Showing posts with label hansa teutonica. Show all posts
Showing posts with label hansa teutonica. Show all posts

Saturday, August 28, 2010

Random Musings On My Recent Gaming Session

1. It was nice to get Hansa Teutonica, Glory to Rome, Yspahan and Ra to the table in half an afternoon - been awhile since I last had a solid gaming session.

2. My appreciation of Hansa keeps growing. Been waiting for the point when the other shoe drops.........but till now, I'm still waiting :) In a way, it seems to be a really abstract game and I have heard the term "cube-pusher" used to describe it but it keeps me engaged throughout. I can't help but be intrigued by the variety of ways in which I can score points and how each 'path' to victory seems equally viable.

3. Discovered a new 'broken' combo in Glory to Rome. If you've played the game before, you'll know that almost every decent combo can be a 'broken' one. It really boils down to who can get theirs up and running quickly enough. In my 30+ games of GtR, I've NEVER built the Academy before. After all, its power seems rather 'ordinary' at first glance, especially when considered beside its more awe-inducing counterparts. The Academy allows you one Thinker action after each round in which you performed a Craftsman action.

I guess with my recent dabbling in A Game of Thrones LCG, I've learnt how crucial draw can be in determining a win. In this case, I sort of stumbled upon it having taking a couple of Craftsman clients in a 3 player game. What the Academy allows me to do therefore is to exhaust my hand using multiple Craftsman actions and then replenish it fully to 5. It not only enabled me to build speedily but helped me in my push to victory. It's one of the easier combos to pull off since you do not require other buildings in tandem but rather just a couple of Craftsman clients. Sure, your opponents can slow you down by refusing to craft but in a game with few players, it will not be long before you can select the Craftsman action yourself. In this game, I didn't get to build the Shrine or Temple to increase my hand size but I can imagine how it'll make the combo even more efficient.

4. The caravan strategy in Yspahan has been touted as especially powerful and different ones have even gone to the extent to deem it broken. In my 3-player game, I found it incredibly difficult to pull off successfully if your opponents totally ignore the caravan. It is simply impossible to fill quickly enough and the game ended without me succeeding in scoring the caravan once (it only scores when it fills completely). I however only realized midway through that there is a single spot on the supervisor track which allows 2 cubes to be sent to the caravan simultaneously. Perhaps that will be sufficient to pursue the strategy - I'll have to try it out again. Even if your opponents try to block you, at least you will still be able to fill the caravan more quickly even if it means sending their cubes together with yours.

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.

- Posted using BlogPress from my iPhone

Monday, March 8, 2010

Gaming For The Week 28th Feb - 6th March 2010

This week's gaming bunch was made up of Jo, Marcus, Van and myself. Van had been on a semi-hiatus from gaming but was surprisingly open to play provided we kept games with space-related theme or CCG-typed gameplay off the table. I was happy to oblige since we didn't have the right crowd for either BSG or AGoT LCG.

We started with Hansa Teutonica. I had an opportunity to tear off the shrink wrap on my personal copy since Marcus didn't bring his. It was a close game with me nabbing victory from Marcus by a single point.

My admiration for the game grows with each play. If this keeps up, I'll have to raise my geek rating for the game from a 9 to a 10. The multiple routes to victory coupled with the reasonable game time makes this a winner in every regard. It has been awhile since a game kept me thinking about possibilities for improved play after the session, especially when I won the game! I have explored a few alternate strategies in my few plays so far, but there seems so many others out there which I'm looking forward to have a hand at. For example, the max I have upgraded my chain multiplier so far is 2 but I can't help but wonder if a strategy largely focused on building a network of offices while maximizing the chain multiplier is viable.

Next up was Vasco Da Gama, another recent Essen release. It was between this or a first attempt at La Citta. I'm always game to try something new but Van needed a break, which she managed to get while Marcus explained the rules to Jo. I was absolutely demolished on my first play of this game but did much better this time round, ceding the game to Marcus by 3 VPs.

The turn order mechanic is undeniably an interesting one. It allows you to jostle for position with your opponents depending on your risk appetite and your wealth. Being overly optimistic, I paid the price on my very first turn, having to forgo an action due to the lack of money to pay for its use. However, I noticed that apart from the first few placements where this happens, the remaining placements simply follow turn order which takes the fizz out of this mechanic in some way. Still a game that I don't mind playing but see no need to own.

