seats in the quarterfinal, so my strong second-place finish qualified me for the quarterfinal.  Unfortunately, there I had my worst showing ever, with 36 points and a solid lock on seventh place.  So that was it for 7W for me this convention.  

Dr. Lewis Pulsipher delivered a seminar that amounted to a summary of his lecture notes on game design, with a great deal of Q&A and interaction among the audience members, who included Joe Angiolillo, designer of Objective Moscow and Operation Typhoon (although he denied deserving credit for that latter title), among others.  It was a rich and fascinating session that ran so long that I skipped the Agricola heat scheduled for later in the evening.

After my friends Keith F. and Brian G. finished in Agricola (Keith won his table), we went over to the open gaming area, where I introduced them to Citadels.  Keith won our game, a victory I think I could have snatched from him if I'd properly played the assassin against the architect (rather than the warlord), which would have prevented him from building his eighth district and getting sufficient bonus points to outscore me.  Curses!

Today's plan includes more WS&IM, more opportunities to introduce kids to TPA, Alhambra (or maybe Agricola - there's a conflict), demos of Tikal and Washington's War, a seminar on gaming and ethics, and opportunities to play Battleline, Ingenious, and Liar's Dice.  

Wednesday, August 3, 2011

Final preparations for WBC

I'm making final preparations to leave early tomorrow morning for Lancaster, Pennsylvania, to attend the World Boardgaming Championships.  Besides introducing Trains Planes and Automobiles in the Juniors Room, I hope to attend Dr. Lewis Pulsipher's seminar on game design and play a few games.  The top six on my list are


The first four are among my favorite games; the last two are new to me, and I look forward to learning about them.

I welcome comments from others already at WBC or planning to go.  Let me know what you're most looking forward to!

Games that even the in-laws can play

Okay, to be fair, my mother-in-law may not be a convention-going serious Euro-gamer, but she likes to learn a new game or two, and she has really come to enjoy Settlers of Catan and Guillotine.  Even my father-in-law will jump in for a session of Word Thief.  So when they came to visit over the last several days, while the oppressive heat kept us indoors most of the time, the board game closet got visited quite often.  I had the opportunity to introduce them to a few games that they really seemed to enjoy.

First of all, I gave my in-laws a copy of Trains Planes and Automobiles and took the opportunity to show it off in true family-game fashion.  Although billed as a game for two to six players, I included an optional rule for seven or eight players.  So with both in-laws, three sons, my wife, and myself, we launched into a seven-player session - the only shortcoming being that I had to provide a spare game piece from another game to accommodate the seventh player.  I must say that as the game designer, I do very badly at my own game.  I kept chasing stories in locations accessible only by automobile - Vicksburg, Ciudad Juarez, and Phoenix* - while others jetted around from airport to airport, racking up assignments.  My oldest son Patrick overcame a late start and beat everybody to the final assignment to win the game.  I have to say, we all had a great time, and I'm really hoping to be able to demonstrate this game in the Junior Events room at World Boardgaming Championships in Lancaster, Pennsylvania starting tomorrow.

Our game sessions over the last several days were frequent and fun.  My 15-year-old, usually so impulsive in push-your-luck games, turned out to have perfect timing in Incan Gold and won that game hands-down.  My father-in-law and other two sons pushed a lot of poker chips around the table playing Blackjack, in which my ten-year-old ended up winning his grandfather's house and car (or would have, if the titles were on the table). We had a great session of Apples to Apples that included Patrick's girlfriend.  My wife demonstrated her unstoppable command of word games in Word Thief.  We had several really fun games of Guillotine, which is always good for a laugh.  I was very pleased to engage my mother-in-law in Reiner Knizia's Ingenious, which is both intellectually and aesthetically satisfying - so much so that she insisted on a second game immediately.  And, finally, we introduced the in-laws to the notion of a co-op game with Pandemic, which we lost when the Player Deck ran out before we were anywhere near curing the black disease.  Our family has now managed to lose Pandemic in all three possible ways.

So the in-laws' visit became a smorgasbord of boardgaming fun.  The summer heat was never really a factor as we found great entertainment right in our own home and in the good company of family.  And that's what vacations are really all about.

