Marcus came over early in the week with 2 new games - Innovation and American Rails. I've been dying to try Innovation as I'm a huge fan of Glory to Rome. Verdict? I like it and will be looking to acquire it. It does come across more abstract than Glory to Rome with a definite weaker theme. On the other hand, it feels more accessible than GtR despite its 100+ unique card powers. Perhaps it is due to the fact that only 5 card powers are in play for each player at any one time. Just like GtR, the strength is in the interaction which is a key element I look for in games. I enjoy the fact that not only are many of the card powers interactive in nature but you have to constantly 'compete' with other players to be ahead in card symbols to avoid sharing your powers with others. Van wasn't impressed even though she too is a fan of GtR. I suppose it's down to the theme or in this case, the lack of...
American Rails plays similar to Chicago Express which I own. And I have to admit, it's probably the better game. You get to start anywhere on the board unlike CE's fixed positions, which enhances replayability and offers more strategic options. Secondly, the action mechanism reminiscent of Steam also puts it above CE. I like the fact that each action can only be selected by one player each time round, and your choice of action will determine your turn order subsequently. It definitely adds more depth to the game. The game felt a lot more open, less predictable and many more options available with what you can and want to do with the different companies.
The sole advantage CE has over AR is perhaps its gateway potential. I like the fact that you reduce each player turn effectively down to only 3 options: Auction, Develop, or Expand. However, I find the whole Wabash addition once a company hits Chicago fiddly. Sure it adds an extra layer to the decision-making but new players tend to struggle wrapping their head around that part of the game. Nonetheless, the components of CE are far more attractive and I suppose that always serves as an important hook for casual/non-gamers.
Mid-week, the usual gang came over for our weekly fix of A Game of Thrones LCG. Can't remember much except that Jo (Greyjoy) and I (Lanni) took a close one from Ben (Bara) and Ivan (Martell). We ended off with Ra and Ivan took his first win in that, completely demolishing the rest of us. After Ben left, we managed to squeeze in a game of Dominion:Intrigue and a game of Citadels before calling it a day.
Showing posts with label a game of thrones lcg. Show all posts
Showing posts with label a game of thrones lcg. Show all posts
Monday, May 31, 2010
Friday, May 14, 2010
Gaming For The Week 9th-15th May 2010
The usual crowd at the mid-week session where we duked it out with AGoT. Two games were played. I paired with Ivan who played Greyjoy for the first and Ben the next who was playing Baratheon. Jo played Martell and Stark respectively for both games.
Ivan and my strategy was to ignore Jo and concentrate on Ben to garner power in lieu of Martell's characters with the Vengful mechanic (stand vengful characters when you lose as in defence) as well as triggered effects in the same vein. Ben was thumbed down most of the game with minimal characters and Ivan and I took advantage of that to make unopposed challenges.
Jo got off to a fast start in the second game with his Stark deck. My Lannister deck had limited attachments and he killed off my best characters each turn with Bear Island. Ben wasn't faring much better with good income but limited characters to play after being an Intrigue target of Ivan's.
Ivan had to leave after and the 3 of us ended off with Glory to Rome. Ben and Jo have not played the game much as compared to some of my other gaming partners, and seemed generally lukewarm towards it. I had a couple of good draws and managed to get an obscene combo going with Circus Maximus, Bridge, Collosseum and the Wall. Subsequently, I completed the Temple and Shrine and got my max hand size up to 11. I ended the game by using the remaining in-town sites.
With 3, the optimal strategy seems to be getting as many Craftsmen into your client as quickly as possible. Even if your opponents try to starve you of that action, each time you Craft can be a devastating turn, especially with good buildings available.
Ivan and my strategy was to ignore Jo and concentrate on Ben to garner power in lieu of Martell's characters with the Vengful mechanic (stand vengful characters when you lose as in defence) as well as triggered effects in the same vein. Ben was thumbed down most of the game with minimal characters and Ivan and I took advantage of that to make unopposed challenges.
Jo got off to a fast start in the second game with his Stark deck. My Lannister deck had limited attachments and he killed off my best characters each turn with Bear Island. Ben wasn't faring much better with good income but limited characters to play after being an Intrigue target of Ivan's.
Ivan had to leave after and the 3 of us ended off with Glory to Rome. Ben and Jo have not played the game much as compared to some of my other gaming partners, and seemed generally lukewarm towards it. I had a couple of good draws and managed to get an obscene combo going with Circus Maximus, Bridge, Collosseum and the Wall. Subsequently, I completed the Temple and Shrine and got my max hand size up to 11. I ended the game by using the remaining in-town sites.
With 3, the optimal strategy seems to be getting as many Craftsmen into your client as quickly as possible. Even if your opponents try to starve you of that action, each time you Craft can be a devastating turn, especially with good buildings available.
Wednesday, May 5, 2010
OCTGN2: A Game of Thrones LCG
It ought to be rather apparent from my blog posts that I'm rather enamoured with A Game of Thrones LCG. So it was a real godsend when I discovered some enthusiast on the Fantasy Flight forums did some work for it to be played virtually over OCTGN2 (for free!).
I have clocked 5 plays so far and it worked better than expected. In fact it recreates the F2F experience satisfyingly , just without the actual F2F part. There is an in-client chat but I suppose Skype or Ventrilo could help further enhance the experience.
But the real kicker is that you get to build a tournament worthy deck and run it out against opponents from all over the world. The former is a boon since finances may hinder one from obtaining sufficient copies of each card while the latter is a boon since AGoT LCG players are far and few where I live.
I have so far only tried it with Ivan and Jo but hopefully I'll soon be able to play against enthusiasts from other parts. Leave a note if you are keen for a game.
Monday, April 19, 2010
Gaming For The Week 11th-17th April 2010
It was another AGoT heavy week with the usual 4. I had time to tweak my Lannister deck while Ben customized a Baratheon deck for his use. I attempted to lower the average cost of my characters and at the same time, include a couple of sorely needed claim soaks. As it turned out the deck worked relatively well though I was pretty much pinned back in the 2 games played.
In the first, I teamed up with Jo and his Targaryen deck while Ben teamed up with Ivan who played Greyjoy. In the second, I paired with Ben against Jo and Ivan.
Ivan introduced a new card Wharf Rats which was a real pest. Basically you play the character under the control of your opponent and gift your opponent with a 2M character which cannot be killed. Sounds like a boon so far? Here's the kicker - as long as Wharf Rats remain under your control, you discard a card each time you win a challenge, be it in attack or defence. I ended up discarding a third of my deck. While I suppose it isn't a deathblow by any means considering its 3 gold cost and the additional character granted to your opponent. Nonetheless, being on the receiving end of it, I can attest it was a real annoyance. It also effectively nullified the ability of my Lion Heralds to search the deck for desired cards. In fact, since Wharf Rats is a non-unique card, Ivan could foreseeably play 3 of them on me. Yikes!
Ivan left after the AGoT LCG games while the remaining 3 continued with Tribune. Jo continued his amazing streak at the game, acheiving the 5 victory conditions at the end of the 3rd round. We wanted to try the victory point varient for a change but feared there was inadequate time. Nonetheless I doubt it will change my impressions significantly about the game.
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In the first, I teamed up with Jo and his Targaryen deck while Ben teamed up with Ivan who played Greyjoy. In the second, I paired with Ben against Jo and Ivan.