We ended the session off with Glory to Rome (what else?). Nice to know that I've gotten over 30 plays off this baby, and especially sweeter that it's current OOP (sorry to rub it in for those of you still awaiting your copy). There have been comments that the luck of the draw plays a significant role in determining the winner. I still beg to differ although this was game where I really didn't have much to work with while Marcus and Van built a slew of powerful buildings. Marcus had the Wall, Bridge and Colosseum. I built the Palisade early but didn't get a sniff of the other Wall so it was painful as you might imagine. My only hope was a Forum victory with both the Bar and the Aqueduct but unfortunately, the rapid pace at which the deck thinned and having my clients fed to the lions turn after turn meant that I was powerless to nab a surprise victory. Nonetheless, it's always cool to see a combo of effects from supposedly "broken" cards and definitely part of the charm of the game. Jo still surprisingly didn't take to the game after his second game. I say "surprisingly" because he's one of the few that has really taken to AGoT and both games seem to share this trait of combo-ing card effects. Then again, he wasn't all that enthralled by Dominion either. Marcus took the win over Van thanks to his bulging stockpile nicely scored by his Wall.

Sunday, January 10, 2010

6th Jan 2010 Session Report: First Attempt At Battlestar Galactica

Battlestar Galactica

Matt brought back Battlestar Galactica for me recently and I had been eager to give it a go. The opportunity finally arrived and the bonus was that I was able to round up a posy of 5 to give it a go. I have read that the game plays arguably best with 5, without the sympathizer. Furthermore, I suppose it's more fun to have 2 on the Cylon side yet avoiding the increased downtime with 6.

The rules overwhelmed me the first time I read through it. Thankfully, there were player aids and summarized rules on BGG which helped organize the material more logically than the FFG rulebook. I did realize however that the way to intro the game was probably not to bog the other players down with the book-keeping details but simply present the pertinent info necessary to play.

Marcus was the only one who had attempted the game before while it was the first play for Van, Ivan, Ben and myself. As it turned out, Ivan and I drew Cylon cards from the go. I chose to play a variant that shortened the game, in hope of not having Van sour on the game because of its length.

The variant dialed down resources to 6 fuel, 6 food, 7 morale and 10 population. In addition, Galactica starts with one less raptor and two less vipers compared to the original set-up. The Sleeper phase is triggered after a jump distance of 3 and the humans win if they jump unscathed after a distance of 6. The only other change is that centurions that board Galactica begin on the 2nd space of the boarding track.

The variant worked reasonably well and we completed the game in about 2 hours, including rules explanation. Fuel, food and morale ended in the red zone although no centurions successfully boarded the ship throughout the game.

I took Roslin and held on to the role of President for majority of the game till Marcus wrested it from me towards the end with strong support of Ben. Unfamiliarity resulted in no Quorum cards being played and player action tended to concentrate on the use of Galactica's guns to take out the Cylon ships. There seems to be many options unexplored and hopefully, there will increased variability with more plays. I mistakenly assumed that it was the President who chose the destination card when it should have been the Admiral. I suppose it did give an added advantage to the Cylons since I ended up choosing instead of Van who was playing as Saul Tigh with William Adama out of the game. Although there was only one choice that made a significant difference where I chose the destination card with a distance 1 instead the other with a distance of 3.

Ivan did not take any risky moves all game due to his unfamiliarity of the game. He didn't reveal even to the end of the game. Van was on to me from the start due to a couple of unnecessary risky discards although the attempt to brig me failed. In order to avoid further suspicion, I played my cards duely but took every opportunity to dump my cards, so that I lacked any to be of help during crisis checks. Apparently, there are many opportunities to 'lose' cards when you are the President. The humans managed a distance of 6 and were heading for their victory jump when I revealed, and my Cylon action allowed me to deal the final blow taking fuel to zero.

I enjoyed the game because it feels remarkably different from my other games. Van wasn't impressed since the theme didn't appeal to her. I also suppose the group playing the game is important since much of the fun hinges on the metagame. Looking forward to more plays most definitely - hopefully it will see play sufficiently to hold a place in my collection.

The Princes of Florence

This was Van's pick and since we had 5, I was all for it. I wasn't sure if it was Marcus' first play but he played extremely well, thanks to him obtaining 3 Jesters. I was feeling good about my chances mid-game through and planned to end the game strongly by producing 2 works in each of the final two rounds. Alas, Marcus managed to do the same, robbing me of the work bonus in the penultimate round and outbidding me for the recruiting card I needed to produce an additional work in the last round. I gambled instead on a second Prestige card and drew a good one but still fell short by a point, 59 to his 60 points. Nonetheless, I enjoyed the game tremendously and the play once again cemented the PoF as one of my favs.

Hansa Teutonica

Marcus taught Ivan and Ben Hansa and before long, we had a go at a 5 player game. I was behind most game but managed to garner enough points for a 2nd place finish. The points were all rather close though Marcus took the game by a significant margin from the rest of us. Van had control of a good number of offices but failed to string them together for valuable network points. I found myself thinking about game strategy after the play, which is always a good sign. 5 player did drag a bit longer especially since we were still new to the game but even so, I wouldn't consider it a long game by any means.