* Now, I should note that I'm perfectly aware that you can fly to any of these places today, and might even have been able to do so fifty years ago.  But for purposes of making TPA interesting, I only put airports in about a third of all cities on the map, and provided rail service only to another third.  So there are many cities on the map that, in the game, can only be reached by car.  That's what makes it a challenge.

Monday, August 1, 2011

What doesn't work - Monopoly as a case study

I've been reading a lot lately about what makes a game a hit.  While contemplating the factors of success in game design, the mathematician in me immediately wants to consider the counter-example:  What makes a game a disappointment?


Image courtesy of Hasbro
 One game that virtually never gets played in my house any more is Monopoly (designer Charles Darrow *, publisher Hasbro).  The over-riding reasons that Monopoly draws an inevitable veto in my house are that "it takes too long" and "it's just not fun."  These valid criticisms beg obvious follow-on questions:  What exactly is it about Monopoly's design that makes it take too long?  And what makes it "not fun" (at least to some)?  Perhaps investigating these questions can help sharpen the definition of what makes a game a disappointment, and therefore help to delineate the limits of a successful design.

[Now, we have to keep in mind that Monopoly is the best-selling boardgame of all time, a consideration that I will entertain in another post.]

What makes Monopoly take too long?  The game-ending condition is, frankly, merciless:  The game ends when all players but one have run out of money.  This characteristic brings to mind the original Risk, also lengthy because it demands conquest of the entire map to end the game.  In the case of Monopoly, there are other factors that serve to perpetuate the game as well.  The number of developed monopolies that players build will drive the pace of the game.  If there are too few monopolies, people end up moving around the board paying small amounts of rent and collecting $200 at every "Go."  In that case, the total amount of money in play can gradually increase for everybody, and nobody approaches bankruptcy.  By contrast, several high-rent monopolies on the board will drive people to bankruptcy quickly; so once players start building houses and hotels in earnest, sooner or later, somebody is going to go under.

Why isn't Monopoly fun (for some people)?  First, I have hinted several times that I am not fond of player-elimination games.  If the intent of playing a game is to have fun as a group, then excluding people one by one from the game leaves some individuals out of the action while others continue to play.  That works fine in a serious competition or tournament, but not for a social event.  We have a house rule - when I can con my family into playing Monopoly at all - that once the first player goes bankrupt, the game is over, and the person with the most money (cash+property) wins.  With this house rule in force, when the game is over for one person, it's over for everybody - which addresses both the game length and the player-elimination problems.

My father-in-law pointed out a second aspect of Monopoly that he doesn't like that can be summarized as "the runaway leader problem."  If one person is lucky enough to acquire and develop a monopoly long before anyone else, he can develop a commanding lead, to the point that no one can do any serious damage to him, and everyone else will be unable to develop their own monopolies or go bankrupt trying to do so.  The game becomes an exercise in inevitability - watching one real estate empire swallow up all the little guys.

A third reason that Monopoly can fail to be fun is that it often devolves into a long series of roll-and-move with no serious decision-making.  In the early game, players roll and move to acquire property with no real thought required.  In the mid-game, as players assemble monopolies, they face decisions regarding how many houses to build vs. how much cash to keep in reserve. But once everybody's property is fully developed, the game boils down to one of dice luck - I win if you land on my hotels before I land on yours. If most of the game is dice luck, it becomes a laborious version of Chutes and Ladders.

But I think there's more to the game than that.  I've come to realize that Monopoly is a game of property valuation.  Once players decide that obtaining a monopoly - and especially, being the first player to obtain a monopoly - is the key to winning, then trading becomes very important.  And therein lies the crux of the game.  If I offer you Boardwalk and you already have Park Place, what do I demand in return?  What should I be willing to give up for Mediterranean Avenue if I have Baltic Avenue?  Should I take my opponent's cash reserve into account if the deal gives him or her a monopoly on which to build houses?

Once these deals are made, then the real estate landscape is in place, and your rent-collection profile is a product of the way you valued the property you took vs. the property you gave up.  But again, at that point, once all the deals are done and everybody has reached an equilibrium point, we're back to dice luck.  Who lands on whose property first?

