Friday, October 22, 2010

Roll Through The Ages On The iPhone

Bought it. The solo achievements were fun while they lasted (1.5 days), but in all honesty not too hard to accomplish. Little incentive to play it anymore till AI is implemented.

Pros:
1. Beautiful graphics and interface
2. Be upgraded as universal app soon
3. While multiplayer is in 'hot-seat' format, I see F2F viable on an iPad since there's no hidden info
4. Upcoming AI which should breathe some life into the game after accomplishing the solo achievements

Cons:
1. No online implementation of any form and none promised.
2. Info divided in separate menus where it would be nice to have it all on one screen. With no separate app for the iPad, I seriously doubt this will change with the universal app.
3. Limited number of solo achievements and current ones aren't too challenging
4. Optimal play seems to always begin with building cities to max out the number of dice available

I suppose the last point is sort of unfair since it's an issue with the game more so than the app. I have never played RTtA before and reviews never convinced me the physical game warranted a purchase due to its multi-player solitaire gameplay. The app (especially at a discounted price of US$2.99) gave me adequate impetus to give it a go. It definitely didn't make me feel as good about the money spent as compared to the Samurai, Carcassonne apps, but I suspect the disappointment is more with the game than the app itself.

Wednesday, October 13, 2010

My First Geeklist!

Never thought this day would ever come since I've always been more at ease lurking around BGG. But I suppose I was particularly inspired today and started my first ever geeklist.

What's YOUR boardgaming limit?

Sunday, September 26, 2010

Musings On Santiago & Havana

Acquired two new games in the last month - got Santiago in a trade for Tribune which had been on the trade block for awhile and managed to purchase Havana 2nd hand at a reasonable price.

Santiago has been on my radar for some time. The only negatives I garnered from the reviews that concerned me were that it was somewhat abstract and that it really only played well with 5 players. Having played it once, I can see why some may criticize it as abstract but it carries sufficient theme not to put me off. I realized recently that while pure abstract games are a no-no for me, some attempt to infuse theme is usually adequate for my tastes as long as the mechanics are interesting enough. Santiago fits the bill for me and even playing with 4 on my first attempt has proved it to be a real gem. It plays quicks (45-60min) with good depth and has straightforward rules which makes it accessible for the casual or perhaps even non-gamer. It reminds me of Chicago Express (another game I'm fond of) in these aspects. However, the auction mechanics are somewhat different and in my opinion, that is where Santiago's brilliance lies.

There are 2 'auction' phases in each round. In the first, players bid for plantation tiles revealed for the round. Each player has to bid a different sum (with the exception of passing) but need not bid a sum higher than the previous bidder. A higher bid will give one the opportunity to pick a more desirable plantation tile. While the tiles which allow for 2 workers are clearly more popular, the kind of crop desired depends on the plantations which each player is attempting to expand. An early pass empowers the player with the role of the canal overseer which accords him the opportunity to earn from bribes or potentially sabotage the productivity of his opponents' plantations.

The 2nd 'auction' phase isn't a typical auction per se but a clever mechanic in which players attempt to influence the decision of the canal overseer with their 'bribes'. The overseer can either take the bribe and follow the proposed canal placement or he can choose to outbid the highest bid to place the canal wherever he desires. The overseer is free to pick any bribe he desires even if it isn't the highest offer - this places immense power in his hands since any damage made to non-irrigated plantations is irreversible. I love this mechanic! It feels like a negotiation game without...the negotiation! One issue I have with games like Chinatown is that it seems to alienate introverted players who may not be so comfortable 'wheeling and dealing' while giving an edge to more vocal, persuasive players. I suppose that's the point of negotiation games but yet an aspect which probably won't go down well with my gaming group. On the other hand, this Santiago facilitates 'negotiation' through a simple once-round mechanic. Sure, banter may help tilt the overseer's decision but ultimately, it boils down to the bribe offered and the board position.

Overall, Santiago is a definite keeper for me!

Havana on the other hand has some interesting mechanics but the means for VP acquisition is mildly disappointing. I enjoy the role selection mechanic which is reminiscent of Citadels, but is enhanced in that the combination of cards chosen further determines turn order. Each subsequent turn only allows the change of a single role card which makes the decision all the more agonizing. Each player also begins with a fixed hand of role cards which means that a role once discarded cannot be repeated till late in the game (when one is left with 2 cards in hand) or by using a specific role to retrieve a previously discarded card. Unfortunately, the game is let down by an uninteresting VP acquisition mechanic based around purchasing buildings. Buildings vary in terms of resources required and VPs rewarded. This reminds me similar mechanics in Stone Age and Keythedral, which took those games a few notches down for me. Havana could have taken some tips from Citadels in this regard by assigning some buildings with special powers. In the case of Citadels, purple buildings allow certain rules to be broken while others provide income bonuses, which adds a set collection dimension to the game.