Ivan introduced a new card Wharf Rats which was a real pest. Basically you play the character under the control of your opponent and gift your opponent with a 2M character which cannot be killed. Sounds like a boon so far? Here's the kicker - as long as Wharf Rats remain under your control, you discard a card each time you win a challenge, be it in attack or defence. I ended up discarding a third of my deck. While I suppose it isn't a deathblow by any means considering its 3 gold cost and the additional character granted to your opponent. Nonetheless, being on the receiving end of it, I can attest it was a real annoyance. It also effectively nullified the ability of my Lion Heralds to search the deck for desired cards. In fact, since Wharf Rats is a non-unique card, Ivan could foreseeably play 3 of them on me. Yikes!
Ivan left after the AGoT LCG games while the remaining 3 continued with Tribune. Jo continued his amazing streak at the game, acheiving the 5 victory conditions at the end of the 3rd round. We wanted to try the victory point varient for a change but feared there was inadequate time. Nonetheless I doubt it will change my impressions significantly about the game.
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Tuesday, April 13, 2010
Gaming For The Week 4th - 10th April 2010
Ben was available this week so it left Ivan, Jo and I to trade blows over AGoT LCG. While waiting for Jo, I had an opportunity to customize a Lannistar deck for play but as it turned out, a 60 card deck with few income producing locations and high cost characters was a rather bad combo.
Jo played Targayen while Ivan opted for Greyjoy which seems to have usurped Stark as his fav house. The game started with us closely matched but Ivan blew it open in the 7th and 8th rounds, playing the Rise of the Kraken plot card consecutively. That is a claim 2 card with an extra power token for each unopposed challenge. Yup, it plays as strong as it sounds. He was basically unstoppable especially with the ridiculous inititive of 8 on that plot card too. He picked us apart and romper to victory with Jo and I still at single digit power tokens.
Is Rise of the Kraken overpowered? Probably but perhaps not extremely so that it warrents a ban. Nonetheless, I do wish that the initiative wasn't so ridiculously high that the Greyjoy player not only gets free pick of the titles but also starts the attack. I figure that the other players need to pin down the Greyjoy player early in the game in preparation for the big swing when that plot card comes into play, possibly in 2 consecutive rounds.
The Lannistar deck I played with still needs tweaking. Hopefully I'll have a chance to do so next week.
We ended off with Hansa Teutonica which Van joined us for. This game just continues to shine. I went hard for actions from the get-go, being first to 5. Racked up a nice number of bonus markers too as the flips were attractive, contributing to my score.
I really have no major complains about the game. It IS abstract but doesn't feel that way like true abstract games in the vein of Ingenious and Blokus. The abstractness of Taj Mahal got to me but this one hardly bothers me one bit. I'm seriously thinking of taking my rating up to a 10 on this one.
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Jo played Targayen while Ivan opted for Greyjoy which seems to have usurped Stark as his fav house. The game started with us closely matched but Ivan blew it open in the 7th and 8th rounds, playing the Rise of the Kraken plot card consecutively. That is a claim 2 card with an extra power token for each unopposed challenge. Yup, it plays as strong as it sounds. He was basically unstoppable especially with the ridiculous inititive of 8 on that plot card too. He picked us apart and romper to victory with Jo and I still at single digit power tokens.
Is Rise of the Kraken overpowered? Probably but perhaps not extremely so that it warrents a ban. Nonetheless, I do wish that the initiative wasn't so ridiculously high that the Greyjoy player not only gets free pick of the titles but also starts the attack. I figure that the other players need to pin down the Greyjoy player early in the game in preparation for the big swing when that plot card comes into play, possibly in 2 consecutive rounds.
The Lannistar deck I played with still needs tweaking. Hopefully I'll have a chance to do so next week.
We ended off with Hansa Teutonica which Van joined us for. This game just continues to shine. I went hard for actions from the get-go, being first to 5. Racked up a nice number of bonus markers too as the flips were attractive, contributing to my score.
I really have no major complains about the game. It IS abstract but doesn't feel that way like true abstract games in the vein of Ingenious and Blokus. The abstractness of Taj Mahal got to me but this one hardly bothers me one bit. I'm seriously thinking of taking my rating up to a 10 on this one.
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Monday, April 5, 2010
Gaming For The Week 28th March - 3rd April 2010
My cell had a connect gathering over the weekend. Most were non-gamers but they had a good time with Jungle Speed and Liar's Dice. Both games play nicely in the 6-8 range. With Jungle Speed, more players ramp up the difficulty since you have more cards to pay attention too but with too many, decks tend to rather thin and the endings of such games feel somewhat premature. I suppose getting the expansion solves this problem to some extent although I'm not sure if I would prefer to put the dough to a different party game altogether. I would say that Jungle Speed needs to be played quickly for maximum excitement. Over-deliberate flipping can slow the game down to a crawl and make it a far less enticing experience.
I organized a usual games session midweek and there was a nice turnout this time round with 6. The early ones started with a game of Dominion:Intrigue which I won with a low score. Once everyone arrived, we split into 2 tables, with a group of us playing Le Havre while the others took on Confucius. I broke my previous high with a 257 score for Le Havre but it was largely due to the fact that Ivan and Ben failed to challenge me for the use of crucial buildings since they were new to the game. Le Havre, like games such as Puerto Rico, is one that rewards repeated plays. Nonetheless, Ivan did well for his first game.
Both tables ended around the same time. Ivan, Ben and Jo proceeded with a game of A Game of Thrones LCG while the rest of us had a run at Nexus Ops. I heard the AGoT LCG game was a close one with Ivan taking the win by a point. They however couldn't play till 15 power tokens and decided to end the game on a pre-decided round. Marcus was first to 12 points in Nexus Ops. Nexus Ops is a nice alternative to Risk especially with its euro-elements. I like the fact that the objective of the game isn't to wipe out your opponents, but picking battles wisely in order to nab victory points. Nonetheless, the game can be prone to downtime and I can't imagine playing a game with 4. Perhaps playing in teams may help somewhat...
On Good Friday, the cell came over and before we began our themed dinner, we manage to squeeze in two games of Monopoly Deal which Van dominated and a game of Ra.
Tuesday, March 23, 2010
Gaming For the Week 14th - 20th March 2010
Had a good turn-out this week with 6. Jon and Jo were early so we managed to squeeze in a game of Ra and Dominion:Intrigue too. I took the win in Ra while Jo won comfortably in Dominion with his barrage of Harems.
When the full group arrived, we started with Battlestar Galactica. I wanted to use the no-Sympathizer variant but wasn't sure how to further tweak the resources in view that the shortened game variant was a staple. We decided to stick with the Sympathizer in the end. Jo was toaster from the start but sort of gave himself away when he opted not to allow his loyalty card to be checked as offered by one of the Crisis deck cards. We promptly brigged him and he chose to remain brigged in an effort to waste our skills cards instead of revealing. We soon caught on and refrained from throwing in additional skills cards. Furthermore Ben who was playing as Tom Zarek used his special ability to increase the difficulty of the skill check by 2 each time, and successfully halted any attempt to escape by Jo.
Jo lost his Admiral powers, but having already slowed us in our first FTL jump by choosing a destination of distance one. Wei Ning ended up with both the Admiral and President powers somewhere along the line, which spelt doom for us if he too was Cylon. Thankfully for the human race, he proved reliable and Ivan turned out to be the 2nd Cylon after receiving a dubious loyalty card at the Sleeper phase. We had multiple resources in the red by then, which meant it was 4-2 in favour of the humans. We managed to pull out a victory with the Cylons making their move perhaps a little too late.