Settlers of Catan, the quick, fun
barter-economy game
That got me thinking about Settlers of Catan, a barter-economy development game that is eminently enjoyable and is certainly not a game that takes too long.  That game ends when one player has built up to a certain number of points.  Is there a way to translate that concept to Monopoly, so that I can declare a winner just based on who reaches a certain "tipping point" in development first?

Let's consider what that "tipping point" might look like:  If a player owned all the property on the board, the highest revenue configuration of 12 hotels and 32 houses would be hotels on the dark blue, green, yellow, and red monopolies and New York Avenue, and four houses each on Tennessee Avenue, St. James Avenue, the violet monopoly, and the light blue monopoly.  In that configuration, the total rent for all property on the board would be $20,802.  It might be reasonable to expect that if one player achieves half that revenue potential, then the game is close to a foregone conclusion. 

So perhaps a new game-ending victory condition would be if any player achieves a total rent of $10,400 across all owned property.  I haven't playtested this idea, but it might serve to make the end-game a little more merciful. 

What started this essay as a consideration of perceived design flaws led to an idea to tweak a time-tested popular game.  The fact that Hasbro managed to make fundamental improvements to Risk (discussed in a previous post) suggests that even the best-selling games might bear changes to fix the most compelling complaints.

*Although Hasbro lists Charles Darrow as the sole designer, there is significant research to suggest that Darrow based his submission to Parker Brothers on designs by several other people of a number of similar games, most notably The Landlord's Game by Elizabeth Magie Phillips.

Friday, July 29, 2011

What to pack for a vacation

We recently went on a vacation in the West Virginia mountains for some white-water rafting, horseback riding, paintball, and a zip line canopy tour.  (ACE Adventures, if you're interested.)  In the absence of internet and video games, we anticipated the need for some quality family downtime in the cabin.  So of course that means boardgames!

Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices.  This time we wanted more options without having to bring the entire game closet.  So we put together a packing list of games that most of us like.  Everybody got to pick at least one game.  We wanted to have at least three options each for two, three, four, or five players.  At least three of the games had to be accessible to the youngest of us (ten years old).  We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring.  Here's the list we came up with:
This turned out to be a great list for several reasons, not the least of which is nearly all the games fit in a small tote bag.  (At one point I had 7 Wonders on the list, but the box is a bit bulky, and we already had plenty of options.)  The nice thing about this selection of games is that it has variety, nobody has to play if they don't want to, but we can always find options for any subset of the five of us.

So what did we actually play?  Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia.  The brilliance in the design of this game is that there are no separate parts.  The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board.  Each space can be rotated to show a green blank, a white piece, or a black piece.  The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).

Whirlpool randomizer from
Uno H2O Splash
In the hot tub at our cabin, Uno H2O Splash got a lot of action.  Here is another clever production idea to solve the problem of a challenging game-playing venue.  The cards are clear plastic, printed in such a way that one side shows only the card face, the other only the card back.  The game plays like the familiar Uno with a water-themed twist:  Certain cards have a "splash" icon that, when played, require the next player to take a spin on the "whirlpool," a device rather like a small "Magic 8-ball" with an eight-sided die inside to yield a random outcome that the player must perform.

Sample page from Ace of Aces
Another brilliant game design that got some action was the old classic World War I dogfight game Ace of Aces.  This game requires neither board nor cards but is played with just a pair of books through which players flip from one cockpit view to another as they try to outmaneuver one another and get into firing position to inflict damage on each other's aircraft.  While I was in the Navy, I played this game many times with my chief engineer because it was so well suited to the tight confines of a submarine wardroom.  My sons each successfully chased me out of the skies, but in both cases I was able to escape with my badly damaged plane before being shot down.

We did play a few conventional games during our down-time in the cabin.  Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win.  Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later.  My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand.  My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.

And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.

Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.

Wednesday, July 27, 2011

Thoughts on approachability

[I'm still on vacation away from the internet, so today's is a re-post of an excerpt from an article from last October.]