Friday, December 11, 2009

8th Dec 2009 Session Report: Hansa Teutonica


Battle Line

The day of gaming began innocuously enough with Van suggesting a rematch at Battle Line despite her winning the last game couple days back. As usual, it was a tight affair with Van emerging victorious 2 games to 1. While abstract (typical Knizia), the tension the game creates is splendid. Some view the tactic cards as overly random but I see it as an opportunity cost mechanic which I enjoy.

Opting to hold tactic cards in hand means the trade-off of greater flexibility by holding more numerical cards. I usually avoid taking tactic cards till my opponent takes his/her first one so as to reserve an option of responding if he/she does play one against me.

Besides the decisions of how early to take a tactic card and how many to take is the decision of when to play a tactic card. My experience is that I will usually initiate the play of tactic cards when I'm falling behind and do so in the hope that my opponent holds inferior tactic card(s) which prevents a timely response. When ahead, there is absolutely no reason to open the can of worms that tactic cards bring and often I'll 'take a blow' without responding so that no further tactic cards can be played against me.

All in all, my opinion is that meaningful decisions are introduced with tactic cards and I always opt to play with them except when teaching new players the game.

Hansa Teutonica

Marcus contacted me last minute that he was available to game. He brought along Hansa Teutonica which I had read so much about from the Essen reports on BGG. It has been touted as comparable to Endeavor but perhaps more gamey. I had my reservations about Endeavor despite owning it and wondered if Hansa Teutonica would be a worthy substitute as a game with somewhat similar mechanics.

We grappled a bit with the rules at the start as it was the first time Marcus was explaining the rules. In retrospect, there is probably a little more to explain for HT since its mechanics are less streamlined than Endeavor and it possesses more numerous ways of scoring points. However, I do appreciate that points scored for your development tracks are less fiddly than those scored in Endeavor. In HT, you simply score 4 points for each track you maximize. With a few plays in the bag, I suspect HT shouldn't be much tougher explaining than Endeavor.

It was a close game with the three of us groping in the dark trying to formulate some kind of strategy. Marcus and I realized early that developing our actions track would be key to our competitiveness and thus there was fierce competition for the relevant route. Van caught on a bit later and was unable to maximize her actions track by the end of the game. My points grew as I controlled a city on that route and I ended the game when I crossed the 20 point threshold by scoring the 7 points given to the first player to connect the 2 red labelled cities from east to west. Marcus almost caught up as we tabulated the scores as he was the only one to advance his network multiplier to 2, which doubled the points he scored for each office he possessed in his longest network of connected cities. The scores ended 42-40-18.

The game played quick - one hour excluding rules and set-up for a first game! It pleased me to see that HT plays likely in the same time as Endeavor despite posts on BGG that suggest that it plays longer. I was a bit perturbed that most parts of the board were left untouched as we focused our actions on the south-east portion where the city to upgrade the actions track laid. I also questioned the game was too predictable as it was apparent that the action track seemed overpowered as suggested by some on BGG. But upon some reflection, I realized the various options to score points in the game was oddly balanced and it was possible to do well even without upgrading to the 5th action. The ability to take an action and move multiple cubes while less apparent can be just as powerful and potentially negate the disadvantage of having less actions. In fact, it's probably wise to opt for another path to victory if other players compete too fiercely to upgrade their actions.

Herein lies the factor in which I rate HS over Endeavor. Endeavor is a great gateway game and probably easier for casual gamers to pick up compared to HT. However, my grouse with Endeavor is that every game doesn't seem to develop differently enough. Diversification is the key to victory and one is unlikely to do well if he or she overly neglects any of the developmental tracks. The charm about HT is that there are viable options where players can specialize, whether in their choice of developmental tracks to upgrade or their means of scoring points. This trait of having multiple paths to victory is one possessed by most of my highly rated games including the Princes of Florence.

One play seemed sufficient for me to make up my mind and at the point of typing this entry, I have already sold away Endeavor and made an order for Hansa Teutonica as its replacement.

Le Havre

We ended the night with Le Havre. Marcus and Van seemed to get their hands on all the key buildings before I could and I struggled to keep up. Van sold off her Sawmill which reaped her enough francs to purchase a wooden ship before the Wharf was available. Coupled with my mistakes in the end game, the final scores were 223-196-167 in the favour of Marcus and Van. I realized that the end game is highly critical and there is a need to plan your final actions taken. The tricky bit is that most players will be aiming for the same buildings in the end game (shipping, clearing loans, building the luxury liner, etc.) and you may very well be shut out of those buildings. This happened to me and I wasn't able to finish shipping the goods I stocked up for most of the game. This is especially so since one cannot repeat his last action as his final, unblockable action at the end of the game. A splendid game no doubt and one I'm looking forward to honing my play in.