Jon had to leave after, so the remaining 5 of us proceeded with a game of Chicago Express. The 5 player dynamics proved rather different from the 3-player game which is what I'm more familiar with. You have much less control in the 5-player game and it is far harder to claw back ground after a bad move. As it turned out, I overpaid for the 2nd red share and failed to acquire a monopoly over any of the train companies. It was a close game with the top 3 separated by a single dollar. Wei Ning took the win on his first play - great job!
Wei Ning left soon after and then there were 4, which meant it was time for A Game of Thrones LCG with the usual gang. We had limited time so we paired up and agreed to play till 20 power tokens as a team. I took Lannister as usual and paired with Jo who played as Greyjoy. Ivan and Ben took Targaryen and Baratheon respectively. It was a close one with Jo's combo of the 'Rise of the Kraken' plot card and the 'Assault of the Kraken' event card clinching the win. The plot card gave him an additional power token for each unopposed challenge with a claim of 2. The event card allowed him an additional power challenge that turn provided both were unopposed. This is an awesome clincher combo for Greyjoy and reaped us the 6 power tokens needed for the win.
When the full group arrived, we started with Battlestar Galactica. I wanted to use the no-Sympathizer variant but wasn't sure how to further tweak the resources in view that the shortened game variant was a staple. We decided to stick with the Sympathizer in the end. Jo was toaster from the start but sort of gave himself away when he opted not to allow his loyalty card to be checked as offered by one of the Crisis deck cards. We promptly brigged him and he chose to remain brigged in an effort to waste our skills cards instead of revealing. We soon caught on and refrained from throwing in additional skills cards. Furthermore Ben who was playing as Tom Zarek used his special ability to increase the difficulty of the skill check by 2 each time, and successfully halted any attempt to escape by Jo.
Jo lost his Admiral powers, but having already slowed us in our first FTL jump by choosing a destination of distance one. Wei Ning ended up with both the Admiral and President powers somewhere along the line, which spelt doom for us if he too was Cylon. Thankfully for the human race, he proved reliable and Ivan turned out to be the 2nd Cylon after receiving a dubious loyalty card at the Sleeper phase. We had multiple resources in the red by then, which meant it was 4-2 in favour of the humans. We managed to pull out a victory with the Cylons making their move perhaps a little too late.
Jon had to leave after, so the remaining 5 of us proceeded with a game of Chicago Express. The 5 player dynamics proved rather different from the 3-player game which is what I'm more familiar with. You have much less control in the 5-player game and it is far harder to claw back ground after a bad move. As it turned out, I overpaid for the 2nd red share and failed to acquire a monopoly over any of the train companies. It was a close game with the top 3 separated by a single dollar. Wei Ning took the win on his first play - great job!
Wei Ning left soon after and then there were 4, which meant it was time for A Game of Thrones LCG with the usual gang. We had limited time so we paired up and agreed to play till 20 power tokens as a team. I took Lannister as usual and paired with Jo who played as Greyjoy. Ivan and Ben took Targaryen and Baratheon respectively. It was a close one with Jo's combo of the 'Rise of the Kraken' plot card and the 'Assault of the Kraken' event card clinching the win. The plot card gave him an additional power token for each unopposed challenge with a claim of 2. The event card allowed him an additional power challenge that turn provided both were unopposed. This is an awesome clincher combo for Greyjoy and reaped us the 6 power tokens needed for the win.
Friday, March 12, 2010
Gaming For The Week 7th - 13th March 2010
Ivan was back from reservist and raring to game this week. He wasn't disappointed as he, Jo and I managed two games of A Game of Thrones LCG midweek. He has invested substantially in sprucing up his set and this time round he revealed a new deck - that of House Greyjoy. He began with that while Jo and I took Martell and Lannistar respectively.
I had an amazing opening hand, filled with gold producing locations AND characters. Before long, I was running up an income of around 8 each round and was unstoppable as I increased my characters in play. Valar nor Bear Island was in play thankfully and I rushed to 15 power tokens rather comfortably. In a melee game, I made it a point to target Greyjoy rather than Martell for fear of the latter's backlash effects. Ivan struggled with the lack of income locations in his deck - definitely an area he intends to tweak for our next session.
The second game was a much closer affair. I opted for Martell this time round, with Jo trying Greyjoy and Ivan going his new fav - Stark. While he opted not to carry Valar as a plot choice, his Bear Island was nonetheless devastating, having a free kill during dominance of any character without an attachment. It not only depletes your opponents' stock of powerful characters (particularly those with he 'no attachments' trait) but puts him in good stead to win dominance each round. However I played it right this time recognizing Bear Island gives one kill and not one from each opponent which would make it absolutely ridiculous in melee.
Jo also struggled with income, noting he had powerful cards yet was unable to play them. I had no idea how I inched ahead them to win especially when I started unimpressively. But what wa probably integral was Arianne Martell who allows an extra claim for each winning battle she participates in. Considering she had a power icon coupled with a few turns where I had non-kneeling effects, I racked up the power tokens in a jiffy. I suppose it was fortunately I was able to keep her safe from the Bear Island effects by giving her an attachment at the point I marshalled her.
I was keen to play Hansa after but Ivan suggested Chicago Express, not having tried it before. I was surprised to have pulled this game in 2 consecutive seasions. I still have high regard for the game as my pas posts on it indicate but I have to admit the game does feel a little samey with the same player count (which has been 3 for my group). In most cases, Red is the one reaching Chicago first. However, this time round, we split the Red shares evenly so it was Jo and I pushing Blue towards Chicago and reaping the attractive payout afterwards. Jo had an early lead when I foolishly overbid for the 2nd Red share only for him to swoop in for the 3rd share at a cut price the next turn. I managed to claw back the lead with a few well timed auctions and eventually took the win with $90+. Jo and Ivan were both close with $70+ each.
By then we had only time for a filler. We ended up trying the 3-player variant of Battle Line. It was functional but no where as impressive as it's 2-player counterpart.
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I had an amazing opening hand, filled with gold producing locations AND characters. Before long, I was running up an income of around 8 each round and was unstoppable as I increased my characters in play. Valar nor Bear Island was in play thankfully and I rushed to 15 power tokens rather comfortably. In a melee game, I made it a point to target Greyjoy rather than Martell for fear of the latter's backlash effects. Ivan struggled with the lack of income locations in his deck - definitely an area he intends to tweak for our next session.
The second game was a much closer affair. I opted for Martell this time round, with Jo trying Greyjoy and Ivan going his new fav - Stark. While he opted not to carry Valar as a plot choice, his Bear Island was nonetheless devastating, having a free kill during dominance of any character without an attachment. It not only depletes your opponents' stock of powerful characters (particularly those with he 'no attachments' trait) but puts him in good stead to win dominance each round. However I played it right this time recognizing Bear Island gives one kill and not one from each opponent which would make it absolutely ridiculous in melee.
Jo also struggled with income, noting he had powerful cards yet was unable to play them. I had no idea how I inched ahead them to win especially when I started unimpressively. But what wa probably integral was Arianne Martell who allows an extra claim for each winning battle she participates in. Considering she had a power icon coupled with a few turns where I had non-kneeling effects, I racked up the power tokens in a jiffy. I suppose it was fortunately I was able to keep her safe from the Bear Island effects by giving her an attachment at the point I marshalled her.