Image courtesy of
Rio Grande Games
This week our friendly neighborhood Game Parlor in Woodbridge is having a 20%-off moving sale on nearly everything that's in stock, so the other day I picked up Race for the Galaxy (designed by Thomas Lehmann, published in the U.S. by Rio Grande).  I'd had this on my list since I'd solicited my friends for two-player game ideas to add to our afternoon game session library.  I'd had a lukewarm experience with it at Congress of Gamers a year or two ago, largely because the people I played with were very experienced players and not altogether patient or thorough in explaining the rules.  But I read so many good things on boardgamegeek about it - especially in light of our fondness for Puerto Rico (designed by Andreas Seyfarth, also Rio Grande), with which a number of reviewers compared it - that I thought it was worth a try.

I was very methodical in going through the rules myself and then reviewing them with Kathy.  I think as we played the first time through, we agreed that we understood the mechanics of the game, and the goals, and even how to devise a strategy.  The thing we found frustrating in our first play-through was the abundance and density of symbols on the cards and their varied significance.  I think we went around two or three times on how the "Contact Specialist" worked.  I'm sure veterans of this game are used to the conventions and know what to look for and how to apply the symbols to the game mechanics, but we were each struggling to understand what we were looking at as we played along.  Both of us are confident, though, that's a game that we can learn and come to appreciate.  I'm looking forward to trying again.

There's a lesson here somewhere for me as a game designer, I think.  It's one thing to have a game that is complete in its rules integrity and components, that is a beautiful construct in both form and function, that aficionados come to appreciate for subtlety, nuance, and replayability.  But what about a game's approachability to the novice?  The analogy I think of is a mansion on a mountaintop.  It can be a marvelous engineering construction, stunning in appearance, awe-inspiring in surroundings, luxurious in furnishings ... but if visitors have to climb a rock face to get there and appreciate it, not many people will try.  So I'm coming to appreciate that even an intriciate, complex game needs to have a welcome mat, an entrance ramp, some way of introducing the novice to the game.

Agricola family board
RftG does this to a certain degree, with pre-selected starting hands for the players.  Settlers of Catan has its beginner's board layout; Agricola has its family game.  I remember Avalon Hill developed a rules construct called "Programmed Instruction," in which rules were divided into sections that built on one another.  The new player could read the first section, then play a scenario that depended only on the  rules in that first section.  A second section would introduce more rules, components, and options and would be followed in turn by more scenarios.  Starship Troopers and Tobruk, among others, had this kind of graduated rules approach. 

I don't know; am I asking too much?  Is it reasonable that a gamer should struggle with a game the first time through, until they say, "oh, that's how that rule works," or "that's what that card does"?  Every first-time player of Agricola goes through this, surely.  It's not that I want to play simple games; I just don't want learning a new game to be a struggle.

Monday, July 25, 2011

The mystery of play balance

[I'm on vacation someplace where I don't have internet access, so today's is a re-post from September 2010 when I explored the topic of play balance in game design.]

I mentioned when recounting my game of Stonewall Jackson's Way with Paul R. that we started to wonder whether there was a bias in the game toward the Confederates.  Sure enough, we weren't the first people to think so.  A user on boardgamegeek directed me to Multi-man Publishing's Great Campaigns of the American Civil War "New Scenarios" page, which includes modifications to scenarios from the original Avalon Hill edition.  That page includes a link to proposed modifications to the victory conditions to the Cedar Mountain scenario that Paul and I played.  If those victory conditions had been in effect, I would have played much more aggressively on the third day of the battle, and perhaps much more realistically from the standpoint of how we might have expected Stonewall Jackson to behave in that historical situation.

Friday, July 22, 2011

Arrival of Trains Planes and Automobiles

Trains Planes and Automobiles box art
Wednesday my publisher's shipment of Trains Planes and Automobiles arrived.  I could not have been more happy to have a production version of my game design in my hands, complete with professional art by Sean Cooke.

Trains Planes and Automobiles is a family game for two to six players, age eight and up, who play as news correspondents attempting to race each other to cover the most stories.  The game is set in mid-twentieth century North America, when airlines connected the largest cities, and newly built interstates allowed convenient long-distance travel by car, while trains still served as the workhorses of American transportation.  The board renders a map of most of North America in an old-fashioned post-card style, with Alaska and Hawaii as insets.  Faintly rendered hexagons divide the board into 100-mile-wide spaces for movement.  

