Showing posts with label dominion intrigue. Show all posts
Showing posts with label dominion intrigue. Show all posts

Monday, May 31, 2010

Gaming For The Week 22nd - 29th May 2010

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.

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.

Monday, March 1, 2010

Gaming For The Week 21st - 27th Feb 2010

Jo and Jon came over towards the end of the week. Jo was early and we started off with 2 games of Dominion: Intrigue. Jo commented afterward that he wasn't much of a fan of the game. I have to admit there was minimal interaction in the 2 sets we played. There were attack cards available but it didn't seem our while to invest heavily in them.

The game at the moment is sort of 'hit and miss' for me. I enjoy the game when there's a good bout of interaction but those occasions are rare since even with the Intrigue cards, Dominion isn't high on interaction. In many ways, it is similar to RftG in its multiplayer tendencies except that it is easier to pick up. Chunks of words can be intimidating on a first play but symbols are much worse.

I have noticed nonetheless that the Intrigue cards seem to play better with more than 2 players. For example, one Torturer does little to damage your opponent's hand and it's rare that you get to play more than one Torturer a turn. However, with more players, it's a higher probability for multiple Torturers to be played before your turn, thus accentuating the ill-effects.

Dominion: Intrigue still holds curiosity for me and I'm looking forward to more plays to figure out how I truly feel about the game. Hopefully, I will find willing opponents.

After Jon arrived, we played a game each of Chicago Express and Puerto Rico. The two games are similar in that the mechanics aren't difficult to pick (well, CE more so than PR) but it takes experience to figure out how to play the games well. I suppose these are games that benefit from having a regular group. Nonetheless, Jo's strategy to go for shipping early kept him competitive, with me pipping him by only 2 VPs.

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.

Saturday, February 13, 2010

Finally! My First F2F Game Of Dominion

If you have read my previous posts on Dominion, you would have discovered both my disdain and yet strange fascination for it. I have only played the original game over BSW and while I applaud its unique mechanic, I can't help but feel in my gut that this wouldn't be a game I pay to own.

Just like my recent comments on Tribune and Race for the Galaxy, one of my concerns about Dominion was its multiplayer solitaire tendencies. Particularly in the original, the game is very much of a race in building a deck engine capable of purchasing Provinces (6VPs) on a consistent basis. Chris aptly described this in his response to my views on Tribune as a "heads down" approach, where you tend to focus on your goals rather than worrying about the actions of your opponents and actively thwarting them to your betterment.

My second concern was that after playing quite a number of games on BSW, I found that most hands tended to play themselves. Its fans argue that the heart of the game lies in its deck-building mechanic. I however couldn't help but be put off by the 'auto-pilot' nature of the game.

Where the game fascinated me was in the ease of its rules and the depth offered by a game of its length. In the latter, it arguably surpasses Tribune since it plays in about half the time. It offers a gateway sort of game which I as a gamer wouldn't be bored to play myself as I intro it to my non-gamer friends.

The first expansion to Dominion, Intrigue was touted as one improving player interaction. The supposedly increased choices available on action cards suggest less of an 'auto-pilot' syndrome. Unfortunately, this is both a boon and a bane since it raises the bar for non-gamers.

I couldn't resist the temptation and eventually took the plunge. I managed to persuade Van to have a go today, curious at her reaction to the game. Van has always enjoyed highly interactive games and games like RftG have left her cold in the past.

What surprised me was the ease of explaining the rules. I mean I have heard of compliments in this area before but going at it for the first time, it went even smoother than I could ever imagine. I really need to applaud the designer Donald for coming up with such an excellent framework (ABC) to capture the gameplay succinctly.

Van and I were off and running and despite initial fears that the complexity of the Intrigue cards would put her off, they turned out largely unfounded. I suppose despite Van's fluctuating interest in gaming, she nonetheless is mostly a gamer, and thus the action cards were largely a cinch for her.

While the rules didn't pose a problem for us, formulating a strategy in terms of action cards to purchase was. I reverted to my past Dominion patterns and mostly purchased treasure cards in view of a subsequent rush for the Provinces. However, I couldn't help myself but join Van in a couple of random action card purchases to gain a sense of how they would play out. The game ended 36-33 in my favour which was a surprise as I had the impression halfway through that I might run away with it, purchasing the majority of the Province cards. Van to her credit did well to stay close in her first game.