I was keen to play Hansa after but Ivan suggested Chicago Express, not having tried it before. I was surprised to have pulled this game in 2 consecutive seasions. I still have high regard for the game as my pas posts on it indicate but I have to admit the game does feel a little samey with the same player count (which has been 3 for my group). In most cases, Red is the one reaching Chicago first. However, this time round, we split the Red shares evenly so it was Jo and I pushing Blue towards Chicago and reaping the attractive payout afterwards. Jo had an early lead when I foolishly overbid for the 2nd Red share only for him to swoop in for the 3rd share at a cut price the next turn. I managed to claw back the lead with a few well timed auctions and eventually took the win with $90+. Jo and Ivan were both close with $70+ each.
By then we had only time for a filler. We ended up trying the 3-player variant of Battle Line. It was functional but no where as impressive as it's 2-player counterpart.
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Tuesday, February 23, 2010
Gaming For The Week 14th - 20th Feb 2010
I was hoping to bring a couple of games to the table over the Chinese New Year holidays but as it turned out, it was tougher than expected. I thought it was interesting that Chris highlighted in a recent blog post his challenges in "converting" non-gamers. I share the same sentiments and over time, I realize that not everyone is necessarily a gamer-in-the-making, despite my earnest hopes.
My collection is rather limited in terms of fillers and party games so when I reach for a gateway game, I reach straight for something like Settlers or even the Princes of Florence with the right numbers. I put it down to impatience in desiring to suss out the potential gamers from the non-gamers from the get-go. Perhaps it's a resignation that non-gamers can never be fully "converted". These are likely the ones who find a game of Setters more stressful than intriguing, and are often overwhelmed by the rules early in the explanation process. The potential gamers on the other hand are not necessarily ones who embrace the game immediately but will nonetheless express some enjoyment of the game, coupled with an openness to try it or other similar games some time down the road.
I decided that this CNY I would pull out my sparkling new Dominion:Intrigue at any gaming opportunities. This was probably unwise, taking into consideration the wordy nature of the Intrigue cards but I was eager to experiment nonetheless. The results were mixed. The first 4-player game I attempted it was made up of half non-gamers. We successfully completed the game but it dragged due to AP by the non-gamers. I guess it's understandable as the buy phase can be particularly challenging with 10 actions cards staring you face-to-face, each with their own set of instructions. They did enjoy it however and seemed open to try it again in future.
The second attempt with a different group wasn't as positive. I opted for set with limited interaction and the multiplayer solitaire was apparent. This group was made up of one casual gamer and two non-gamers and they seemed clearly bored midway through. I suppose the appeal of building the most efficient deck in absence of interaction simply didn't cut it for them. I made a mental note then that interaction would be a key element of my choice of gateway games in future. The game was abandoned halfway due to new guests arriving and they seemed happy to try their hand instead at Band Hero rather than continuing with the game. Time's Up: Title Recall turned out to be far more successful with my friends and their significant others after dinner.
I wised up the next day when my cell group mates came over and opted for lighter fair such as Monopoly Deal Card Game and Tichu. They seemed to enjoy the former more than the latter, reaffirming yet again its charm with non-gamers.
Thankfully, I still managed to get an afternoon of heavier gaming in later in the week. Ivan, Jo and Ben came over and we started with 2 games of Dominion:Intrigue. Their familiarity with LCG play meant that they caught onto the game quickly and we were flying through our hands. In addition, we were able to pick up on the card combinations faster and the games proved to be highly enjoyable. I realized that having interactive cards in play was crucial to my own enjoyment of the game too. Jo won the first game which was set up using the recommended "Secret Schemes" set in the rulebook. I randomized for the 2nd game and it turned out arguably even more exciting, thanks to the interaction of the Torturer and Masquerade action cards. I have listed the set for those who may be interested to give it a go (using only Intrigue cards):
Bridge, Coppersmith, Courtyard, Duke, Masquerade, Mining Village, Minion, Nobles, Secret Chamber, and Torturer.
I took that game with 31 VPs, with Ben close behind at 29.
We then proceeded to the main course which was our customary A Game of Thrones LCG game. In fact we managed 2 games this time round, opting to pair up to earn 30 power tokens. I (Lanni) paired with Ivan (Stark) the first game against Ben (Bara) and Jo (Targ). Stark was weak on Intrigue and Ben and Jo duly took advantage racing to victory. We switched partners and I paired with Ben this time round. The game was closer but we were pipped to victory ultimately. In particular, Stark was devastating with Bear Island out early which enabled targeted kills of opponent characters without attachment(s). However, I got a rule wrong and assumed that Bear Island allowed an execution per opponent. As it turned out, it was only a character per turn. Perhaps the outcome would have been different if I was able to keep more of my characters on the table. Nonetheless, that location card is definitely one to be feared.
With 4 players, this is probably our favoured format as it clearly speeds things up. It's nice having to pay attention to only 2 opponents' armies rather than 3. While the titles do add an additional political element to the game, I am satisfied to leave it for the times when we play with 3. In fact with 3, more of the titles are rotated since they are only refreshed every 2 rounds.
My collection is rather limited in terms of fillers and party games so when I reach for a gateway game, I reach straight for something like Settlers or even the Princes of Florence with the right numbers. I put it down to impatience in desiring to suss out the potential gamers from the non-gamers from the get-go. Perhaps it's a resignation that non-gamers can never be fully "converted". These are likely the ones who find a game of Setters more stressful than intriguing, and are often overwhelmed by the rules early in the explanation process. The potential gamers on the other hand are not necessarily ones who embrace the game immediately but will nonetheless express some enjoyment of the game, coupled with an openness to try it or other similar games some time down the road.
I decided that this CNY I would pull out my sparkling new Dominion:Intrigue at any gaming opportunities. This was probably unwise, taking into consideration the wordy nature of the Intrigue cards but I was eager to experiment nonetheless. The results were mixed. The first 4-player game I attempted it was made up of half non-gamers. We successfully completed the game but it dragged due to AP by the non-gamers. I guess it's understandable as the buy phase can be particularly challenging with 10 actions cards staring you face-to-face, each with their own set of instructions. They did enjoy it however and seemed open to try it again in future.
The second attempt with a different group wasn't as positive. I opted for set with limited interaction and the multiplayer solitaire was apparent. This group was made up of one casual gamer and two non-gamers and they seemed clearly bored midway through. I suppose the appeal of building the most efficient deck in absence of interaction simply didn't cut it for them. I made a mental note then that interaction would be a key element of my choice of gateway games in future. The game was abandoned halfway due to new guests arriving and they seemed happy to try their hand instead at Band Hero rather than continuing with the game. Time's Up: Title Recall turned out to be far more successful with my friends and their significant others after dinner.
I wised up the next day when my cell group mates came over and opted for lighter fair such as Monopoly Deal Card Game and Tichu. They seemed to enjoy the former more than the latter, reaffirming yet again its charm with non-gamers.
Thankfully, I still managed to get an afternoon of heavier gaming in later in the week. Ivan, Jo and Ben came over and we started with 2 games of Dominion:Intrigue. Their familiarity with LCG play meant that they caught onto the game quickly and we were flying through our hands. In addition, we were able to pick up on the card combinations faster and the games proved to be highly enjoyable. I realized that having interactive cards in play was crucial to my own enjoyment of the game too. Jo won the first game which was set up using the recommended "Secret Schemes" set in the rulebook. I randomized for the 2nd game and it turned out arguably even more exciting, thanks to the interaction of the Torturer and Masquerade action cards. I have listed the set for those who may be interested to give it a go (using only Intrigue cards):
Bridge, Coppersmith, Courtyard, Duke, Masquerade, Mining Village, Minion, Nobles, Secret Chamber, and Torturer.