Assignment card
The map includes 56 Canadian, American, Mexican, and Carribean cities (including Havana, accessible to the American traveler in the years prior to the Cuban Revolution).  Of the cities on the map, approximately a third have airports for travel by plane, about two-thirds are connected by railroads for travel by train, and the remainder can be reached only by automobile.  A number of island cities can only be reached by plane.  

Travel card
The game includes a deck of 57 "Assignment" cards, one for each city on the map.  The winner of the game is the first player to complete seven Assignments by traveling to assigned cities and claiming the corresponding Assignment Cards.  The game also includes a deck of "Travel" cards that govern movement on the board - by plane (the fastest means, but only between cities that have airports), by train (only along rail lines), or by automobile (anywhere on the mainland, but the slowest method).  The Travel deck also includes ways to slow opponents down (Bad Weather, Train Delays, and Car Breakdowns) as well as bonus abilities for faster travel.  

I have to say that I am really pleased with the feel of the game that Sean Cooke created in the art for this game.  It has a nostalgic atmosphere, with Travel cards showing paper plane tickets and folded road maps.  Assignment cards depict push-pins on destination cities (a subtle nod to a certain well-known earth map computer application).   

That evening my family sat around the dining room table and played my game with a real production copy for the first time.  They had participated in a number of playtests with early home-made prototypes, but it became a whole new experience to enjoy the game as a professionally made, artistically finished product.  My wife jumped to an early head start as she completed three assignments in her first three turns.  The kids of course ganged up on Mom to keep her from running away with the lead, but in the end it was Dad the Designer that won the maiden session of Trains Planes and Automobiles.

Both my sons (ten and 15 years old) said several times that they really had fun playing the game.  I think the gameplay is a nice balance of hand management, racing for goals while disrupting your opponent, and a little card luck as well.  There's no run-away leader, as there are some balancing mechanisms for trailing players to take action to stay in the game.  All in all, I have to say that I am pleased at how much fun TPA turned out to be, and the kids think so to.  I think this can be a real "family game night" hit.  

Worthington Games has published TPA under their new Blue Square label.  The marketing campaign is in work, so the game is not yet available online as the outlets for purchase are still being developed.  They offered TPA for sale for the first time at Origins Game Fair and will be selling it at the Boardgame Players Association's World Boardgaming Championships the first weekend in August. 
I plan to demonstrate Trains Planes and Automobiles in the Juniors Room at WBC starting Thursday 4 August.  

Wednesday, July 20, 2011

World Boardgaming Championships coming in August

The Boardgame Players Association will be holding their annual World Boardgaming Championships convention in Lancaster, PA the week of 1-7 August (with some pre-convention activity in the last days of July).  I'm looking forward to the opportunity to immerse myself in a fun, competitive boardgaming atmosphere.

Even more than playing, though, I anticipate meeting people in the game design and publishing business.  I'm fascinated by different philosophies that govern how people approach game design, and I look forward to engaging designers and developers in the industry to find out how the bring new titles from concept to market.  Clearly the various categories and types of games require different emphases and approaches, but I'm curious to explore differences among the way people design and develop games even within the same genre.  It would be particularly illuminating to find what distinguishes the makers of some of my favorite games (Z-man for example).  I suppose I'd like to learn how best to design the kind of game I like to play.

Britannia, designed by
Dr. Lewis Pulsipher
One designer I specifically intend to meet is Dr. Lewis Pulsipher, whose blog I've followed for quite some time now.  His series of instructional presentations discuss his thoughts on game design.  A good convention provides the opportunity to engage names in the industry and exchange ideas, and this is an opportunity not to be missed.

I am already making long-range plans for WBC 2012.  My intention for next year is two-fold:  To run Trains Planes and Automobiles as an official Juniors Event at WBC, and to bring a playable prototype of my space-mining game for playtesting or perhaps even demonstration to a potential publisher.

It's good to have a focus.