All in all, some good ideas packed in a quick, relatively accessible game but comes across unpolished due to a rudimentary VP acquisition mechanic.

The Future Of Boardgaming?

Recently, I've been increasingly intrigued by the boardgaming apps introduced at the Apple App store for iDevices (iPad/iPhone/iPod Touch). I'm typically cautious about the paid apps I acquire since expenditure while initially small can snowball easily.

I read a couple of reviews of the various game implementations on the Geek and other sites and finally took the plunge on 3: Neuroshima Hex!, Samurai and Carcassonne. What's interesting is that these are not the typical kind of Euros that appeal to me. I've never played NS Hex and Samurai though they were once on my watchlist. I figured they seem too abstract for my tastes after some initial research. I have played Carcassonne previously but didn't care enough for it to desire a physical copy of my own - tad light for my tastes.

So why did I buy them for my iPhone?

1. Comparatively low prices - While the games don't appeal enough to me to own a physical copy of them but their prices as software were highly attractive. I paid US$2.99 for NS Hex, and US$4.99 each for Samurai and Carcassonne. They are priced significantly lower than their physical counterparts and provide you with opponents when your gaming buddies aren't available, either via AI or online play (NS Hex's online implementation is in the works but promised by the developers). At such prices, it gives me an opportunity to try new games (in the case of Samurai and NS Hex) and own others which I only have a moderate interest in (in the case of Carcassonne). And I must say I enjoyed both new games after trying them out, but yet still not enough to care to own physical copies of them. So this works out perfectly for me.

2. Superb implementation - Of the reviews I've read, these are arguably the 3 best implementations of boardgames in the App Store, with perhaps the exception of Tichu. The numbers of boardgames have been growing with developers jumping on the bandwagon but not all are as well implemented as these. In particular, the online component is especially well designed on Samurai and Carcassonne, allowing for asynchronous play like what you enjoy with Words/Chess With Friends. Samurai even allows you to set a time limit for online games so that the AI will take over the move if the time limit is exceeded.

3. F2F Gaming Over the iPad - This is arguably the main reason that perked my interest in gaming over iDevices. There are tons of free games on the iPhone to keep me entertained when I need fillers throughout the day and I generally don't see the need to pay for such games (with the exception of the upcoming FF Tactics...woohoo!). However, what intrigued me was the possibility of gaming with my friends over the iPad (I don't one yet, but this is probably enough to tip the scale). The portability factor means that by simply lugging around an iPad, I can potentially have a host of games available to game with others on the go - no more worries about finding a large enough table to set up when you are outdoors. It also means I'm able to expand my game collection in a much more affordable way so that I have more options for my indoor gaming sessions too.

4. Price Increase - The 3 games above will all be released as universal apps in future as a free upgrade, optimized for iPad play. Prices will head north when that happens and in some cases double (Carcassonne). Being an early adopter goes easier on my wallet!

Friday, September 17, 2010

Yspahan Caraven Strategy - What I've Been Getting Wrong!

In my last post, I described how difficult it was to pull of the Caraven strategy in Yspahan if your opponents aren't contributing to the caraven as well. Well, I realized the problem in my recent play laid with the fact that I've been playing one of the rules wrong. The caraven doesn't score only when it is completely filled. In fact, it scores at the end of each week! It makes it not only a viable strategy to pursue solo but rather, it makes it so powerful that it's impossible for others to ignore it. Well considering how I taught the rule wrongly, it makes it no wonder why everyone has been ignoring the caraven.

Interestingly, in my recent 4-player game in which I discovered my mistake, I scored an obscene number of points by pursuing the strategy alone (since I only realized the mistake halfway, I decided that we should continue with it for consistency). I leveraged on the 2 spots on the supervisor's track which allowed me to send 2 goods to the caraven simultaneously. No one challenged me for the buildings linked to those spots since they were generally unattractive in terms of building points and there was just a general disinterest in the caraven and hence supervisor movement. So despite only scoring the caraven once when it filled, I had all the camels filled with my tokens except for one by the mid of the final week. By the time my opponents were on to my strategy, they were more or less helpless to stop me.