I took that game with 31 VPs, with Ben close behind at 29.
We then proceeded to the main course which was our customary A Game of Thrones LCG game. In fact we managed 2 games this time round, opting to pair up to earn 30 power tokens. I (Lanni) paired with Ivan (Stark) the first game against Ben (Bara) and Jo (Targ). Stark was weak on Intrigue and Ben and Jo duly took advantage racing to victory. We switched partners and I paired with Ben this time round. The game was closer but we were pipped to victory ultimately. In particular, Stark was devastating with Bear Island out early which enabled targeted kills of opponent characters without attachment(s). However, I got a rule wrong and assumed that Bear Island allowed an execution per opponent. As it turned out, it was only a character per turn. Perhaps the outcome would have been different if I was able to keep more of my characters on the table. Nonetheless, that location card is definitely one to be feared.
With 4 players, this is probably our favoured format as it clearly speeds things up. It's nice having to pay attention to only 2 opponents' armies rather than 3. While the titles do add an additional political element to the game, I am satisfied to leave it for the times when we play with 3. In fact with 3, more of the titles are rotated since they are only refreshed every 2 rounds.
Saturday, February 6, 2010
Gaming For The Week 31st Jan - 6th Feb 2010
Quiet week in terms of gaming apart for Jo coming by towards the end of the week.
We tried drafting for AGoT LCG. I took Lannister and he Stark before drafting for neutral and plot cards. None of us chose Valar or Wildfire for our plot decks leading to a game where the characters continued building up. It was a close affair ending 15-14 in my favour despite Jo winning initiative to go first in the final round.
We played Puerto Rico next which Jo was keen to try. I always shun away from introducing PR for fear of the different building functions overwhelming but surprisingly the rules explanation went smoothly and Jo caught it easily. In fact, I think I find it easier to explain the PR rules than those for Settlers.

Jo played well for his first attempt, racking up shipping points thanks to his 4 corn plantations and Wharf. However, I had a better understanding of the importance of the big buildings and made timely grabs for the Guild and Custom House, resulting in a win, 56-44.
- Posted using BlogPress from my iPhone
We tried drafting for AGoT LCG. I took Lannister and he Stark before drafting for neutral and plot cards. None of us chose Valar or Wildfire for our plot decks leading to a game where the characters continued building up. It was a close affair ending 15-14 in my favour despite Jo winning initiative to go first in the final round.
We played Puerto Rico next which Jo was keen to try. I always shun away from introducing PR for fear of the different building functions overwhelming but surprisingly the rules explanation went smoothly and Jo caught it easily. In fact, I think I find it easier to explain the PR rules than those for Settlers.

Jo played well for his first attempt, racking up shipping points thanks to his 4 corn plantations and Wharf. However, I had a better understanding of the importance of the big buildings and made timely grabs for the Guild and Custom House, resulting in a win, 56-44.
- Posted using BlogPress from my iPhone
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Wednesday, January 27, 2010
Gaming For The Week 24th Jan - 30th Jan 2010
Ivan and Ben came over for some mid-week gaming of what else...A Game of Thrones LCG. It really is a brilliant game and I'm glad to have found common enthusiasts for a game with such niche appeal.
Ben and I opted for familiarity and played with Ivan's Baratheon and Lannister decks, while Ivan unleashed on us his new Martell deck from the recent Princes of the Sun expansion. House Martell has a couple of interesting effects triggered after challenges are lost. It is somewhat unintuitive as you are in a situation where you take one step back to gain two steps forward. It requires far more thoughtful play and bodes well for the strategic depth of the game. I enjoy the peculiar strengths and weaknesses of the various Houses and how a different play strategy is required to utilize each of them successfully.
I struggled with income early on, which is highly ironic for a Lannister deck. I played Wildfire Assault in the early rounds in a bid to rein back my opponents. I leveraged on my draw effects to gain further ground. My advantage in Intrigue reaped me a couple of power tokens through the Lannisport location card which allowed me to pay 1 gold for a power token after each Intrigue challenge I win. This added up quickly and by keeping my power tokens on my House card as opposed to my characters, my progress was undeterred by Ben's Melinsandre, which negates power tokens on opposing characters. In contrast, Ivan struggled as he had a number of card effects which gained him power tokens on his characters. I finally clinched victory with an unopposed power challenge by stealthing Ivan's only unkneeled character with the power symbol.
I played a game of Joust with Ben after Ivan left. I was flooded with income this game but fell prey to Ben's Baratheon power rush. He searched out Stannis Baratheon and racked up power tokens through unopposed challenges as I was unable to defend without a Lord character in play. By the time I managed one, his lead was large unassailable. I played an event card to take out his Robert Baratheon and his mountain of power tokens from Renown but that only delayed the inevitable as he romped to victory shortly after.
In between, we played a 4 player game of Ra with Van joining in. The Ra tiles came fast and furious and my greed got the better of me on the last epoch, opting to hold on to my 13 tile instead of swapping it for a full row. The epoch ended sooner than I expected, and Ben who swooped in on that row with his last tile took the win, with Van a close second.
On Friday, our cell and a couple of friends joined us at our Conrad suite for some games. They were mostly tired after a long day at work but still managed a game of Settlers of Catan.
It occurred to me that despite having explained the game multiple times, I don't seem to have grasped the best formula for it. It is especially ironic considering 1. I'm almost always the 'rules' guy when it comes to new games, and 2. Settlers is like the first Euro I ever played! Somehow, it's difficult to present the rules neatly in a logical flow when there are so many tinny bits here and there to explain e.g. trading, rules governing development cards, etc. I don't think I necessarily do a bad job but I always have a nagging feeling after that my explanation could be better. I probably find it easier to explain more complex games such as Agricola or Puerto Rico as compared to Settlers. Either that or it could simply be the audience I usually pitch Settlers to - opting for it as my go-to "gateway" game and thus facing crowds that may not immediately tune in to such rules and mechanics of Eurogames.
Colin and Kaelyn dropped by halfway through and I was able to introduce them to Monopoly Deal and Citadels. Kaelyn commented Citadels felt very much like a "guys' game". I suppose there's some truth to it considering its medieval theme. For female non-gamers, the theme of the game is probably far more crucial as a 'hook' than its mechanics. Even Van who I consider a gamer of sorts gets turned off by space (read Race for the Galaxy) and medieval (read A Game of Thrones LCG) themes. She may be willing to give them a try but rarely will desire to play them again. Abstracts don't sit well with her either. My most thematic game is arguably Battlestar Galactica but unfortunately, that's the wrong sort of theme for her, especially when she has never watched a single episode of BSG and is unlikely to.
Ben and I opted for familiarity and played with Ivan's Baratheon and Lannister decks, while Ivan unleashed on us his new Martell deck from the recent Princes of the Sun expansion. House Martell has a couple of interesting effects triggered after challenges are lost. It is somewhat unintuitive as you are in a situation where you take one step back to gain two steps forward. It requires far more thoughtful play and bodes well for the strategic depth of the game. I enjoy the peculiar strengths and weaknesses of the various Houses and how a different play strategy is required to utilize each of them successfully.
I struggled with income early on, which is highly ironic for a Lannister deck. I played Wildfire Assault in the early rounds in a bid to rein back my opponents. I leveraged on my draw effects to gain further ground. My advantage in Intrigue reaped me a couple of power tokens through the Lannisport location card which allowed me to pay 1 gold for a power token after each Intrigue challenge I win. This added up quickly and by keeping my power tokens on my House card as opposed to my characters, my progress was undeterred by Ben's Melinsandre, which negates power tokens on opposing characters. In contrast, Ivan struggled as he had a number of card effects which gained him power tokens on his characters. I finally clinched victory with an unopposed power challenge by stealthing Ivan's only unkneeled character with the power symbol.