Monday, July 18, 2011

Maybe Werewolf beats Resistance after all

I'd earlier blogged about my recent discovery of The Resistance and my initial impression that it must be better than Are You a Werewolf?  Well, now I'm not so sure, based on two days of family reunion gaming in which I introduced siblings, nieces, and nephews to both games and got some very unexpected reactions.

Image used by permission
of Indie Boards and Cards
First we tried two games of The Resistance (designer Don Eskridge, publisher Indie Boards and Cards), a social deduction game that I'd never played before but which I was convinced would be better than the more familiar Werewolf, particularly for the new crowd.  We found that the secret ballot process was a little clumsy, since we'd be constantly turning in votes, then turning in the unused vote cards, then redistributing them again, once or twice for every mission assignment.  But more to the point, in two games, the Resistance never successfully completed a mission.  In both games, the spies successfully sabotaged three consecutive missions.  Now, I don't know if that's a function of the experience of the players, in which we were invariably approving mission teams with spies in them, or a function of the play balance of the game itself.  So my intention later this week is to research what others have written about play balance in Resistance.

So then at my 15-year-old son's insistence, we switched to Werewolf (derived from the Dimitri Davidov designed Mafia, publisher Looney Labs).  I was worried about how the younger kids would react to the elimination aspect of the game, the killing theme, etc.  Oh, but that was not a problem.  Everybody jumped right into the spirit of the game.  My brother Pete was particularly enthusiastic.  I lost count of how many games of Werewolf we played over the two days.  The games were quite varied, too.  Sometimes we would leap right on the werewolves and eliminate them quickly.  Sometimes the wolves would make short work of the village.  And sometimes there would be long, convoluted debates over who was a wolf, or a seer, and why.  But I think everybody who played had a great time and kept asking to play again.  We even drew something of an audience at the picnic ground at one point.

(c) Looney Labs
Used by permission
So this experience begs the question:  Why did Werewolf turn out to be so much more popular with the family than Resistance?  Frankly, I think that there are two reasons: (1) We had an unfortunate early experience with Resistance appearing to be so lopsided after just two games, and (2) Werewolf really is an engaging, exciting game in its own right.  First, I do want to make sure we got the rules right; if so, I should revisit the play balance in Resistance, because that just seems so unlikely to be a common experience with a game that was so well-reviewed the first time I researched it.

How popular was this game with the family?  Well, my brother Brenden wants me to order a copy for him, and my brother Pete plans to order two copies - one for himself and one for his girlfriend, whose family apparently enjoys playing games.  I feel as though I should get some kind of discount from Looney Labs on my next order from them for all the business we generated...

Friday, July 15, 2011

Social media

My wife the writer has introduced me to the wide world of Facebook as Paul Owen and Twitter as PaulOwenGames.  You can find me there - wading at first, plunging a bit later, I expect.

Wednesday, July 13, 2011

He who will not Risk

"He who will not risk cannot win." -- John Paul Jones

1980 reprint of the
1959 classic (but lengthy) Risk
My son (15) and his friend and I played Risk (designer Rob Daviau, publisher Hasbro) Sunday afternoon.  I should note that I was never a big fan of the original Risk (designer Albert Lamorisse [director of the French short film The Red Balloon], publisher Parker Brothers), largely because it simply took too long to play.  It didn't really seem to be much of a strategy game, either, at least not at the age I was playing.  A lot of pushing and shoving, taking territory only to have it taken back. Worst, if it was a multi-player session, it became a player-elimination game, which as anyone who has followed my blog knows is a fundamental flaw in any multi-player game outside of a tournament.

2008 Revised (and much more
enjoyable) Edition of Risk
My opinion of the new Risk, however, is quite the opposite.  With the introduction of objectives and the change in the way cards are traded in for armies, players have some real decisions to make, and that's something I appreciate in a game.  Particularly nice is being able to identify a winner in a reasonable amount of time, rather than requiring world domination simply to end the game.  Generally speaking, a winner emerges long before any single player is really close to elimination.  I think I most appreciate the fact that the facelift addressed only the weaknesses of the game and retained many recognizable, likable elements, right down to the combat mechanism - which is an imperfect attrition system but still an interesting tactical problem at times.