Verdict? Van didn't hate the game, which I suppose was already a big plus. I think the tide turned when she realized that the game wasn't as complicated as the mass of cards made out, having commented at the start that it reminded her for A Game of Thrones LCG, which is likely never going to play again despite my absolute love for the game. Coupled with the short playtime especially with two, I can see her being open to repeat plays till she forms a firmer opinion of it. My concern though was that the limited interactivity might still put her off eventually.

We played with the "Well Wishes" set suggested in the rule book with only a single attack card - "Torturer". While I saw the possibilities with the other attack cards in the expansion, I couldn't help but wonder whether that level of interaction would be enough for me. Sure, you get to disrupt and hurt your opponents' next turn but cutting down their hand for example, but it doesn't seem as meaningful since that action doesn't really benefit you directly. It's a far more limited attack mechanism than say interaction in El Grande where messing with my opponents usually accord me a direct advantage in area majority. I need to mull over this further.

But I must say my first impression despite the above concerns was favourable. I was especially impressed at the ease of introducing the game and that the Intrigue cards weren't as complex as I initially feared. Looking forward to try it with some non-gamers over the CNY hols.

Tuesday, January 19, 2010

Perhaps Against My Better Judgement...

My local online retailer, Boardgamelifestyle is having a sale. The discount isn't much more than what I usually receive but I couldn't help myself but to browse through the discounted games. In the end, 3 games caught my eye - King of Siam, Traders of Carthage and Dominion:Intrigue.

After reading through some reviews on BGG, I decided that King of Siam probably wasn't probably my cup of tea as well as taking into account its price. Traders of Carthage on the other hand was at a very attractive price point and a game that I have had my eye on for some time. However, concerns about its abstract nature held me from taking the plunge. Furthermore, with the time it takes, I can't help but feel that there are many more "developed" games in my collection that I rather be playing.

Finally there's Dominion:Intrigue. I have had sort of a love-hate relationship with Dominion. When it was introduced on BSW, I sort of burned myself out on the original. I decided it wasn't a game I needed to purchase especially since after some plays, I realized it was uninteresting in that most hands played themselves (or what I would call the auto-pilot syndrome) and it lacked interaction between players. Nonetheless, I couldn't help getting caught up in the hype monster that is Dominion. I do like the simplicity of the A (action), B (buy), C (cleanup) mechanics of Dominion and its speedy gameplay. It seems to me that it would be a game of sufficient depth that I would be keen to intro and play with non-gamer friends that I'm trying to lure into the hobby.

The release of Dominion:Intrigue especially had my hopes raised. It seemed to address my issues with the original, introducing decisions apart from the deck-building and incorporating increased interaction. However, the added complexity hampers what was attractive about the original - its accessibility and speed. The common solution for this dilemma would be to acquire both sets and most seem to do so. However, I am adamant in not acquiring more than one set, thus leaving me a difficult decision of which to purchase if I am to add Dominion to my collection.

As it turned out, the sale was only applicable for Intrigue and not the original though the difference is negligible. What surprised me was the cost to sleeve all 470 cards. Even budget sleeves came up to about 30% of the game price. That makes the game considerably more expensive but I couldn't envision myself playing the game unsleeved. My recent sleeving of Battlestar Galactica wasn't cheap either. It seems card sleeves are doing a roaring trade especially since us "gamers" generally like to keep our games in good condition, whether due to our OCD instincts or to preserve their resale value.

Despite my misgivings, I made the perhaps irrational decision of going ahead with the purchase. This despite the fact that I have a couple of new purchases (BSG, Tribune & Hansa Teutonica) all relatively unplayed. I seem to be edging towards a buyer's syndrome which violates my intention of keeping my collection trim and avoiding 'white' elephants. While I like the idea of having these new additions in my collection, I may eventually have to make a decision with subsequent plays whether they get played sufficiently for them to remain (read: BSG). Or perhaps, I will realize that my preliminary concerns are indeed accurate despite contradicting the favourable opinions of various critics (read: Tribune) and trade or sell them.

With that, here's hoping Dominion:Intrigue surprises me...in a good way.