I played a game of Joust with Ben after Ivan left. I was flooded with income this game but fell prey to Ben's Baratheon power rush. He searched out Stannis Baratheon and racked up power tokens through unopposed challenges as I was unable to defend without a Lord character in play. By the time I managed one, his lead was large unassailable. I played an event card to take out his Robert Baratheon and his mountain of power tokens from Renown but that only delayed the inevitable as he romped to victory shortly after.
In between, we played a 4 player game of Ra with Van joining in. The Ra tiles came fast and furious and my greed got the better of me on the last epoch, opting to hold on to my 13 tile instead of swapping it for a full row. The epoch ended sooner than I expected, and Ben who swooped in on that row with his last tile took the win, with Van a close second.
On Friday, our cell and a couple of friends joined us at our Conrad suite for some games. They were mostly tired after a long day at work but still managed a game of Settlers of Catan.
It occurred to me that despite having explained the game multiple times, I don't seem to have grasped the best formula for it. It is especially ironic considering 1. I'm almost always the 'rules' guy when it comes to new games, and 2. Settlers is like the first Euro I ever played! Somehow, it's difficult to present the rules neatly in a logical flow when there are so many tinny bits here and there to explain e.g. trading, rules governing development cards, etc. I don't think I necessarily do a bad job but I always have a nagging feeling after that my explanation could be better. I probably find it easier to explain more complex games such as Agricola or Puerto Rico as compared to Settlers. Either that or it could simply be the audience I usually pitch Settlers to - opting for it as my go-to "gateway" game and thus facing crowds that may not immediately tune in to such rules and mechanics of Eurogames.
Colin and Kaelyn dropped by halfway through and I was able to introduce them to Monopoly Deal and Citadels. Kaelyn commented Citadels felt very much like a "guys' game". I suppose there's some truth to it considering its medieval theme. For female non-gamers, the theme of the game is probably far more crucial as a 'hook' than its mechanics. Even Van who I consider a gamer of sorts gets turned off by space (read Race for the Galaxy) and medieval (read A Game of Thrones LCG) themes. She may be willing to give them a try but rarely will desire to play them again. Abstracts don't sit well with her either. My most thematic game is arguably Battlestar Galactica but unfortunately, that's the wrong sort of theme for her, especially when she has never watched a single episode of BSG and is unlikely to.
Saturday, January 16, 2010
Gaming For The Week 10th - 16th Jan 2010
Was a good week for gaming. Started out with the youth camp committee coming over for a thanksgiving lunch. They couldn't stay long but we managed the time for a game of Time's Up: Title Recall. Would have opted for a Euro but with 8 of us, that proved somewhat challenging. Nonetheless, we had a good time despite some unfamiliar titles. I suppose what makes the game easier is when partners discuss 'signs' for certain difficult titles. Not sure whether that's 'legal' but for new players, it sure makes it more accessible. As it turned out, Xinyi/Yingyi and Van/Mish tied for the win.
Ivan and Ben dropped by mid-week to get in two games of A Game of Thrones LCG. We used Ivan's decks as usual since they have been customized with chapter deck additions. He also obtained the new Princes of the Sun expansion so it shouldn't be long before we see him with a Martell deck. He played Targaryen while Ben and I used Baratheon and Lannister decks respectively. I didn't get my income locations out as quickly this time round and Ben took the first game convincingly thanks to his multiple characters with the renown trait. Second game came down to the wire with Ivan intervening in my challenging against Ben to give him the win. I suppose he found himself between a rock and a hard place too since I would have taken the win if I had succeeded in that challenge. Squeezed in a game of Glory to Rome after Ivan left. I had some good buildings but took awhile to get the combo going. Van took the win by about 6 VPs.
Kristy, Joelle and Joseph came over the next day. Apart from Band Hero-ing, we managed to get in a game of Settlers as well as Tribune which was the first play for all of us. Settlers ended with a win for me at 11 points, though Joseph was leading most of the game and ended with 9. The girls did well for their first play and seemed to enjoy the somewhat more 'intellectual' game.
Van joined us for a 5 player game of Tribune. The two main mechanics of the game are worker placement and set collection. The varied combos of victory conditions allow multiple routes to victory and play in a decent time. I completed my 3 necessary victory conditions first, but Joseph similarly accomplished that by the end of the round. He beat me in points though, 26 to 22, taking the tie-breaker. I have mixed feelings towards the game although Van seems to like it, which is BIG. Like I mentioned, I do enjoy most games that possess multiple routes to victory that play in a reasonable time. However, the worker placement options did all seem rather similar. Almost all just give you cards with a minor twist on the cost or the means of obtaining them. It also feels that one is largely focused on achieving his or her own objectives during the game without much attention being paid to the play of others. Perhaps this will improve with more plays. I haven't exactly written the game off at this point but compared to my pre-purchase expectations, it has been mildly disappointing. The jury's still out on this one.
Saturday, December 19, 2009
14th Dec 2009 Session Report: Fans of AGoT LCG
One of my favourite new games has to be A Game of Thrones LCG. However, it has been a challenge finding gaming partners for it since its theme and mechanics mean that it has a niche appeal of sorts. So far, Ivan and Jerry seems most keen on it. Today, Jo and Ben were over and it seems I've found 2 new converts.
It was Jo's second go at the game while it was Ben's first. The first game took some time with us recycling our plot cards. I was behind most of the game but managed to catch up towards the end. Jo was leading with over 10 power tokens, held in check only by my Melisandre, who negates power tokens on opponents' character cards. Jo took the win by playing the 'Tourney of the Hand' plot card which renders his knight characters immune to character abilities. As it turned out, power tokens earned via renown were concentrated on his knight characters giving him the win since Melisandre had no hold on them that round.
In our second game, Ben played my haphazardly put together Baratheon deck to good effect. He took the win with a 5 power token round, leveraging on a double claim round coupled with Robert Baratheon's fearsome renown ability which earns him not 1 but 2 power tokens.
Other games played that day included 2 rounds of Glory to Rome. In the first game between, Jo, Ben and myself, I took the win with a Forum victory with the help of a Garden, Aqueduct and Bar combo. Coincidentally, in a later game where Van joined in, she also won through the Forum, aided by the Aqueduct and Gate.
The 4 of us also played China. While abstract, I enjoy its depth for its short playtime. The others seemed more lukewarm towards it. Being their first plays, Jo and Ben took awhile to wrap their heads around the scoring. I experimented and placed emissaries far earlier than I usually do in the game. While I lost ground in terms of house placements, I ended up scoring majority of the emissary points which pushed me over the top for the win.
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Thursday, December 3, 2009
27th Nov 2009 Session Report: Public Holiday Gaming Redux
Had a good turnout this time round, with almost 10 different ones playing over the course of the day. Lost the scores yet again so will just jot down what comes to mind.
Ivan came over with Jerry who is a CCG/LCG enthusiast. Despite never having played A Game of Thrones LCG before, he picked it up fast. The game was played over 2 halves as Marcus came halfway and we decided to opt for a game all 5 of us could play. We also played till only 10 points in order to avoid dragging out the game overly. Ivan played his slightly modified Targaryen deck while Jerry used his Stark deck. I fiddled with my Stark deck somewhat the day before, adding in a couple of Intrigue characters and swapping some of the plot cards so decided to go with that too. As a result, the game was dominated by military and power challenges. The lead switched hands a couple of times but I ultimately took the game with a 5 power gain round. I won an unopposed military challenge against Jerry, before initiating a power challenge against Ivan which he decided not to defend against. My claim that round was 2 which allowed me to rob him of 2 power tokens. I gained an extra power token for the unopposed challenge plus a final power token due to Eddard Stark's Renown ability for the win.