In our three-player game, my capital was in Greenland, my son's in Australia, and his friend's in Argentina.  My son easily took over Australia and moved quickly into southern Asia.  In so doing he completed the "Control 18 territories" objective.  His friend took over South America and a substantial chunk of North America.  I sought my first objective by taking over all of Europe, and succeeded only on my last dice roll.  So I was in a pretty vulnerable position even after my end-of-turn redeployment, and feared that my son's Asian army would roll into Russia.

My son smelled blood in Asia, however, and ignored me in favor of trying to take over the continent.  His friend started the game with a strong holding in Japan, however, and would not fall, so my son's Asian campaign stalled.  His friend sought to finish taking over North America, but he, too, could not complete the task.  As a result, my European position remained unperturbed, which made my next decision rather straightforward - to take over Africa.  Europe gave me five additional armies, and I started everything in central Africa, whence came the great tide.  Once I'd conquered Africa, I agonized over whether to jump the Atlantic and attack Brazil to break up the South American stronghold - but that position wouldn't have been as strong (given the way I left my armies) as it was to attack the Middle East and shore up the defense of my eastern border.  At the end of my turn, I'd taken over my second continent and thus completed my second objective ("Control two continents").

My son and his friend discussed the fact that I held everything from South Africa to Greenland and ought to be squeezed from both sides.  It certainly would have made sense at that point in the game - after only two turns, when I held two objectives of three needed to win - to gang up on me and take apart my continental holdings.  Strangely, however, the desire to control Asia still consumed my son, and after re-taking the Middle East, he turned away from European Russia and instead attacked his friend's holdings, east across the steppes.  His friend then nearly took over North America at that point, but I held my ground in Greenland.  At that point, my continental holdings still remained intact, and I started my third turn with 16 armies and seven cities.  The next step was obvious.  I attacked Brazil to obtain my eighth city and third objective, to win the game.

So I won in three turns, largely I think because my son and his friend allowed their own agendas (occupation of Asia and North America, respectively) to distract them from stopping me from winning.  Nevertheless, I came away convinced more than ever that this re-vamping of Risk has breathed new life into an old classic and made it a fun game to play, far more fun that the original ever was.

Sunday, July 10, 2011

Sacked in Citadels

A couple of weeks ago, our good friends Sheila and Keith invited us and our friend Jeff over for dinner and games.  The five of us played Citadels (designer Bruno Faidutti, publisher Fantasy Flight Games), which turned out to be terrific fun.  As it happened, Sheila had an extra copy, so we went home with Citadels as a kind of door prize.  Later we learned that she and Keith had been playing two-player and really enjoying it, so we tried it ourselves this evening.

Citadels has become my favorite game of all - even over 7 Wonders.  The brilliance of the game is in the role selection and sequential role resolution.  When the five of us played, we all seemed to value the Architect most of all for the two free cards he'd offer - until someone would always select the Assassin and kill the Architect.  That seemed to be de riguer in our session that night.  So then people would shy away from the Architect unless they had some reason to believe that they wouldn't be assassinated.  There was a lot of second-guessing, and at one point I had a particularly lucky turn when I selected the thief with the expectation that Sheila (who had six gold pieces) would select the Magician for his card-exchange ability (because she kept complaining about her cards).  My bet paid off, and Sheila was set back more than a turn in building construction when I took her stack of money away.  (If looks could kill .... :-) )

So, fast forward to this evening:  Kathy and I decided to try the two-player variant ourselves, in which each player ends up with two roles.  The brilliance of the two-player game is that you can usually narrow down your opponent's likely roles to two out of four possibilities.  There is often a kind of, "you expect me to take the merchant, so I should take the bishop, except that you know I know you expect me to take the merchant, so you think I'll take the bishop, so I should take the merchant..."  

Kathy's winning Citadel
at the base of her wineglass
 In our case, I think I was too willing to build small buildings with the intent to jump to an early lead and get control of triggering the end of the game.  My building efforts stalled out, however, and Kathy ended up building her seventh and eighth buildings in one turn.  That undermined my selection of the Warlord, who had planned to burn down her Church (but could not do so once she had eight buildings).  She ended up beating me both in building points and in building the eighth building first.  Final score - Kathy 36, Paul 31.