With the proper rule in play however, I except much keener competition for the caraven slots which is a boon since it not only opens another viable path to victory but also an area which requires your attention even if you are not going to major on it. Without enough attention from all players, I can see how a player who pursues the Caraven strategy will simply run away with the whole game, especially when coupled with the building power that allows you to draw a card each time you send a cube of yours to the caraven. If the stars line up and you have control of the buildings which flank the same spot on the supervisor's path, you get to send 2 cubes and draw 2 cards - all in a single turn! Ouch :D

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.

Thursday, August 5, 2010

Macao: First Impressions

Macao was a game that wasn't really on my radar after I read couple of reviews on the Geek. The thing that turned me off was complains regarding the lack of interaction in the game. If you have been reading my blog, you'll know that multiplayer solitaire games generally do not appeal to me. Nonetheless, I acquired it as it was available at a good price, figuring that I could always trade or sell it if it disappointed.

The rules were well-written and rather straight-forward. I had no problems teaching the rules to Van despite being just as green as her to the game. This is in contrast with some fiddly games where it's often hard to pin down all the rules on the first play. Our first play was a 2-player game and it went extremely smoothly - we felt as if we were seasoned players practically. One of my concerns was that Macao wouldn't scale well as a 2-player game since most multiplayer games seem to disappoint when scaled down to 2. However my worries were unfounded as the game played out rather well with 2. Sure, there would likely be more competition for spots in the city quarters and at the ports but the reduced downtime made up for it.

Another reason why Macao didn't immediately grab my attention was that it generally plays between 90-120min. While I'm hardly alien to games that length (a reasonable length I must say), my recent gaming patterns as well as gaming groups have led me to acquire more games of the 60min length. Yet, Van and I managed to complete the game in just over an hour including the rules explanation and that was a pleasant surprise indeed. I suppose the potential for downtime will be magnified with 3 or 4 players but 90min seems a good estimate for the game.

I must say I did enjoy the game and particularly the unique (at least for the moment) wind rose mechanic. It was almost 'fun' loading up a sector with action cubes and figuring how to spend them all when that turn hits. The intellectual stimulation laid in balancing the short term goal of ensuring there were action cubes available each round and the long term goal of activating all the cards on your tableau, failing which will result in penalty points. While challenging, it didn't give me the headache I received the first few times I played Agricola. However, it was one thing to simply avoid penalty points, it was another all together to further balance those goals with scoring points via shipping goods, occupying the city quarters and trading gold for prestige points. Hopefully with a couple of plays in the pocket, I'll progress from avoiding penalties and scoring points incidentally to a more deliberate approach in racking up the prestige points. The game is definitely more tactical in nature as the randomness of the dice and building cards makes it difficult to plan too far ahead.

What about the criticisms of the game? The most common one I read on the net is that it's plays just like another run-of-the-mill eurogame. I'm not sure it's fair to fault a game for that especially when its designer has made an effort to introduce a mechanic that while not earth-shattering is nonetheless rather fresh and interesting. My own personal criticism lies more with Macao's anti-climatic ending. The game ramps you up in terms of action cubes. Early in the game, you start with few cubes and thus turns pass quickly. Midway through the game, assuming you have sufficiently 'invested' in those rounds, you should be flushed with cubes to utilize, especially when coupled with your newly activated building powers. However due to the fixed number of rounds in the game, the latter rounds results in mostly singular cubes to be taken, resulting once again in short, quick and rather uneventful rounds. While this does wonders in reducing the downtime typically painful in quite a number of endgames, it comes across somewhat anti-climatic here as it makes it very difficult for straddlers to catch up due to the limited actions available. I suppose this could be due to my failure to load cubes in those sectors earlier but considering that that is not always the optimum move, I remain unconvinced that my view isn't valid.

Van seemed to enjoy it at least moderately which was a surprise since she usually shuns games with little interaction. This is a valid criticism of the game but it wasn't as bad as expected. It is true that there is little you can interfere with your opponents' acquisition of action cubes since the choice of dice is non-rival in nature. However, interaction comes in competition for spots on the board in terms of scoring prestige points. You compete to trade particular goods first at ports for higher points, as well as compete on the city quarters front for desired goods and to block each others' longest connection. While this seems largely idealistic in that most of your attention seems to be focused on avoiding penalty points, there seems to be sufficient potential for 'competition' in the game mechanics to be realized by experienced players.

All in all, a keeper...at least for now. I don't see it exactly as a gateway game but neither is it intimidating and I can see myself easily introducing to casuals.