While this was going on, Van introduced Battle Line to Marcus before we took a break from AGoT LCG to table El Grande. I hadn't had a chance to play El Grande for some time with the infrequency of gaming with 5, coupled with the fact that I tended to opt for Princes of Florence even with 5 around. It definitely did not disappoint and I made a mental note to table it more often. Ivan, Jerry and Marcus picked up the game quickly and scores ended up really close at the end with Van edging me and Ivan out by a point. There were a couple of 'wow' moments in the game, especially when the Caballeros (men) were released from the Castillo, which changed the board situation significantly. A worthy 9 in my book.
While Ivan, Jerry and I completed AGoT LCG, Van, FT and Marcus opted to play Glory to Rome. I didn't have much info about the game but apparently Marcus grabbed a speedy win with the help of a Craftsman strategy.
Ivan and Jerry had to make a move and Marcus introduced the rest of us including Lijie to Factory Manager. I had heard good things about the game but figured just like its predecessor Power Grid, it was unlikely to be my cup of tea. My gut feel was proven right as it was rather mathy, with the need to calculate your cost and income constantly to ensure you were eking out maximum profit each round. Power Grid while longer is definitely the superior game. Marcus won with me taking second place.
Marcus and Lijie had to make a move, but with Mun and Weilong joining the fray, I had an opportunity to try a 5-player game of Endeavor. Surprisingly, not all the regions opened up either as we opted to attack rather than merely sticking to peaceful options. Having a couple of 3-player games in the pocket, the game appears to scale rather well. However, while I can see why the game is rated highly, I'm still on the edge regarding it. I like its short play time and accessibility to non-gamers. However, the premise of the game doesn't encourage specialization as you really have to build up all tracks reasonably to do well. The paths to victory do not seem diverse enough for me and I'm waiting to see if Hansa Teutonica would be a better alternative. From what I heard, Marcus should be receiving his copy soon.
After dinner, FT, Joseph, Weilong and I played a game of China. Once again, house placements dominated the first half of the game and only when the majority of spots were filled that we started playing our emissaries. That seems to be the typical pattern of play and I wonder whether there is a place to focus on emissaries earlier in the game. I still enjoy the depth of the game for the time it takes, but offering alternative strategies would definitely take the game up a notch in my book. FT took the win over me by a point.
Tuesday, November 24, 2009
20th Nov 2009 Session Report: An Afternoon of Games...
Took half day off in the afternoon to game with Jo, Dave and Seth. Jo has been exposed to euros while Dave and Seth were largely new to this world.
I decided to start off with a euro-ameritrash hybrid: Nexus Ops to ease them into the world of euros. The other reason of course is that I seldom get to bring this game to the table due to its theme. Somehow the female species gets turned off whenever they lay their eyes on the alien figurines. I don't blame them but it's such a pity because I have always rated the game highly. Well, it's rare to get 4 guys at the table and they looked thrilled lining up their various figurines while the rules explanation was going on.
The game did get bog down somewhat with 4 (my previous experiences were all with 3 so far) but not overly. I took the win easy due to their 'Risk' tendencies, opting to take the conservative approach and build up their forces. Nexus Ops however rewards aggressiveness as the game is not about survival but rather picking off the opponent at weak spots, and racing them to 12VPs by accomplishing various mission objectives, the most basic of which is simply succeeding in a battle situation.
The other reason for my easy victory was that they underestimated the importance of dominating the monolith, and allowed me several turns on it, thus racking up my stash of energize cards. These allowed me to unload them on the last few turns, acquiring the final VPs needed before they could halt my march to victory. In retrospect, I should have perhaps emphasized the usefulness of energize cards to a greater extent.
After the warm-up, I brought out the main event - A Game of Thrones LCG. Dave took Stark, Jo Lannister, Seth Baratheon and I Targaryen. The game dragged with 4 players as there was greater downtime. This was accentuated by the fact that we were unfamiliar with the card powers and spent quite some time reading them and figuring out what they meant. The game will clearly be more enjoyable with a regular group familiar with the cards. I should probably take my own advice and stick with one deck from now on, so that I can gain some competency with a deck. Between clarifying the rules, explaining the card powers of others, and grasping my own, the game becomes quite a brain-burning experience.
In terms of how the game progressed, we were generally conservative, opting to allow a challenge to go unopposed rather than face potentially heavier casualties by defending. In a sense, this was positive as it sped up the game by allowing more power tokens into the game. On the other hand, we were struggling to come to terms with the card texts that we failed to actively keep an eye on each others' armies and power tokens. In the end, Dave took the win with an unopposed military challenge, aided by Edward Stark's renown ability. Hoping to get more plays with 2 players to gain familiarity with the cards with less downtime even though the game does shine with 3-4 with the addition of the multiplayer titles.
I introduced them finally to Alhambra but we didn't finish as Dave and Seth had to leave halfway.
Wednesday, November 11, 2009
11th Nov 2009 Session Report: The One Where I Cement My Appreciation Of Chicago Express
Had a good gaming turn-out today: Weilong, Mun, Ivan, Van and myself.
Ivan was the earliest so we started out with A Game of Thrones LCG while waiting for the other two to arrive. It was our first go at multiplayer so a little reviewing of the titles mechanic was due. This basically involves a choice of title per round by each player after plot cards are revealed and initiative resolved. Each title accords a benefit for the turn as well as determines potentially another title in which you oppose or support for the entirety of the round. You are restricted from challenging whoever you support and you gain a bonus power if you win a challenge against whoever you oppose. It's a nice added element to the game which helps balance the decks and prevent runaway leaders. Thematically, it fits the politicking of the books. However, it does add considerable time to gameplay since there is a tendency to gang up on the leader to pull him or her back.
As it turned out, we didn't manage to finish the game at the point when Weilong and Mun arrived. Nonetheless, it gave us a feel of the multiplayer mechanic. Van remained unimpressed and it looks like it will be increasingly difficult to get her to play again. Ivan was leading in the power department when we decided to move on to something else.
With 5, we opted for none other than Princes of Florence. Before we started, I also managed to teach Ivan Tichu and while waiting for Mun, the four of us played two hands. It ended 270-20 in Ivan and my advantage. Van and Weilong also had a short game of Battle Line while I was explaining the rules of PoF to Ivan.
Princes of Florence (Me 63, Ivan 51, Van 48, Mun 48, WL 38)
Ivan did surprisingly well considering it was only his first play at the game. I made a big boo-boo with my first prestige card, failing to get the builder I needed to fulfill the requirements. Somehow I assumed that just like Jesters, there would be a builder available for each round and waited till the last round to obtain it, hoping to nab it at a lower price. To my surprise, there were only 7 builders in the game, as opposed to 8 for Jesters. I opted desperately for a second prestige card at that point and managed to get the tied score for most works, but the damage was done. Thankfully, I obtained 2 Jesters in the mid-game at undervalued prices, which enabled me to still nab victory.