I really, really like this game.  I am surprised it has not caught on at PrezCon nor at the World Boardgaming Championships.  Maybe I should do something about that.

Thursday, July 7, 2011

Poor Man's Resistance

I stumbled upon a review of The Resistance and immediately thought two things:
(1) this game of hidden identity and "social deduction" should beat Are You a Werewolf? hands down (no small feat, since I'm a huge Werewolf fan) and
(2) this game can be played easily with a small subset of a normal deck of cards.

The game is designed for five to ten players.  Players secretly determine their identities as rebels (attempting to conduct missions) or spies (attempting to sabotage the rebels' efforts) as follows:  From a normal deck of cards, select a number of face cards equal to the number of players such that a third of the cards (rounded up) are red face cards and the remainder are black face cards.  Shuffle the selected face cards and deal them face down, one to each player.  Each player looks at his or her face card to determine whether he or she is a rebel (black) or spy (red).  These secret identity cards remain face down in front of the players for the remainder of the game.

One player is randomly selected as the leader.  Players shield their eyes so that no one can see any of the others.  The leader announces, "spies reveal," and the spies (only) open their eyes and look to see who their fellow spies are.  The leader announces, "spies hide," and the spies close their eyes.  The leader announces "everyone open," and all players open their eyes and begin the game.  By this procedure, all spies should know who all the spies are (and therefore who all the rebels are), whereas each rebel knows only his own identity.  Unlike Werewolf, this is the only occasion in the game when it will be necessary for players to cover their eyes.

The remainder of the game consists of a series of missions.  For each mission, the leader assigns several players to participate in the mission.  The number of people that the leader assigns depends on both the number of players in the game and the mission number to be executed; it varies from two to three players (in the first attempted mission) to three to five players (in the fifth attempted mission) and can be discerned in the table appearing in an image of the gameboard posted on boardgamegeek.

Once the mission team has been selected, players vote openly whether to approve or disapprove the selected mission team.  [Edited for correctness.  In my original post, I mistakenly indicated that the vote to approve or disapprove the mission team was done by secret ballot. - PDO]

If the mission team has been disapproved, the mission is aborted, the role of leader rotates one player to the left, and play resumes as above with the new leader assigning a new mission team to be voted on again by all the players.  (Note that the aborted mission does not "count" as an attempted mission, so the number of players on the mission team does not change.)  If five consecutive missions are aborted, then the game is over, and the spies win.

If the mission team has been approved, then the mission team members (only) each get one red non-face card and one black non-face card.  From these two cards, each mission team member secretly selects a card to execute (black) or sabotage (red) the mission.  Each mission team member turns in his vote face-down to the leader, who shuffles the votes and then turns them face up to determine whether the mission succeeds (all black) or fails (at least one red).  There is an exception to the requirements for a successful mission:  In games of at least seven players, on the fourth mission only, at least two sabotage (red) votes are required to cause a mission to fail.

If this was the third successful mission, then the game is over, and the rebels win.  If this was the third failed mission, then the game is over, and the spies win.  Otherwise, the role of leader rotates one player to the left, and play resumes as above with the new leader assigning a new mission team to be voted on by all the players.

The brilliance of this game relative to Werewolf is that it requires no referee (i.e. everybody gets to play) and - most important to me - does not eliminate players over the course of the game.  Also nice is that it is only necessary for players to cover their eyes once at the beginning of the game to allow spies to identify one another (unlike Werewolf, which requires players to close their eyes in every round).

The reviews I have read and seen are quite exciting, and I look forward to trying this game out with a decent-sized group.

I should add that the original game comes with a small expansion set of cards that provide the leader with some additional "powers" to make the game more interesting, so there's motivation for buying the game regardless.

Monday, July 4, 2011

Release of the eagerly awaited Trains Planes and Automobiles

Well, it sneaked into the marketplace with little fanfare, but Worthington Games released my game Trains Planes and Automobiles under their new Blue Square label at Origins Game Fair last weekend.  It is not yet available from them online as they work out their marketing strategy.  More to follow.