Glory to Rome (Van - forum victory, Me, Ivan, Mun)
Weilong had to leave early and Ivan was due to leave in about an hour so we opted for GtR. Ivan picked it up quickly despite the variety of building powers. Clearly, his experience with CCG/LCG typed games helped. I was a turn away from a potential victory but Van pipped me to it with a Forum victory thanks to her Gate which activates the powers of uncompleted Marble buildings.
Chicago Express (Van 83, Me 64, Mun 42)
After Ivan departed, I taught Mun Chicago Express before dinner. She was clearly impressed by the depth of the game despite the simplicity of the mechanics. I again won the first red share at $21. Van wised up to my strategy this time round and promptly auctioned the 2nd red share at a point when my finances paled to hers. She went further to buy up the 3rd share and I was rendered helpless as she clearly had the edge in terms of income and cash early in the game. As a minor shareholder, I diverted red's network away from Chicago and utilized it to block green which Van and Mun owned out of the game. Red was left with insufficient tracks to reach Chicago though it still provided a nice income each dividend phase. But the allowance to pull off such a move just took the game up another notch in my book. Blue managed to reach Chicago and I was the main beneficiary with 2 shares to Van and Mun's one. However, I was unable to claw back on Van's early lead and she promptly ended the game by auctioning off Wabash's 2nd share, leaving shares on red, blue and black all accounted for.
Thursday, October 29, 2009
29th Oct 2009 Session Report: A New Friend...
I got to know Ivan over the Singapore Boardgame Meetup forums when he posted a thread looking for A Game of Throne LCG players. I too had ordered the game and was eagerly looking for other "kakis" (gaming pals), recognizing that such games had a niche appeal. We arranged a time and he dropped by this evening for a game.
Van was busy so we started with a game of joust. He took Baratheon while I, Lannister, figuring some familiarity from my last play couldn't do any harm. I found out later that he had started reading the books so looks like he is even more into the Game of Thrones universe than I am. The game was a close affair, ending 15-13 in his favour. I was plotting my victory in the next round when he played an event card to stand Robert Baratheon for a military challenge, nabbing 3 power tokens at a go. 1 for the unopposed challenge and 2 for his Renown key word and special ability.
Despite being his first play, Ivan had familiarized himself well with the rules, and we played more carefully, ensuring we took note of the special text on the various cards. Play flowed relatively smoothly and none of the potential timing difficulties of different effects came up.
Though keen at another go, I requested for a change so that Van would join in. I went with Endeavor after spending time last night to run through the rules. They were relatively easy to explain and we began the game without a hitch. It took a few turns to grasp the nuances of the game but it would definitely qualify as a gateway of sorts in my book. It ended 62 (Van) - 55 (Ivan) - 48 (Me).
I like the simplicity of the rules and relatively short playtime. We probably took about 90 min inclusive of setup and rules. The setup and final scoring were a bit of a hassle but still bearable I suppose. It was clear that the game was one of efficiency and potential poster child of eurogames. It was important to manage your status tracks so as to maximize your glory points and occupy strategic cities in a bid to nab connections, both of which award glory points at the end of the game. I remember 2 point cities in the rules but we seemed to have missed them during the game. Will look out for them next time round. Van commented the game felt rather similar to other games, particularly Age of Empires III which she preferred. I am still on the fence, it seems like it might possibly fill a niche in my collection but I will probably need a few more plays before I'm ready to make a decision.
Ivan had some time left so I looked for a short game to intro him to. I wanted to go for China but Van preferred Ra. Van continuing her dominance took the game with 33 points to my 27 and Ivan's 20. It was a particular quick game with the Ra tiles appearing in a flurry in 2 of the 3 rounds. In fact, in those rounds, none of us managed to utilize our numbered tiles fully. Oh well, at least it kept the game short!
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27th Oct 2009 Session Report: First Go At A Game Of Thrones LCG
Just received my package of games - Endeavor, Chicago Express, A Game of Thrones LCG and Catan Card Game Expansions Set (Thanks FT!). I've been looking towards this order, particularly A Game of Thrones LCG. I have always been intrigued by CCG gameplay but never got into Magic the Gathering due to its theme and cost. When I found out about the Core Set of A Game of Thrones LCG, it seemed exactly what I was looking for - ready to play decks with an appealing theme, plus a fair dose of complexity to keep things interesting.
I wasn't sure whether it would be Van's cup of tea but she obliged me with a game or two. I started with the Lannister deck and Van with Stark. She whitewashed me 15-0 the first game - ouch! Stark is strong military and once Van got a couple of her characters out, she ended up slaughtering whichever characters I succeeded in marshalling each turn. This led to a couple of unopposed challenges per turn and it wasn't long before she started racking up power tokens.
In the second game, I was wary about lagging in terms of military strength. I leveraged on the wealth of the Lannisters to marshall multiple characters each turn. This gave me a significant advantage and despite Van utilizing a particular vicious plot card which wiped out all characters in play, my victory wouldn't be denied. I took the game 15-4.
The joust format (1 vs. 1) didn't seem as interesting as the melee format (multiplayer) as described in the rules. Van seemed bored by it so my hopes of attracting her with the game appeared to be dashed. I personally liked the variety of card effects though we missed quite a few due to our unfamiliarity with them. The timing of card actions, passive effects and responses also seemed a tat complicated despite having gone through the FAQ. Hopefully it will be clearer with further plays. I usually get rid of games that don't even marginally appeal to Van but this might be the exception - for some reason, such gameplay does appeal to me. Perhaps just perhaps, trying the melee format might improve her perception of it somewhat - enough for her to play it once awhile. Oh well, one can always hope (:
Thursday, October 8, 2009
6th Oct 2009 Session Report: Catan Card Game Revisited...
Van offered to game with me on my off day. I suggested either Catan Card Game or Le Havre since I was in the mood for something heavier. Expectedly, Van picked Catan Card Game which was a game we both enjoyed but haven't played in awhile after our spurt of 10+ tournament styled games. On a side note, I traded for an extra set of the game recently and made an order for the expansions set. Looking forward to deck build with the full array of cards.
Instead of using our previous decks, Van suggested just picking randomly. Not fully understanding what she meant, I proceeded to divide the cards into 2 and getting us to pick 33 from the pile we ended up with. My deck was built around trade ships and resource doublers. It paid off quickly with me successfully rushing to my 5th settlement before Van. I was doing well and had a commerce advantage, which allowed me to rob Van a couple of times.
However, the turning point came when Van built a Marketplace which allowed her to take hold of the Windmill token which was in my control for most of the game. This was coupled with an early Pirate ship attack of one of my trade ships. I was slow to regain the advantage, perhaps somewhat complacent that I was inching towards victory. Alas, I was at 12 VPs ready to claim victory the next round when Van snatched it before my very eyes with another VP build. Despite generating resources at a slower pace, she was successful in running out a couple of red buildings. This together with control of both the Knight and Windmill tokens was sufficient for the win.
I realized while I probably built a stronger deck than her, I was reluctant to spent resources searching out the right cards often enough. As such, most of my action cards failed to see the light, and I ended up building for VPs with the cards in hand rather than sourcing for those with appropriate abilities.
Even with deck building, the game didn't take overtly long which was a plus. Looking forward to the full tournament game where we would no longer need to share cards. A hefty investment purchasing 2 sets of the original and expansions set but I guess it's worth it considering Van likes the game and it scratches the CCG deck-building itch. I also recently ordered A Game of Thrones LCG Core Set which I'm looking forward to, but I suspect that will be more for the CCG play as I'm unlikely to be willing to fork out the extra dough for deck building, which would easily trump that of the Catan Card Game with expansion packs being released monthly.
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