Saturday, December 10, 2011

The Game of Thrones, The Boardgame


Some time ago I discovered George r.r. Martin in connection with his novel The Armageddon Rag. The book was considered an out-of-print secret gem and sounded exotic and mysterious. I eventually tracked the book down and over time read most of Martin's work. He's been a prolific writer with a lot of talent but little visibility until quite recently. Now, of course, his Game of Thrones series has received lots of exposure through its presence on HBO and the franchise has generated a number of games.

Which is to say what a fiction-forward person I am, Heh.

I actually find the Game of Thrones series to be self indulgently lengthy and the body count amongst the main characters eventually makes you distance yourself from any emotional investment in the story. Further, it seems like each critical event in the book is accompanied by one or more characters displaying jarring intervals of carelessness or stupidity which allow hugely telegraphed traps and treacheries to take away yet another likable character.

Back to the games. I got a chance to play the Game of Thrones boardgame several times recently and it's a lot of fun, perhaps even more fun for someone who dislikes the books. In the game you take the roles of one of the warring factions in the game world. Your job is to conquer a good portion of the island of Westeros and prevent your opponents from doing the same. Much of the game mechanic is similar to Risk- you move tokens representing armies around the board and, generally speaking, larger armies defeat smaller ones and take territory. Like Risk, the GoT boardgame features some diplomacy as you try and convince your neighbor to leave you alone or expand in some other direction and eventually some backs are going to get stabbed when these little deals go awry.

The GoT boardgame expands on Risk in a few ways. Players have combat cards that add to their fighting strength. Some cards are better than others but you need to use them all before using any given card again. Thus, you have to decide whether to use a great card or wait for a more important battle later, and your opponent is doing the same. Further, there are several decks of event cards that impose random restrictions or cause game events to take place. The cards don't unbalance the game once you know what they can do- you simply accept a bit of chaos into your plans and sometimes even hope for it.

I enjoyed the GoT boardgame immensely. The combination of diplomacy, strategy, and luck is well balanced. Each faction has some strengths and interesting playing qualities. If you like the books then it's exciting to pretend to be one of the Starks or Lannisters. If you dislike the books it's equally fun, I'm not sure why. Maybe because it's fun to poke at such a serious and humorless series.

The only possible drawback to the game is that once you start falling behind I don't think there's much of a chance to catch up or have a huge effect on the game. The players may pile on the leader and a new leader will emerge but it's unlikely to be a player who's lost a lot to start with. If you're going to play GoT then you have to be OK with the possibility that you'll spend an hour or two losing, or at least definitely not winning. For some people that can be demoralizing, myself for example.

I think the Game of Thrones boardgame is a great choice for people looking for a longer game with lots of players that combines military strategy and diplomacy. Basically, if you want to move on from Risk this is a great choice.

Saturday, November 26, 2011

Star Trek Deck Building Game- not a big hit


In the years following the release of Dominion I've been on the lookout for a deck building game that was a well crafted and also carried more of a compelling theme. Up to now I've been pretty unimpressed by what's on the market. When the Star Trek Deckbuilding game was released I thought this could be the game to purchase. I got a chance to play it recently and I walked away happy to not own it.

In the Star Trek Deckbuilding Game you start the game with a small starship and a few crew members. Over time you can add functions to your ship, add crew, and eventually replace your ship with a more powerful model. The game has several scenarios- we played a cooperative one in which we had to defeat the Borg. Most of the game mechanics were familiar enough and we started play quickly. I'm going to skip the mechanical details and just move to my impressions.

My chief concern with the game is that I never felt like I was able to steer how my deck was developing. Players have a good assortment of cards to choose from but the abilities of the cards are often so specific as to make them of limited use when they crop up again in the game. Further, the game "currency" ran out midway through our game and on about one third of our turns we found we couldn't buy any cards even if we wanted to. That felt very odd.

The designers certainly tried to add theme to the game. Players can "explore," they can upgrade their ship's crew or engage in space battles. Sadly, little of this is easily directed so it all feels a bit random. I never felt like I was choosing whether to have an "exploring" deck or a "combat" deck. Each turn just seemed to be "well, what can I afford?"

The entire experience reminded me of Ascension. Both games feature "factions" and in both cases cards within a faction will help other cards of the same faction. And in both games I rarely was able to string together useful combinations of cards or use faction abilities in synchronicity.

I was pretty disappointed with the Star Trek Deckbuilding game. I had hoped for a good combination of theme and gameplay and this game does not deliver. Unlike Fleet Captains I can't even imagine Trek fans enjoying this game simply for it's Trekishness. I suppose the one perk to this game is that it makes me want to try Fleet Captains again.

Monday, November 7, 2011

Twilight Imperium- At Last!


No matter what sort of store you like to shop in there are basically cheap items, typical items, and then a few over-the-top and absurdly expensive items. You may buy a six pack of Sam Adams every week and always glance musingly at the $100 bottle of champagne, for example. I've been shopping at gaming store now for thirty years or so and there have always been certain games that fall into the same category. Games so large and expensive that they are only purchased by the elite gamer, the ultra hard core gamer. For me the epitome of that sort of game has been Twilight Imperium. The cover art is superb. The box is gigantic, it seems to weigh fifty pounds. I never met a person who had purchased it or played it or even looked in the box. At the same time it's in its third edition, so Someone must be playing it. Well this weekend that someone was me.

Joking aside, Twilight Imperium (TI) is a game well known for its complexity, number of components and playing time. I got a chance to play it at Vermont's Carnage gaming convention. Suffice it to say that TI actually surpasses its hype. It's a terrific monster of a game. I don't think I could easily describe the game mechanic in any detail. In brief, players manage an alien civilization that is part of a huge galactic organization. They take turns making decisions regarding their race and accumulating victory points for various achievements. The player with the most points wins the game.

The beauty of TI is that there are dozens of ways to rack up victory points, including exploring space, fighting and conquering, trade, technological development, and politics. This game is about as open ended as any boardgame I have ever played. It's a trade boardgame, it's a miniatures space battle game, it's an exploring game and a civilization development game. Each player can direct their race in the way they see fit and play by the style that suits them best. I don't think I can imagine another boardgame with that degree of flexibility- ironically Race for the Galaxy comes close.

That being said, one could imagine that the price you pay for that design is insane complexity but the rules for TI are, well, not insanely complex at least. It's not well suited for rank beginners but people comfortable with boardgames can be playing comfortably fairly quickly. At our recent game I started play sleep deprived and sick and still picked up on play within about a turn.

Finally, everything about this game screams quality of design. The art is fantastic. The alien races are well conceived. The rules and "color" writing is top notch. After three editions the publishers have ironed out this game and produced a fabulous product well worth the price.

The only caveat to TI is really the playing time required. I suspect a full game is a ten hour affair. Certainly not a dull ten hours but ten hours nonetheless. This is not going to be played every month unless you have a certain lifestyle not featuring, say, work and children.

I would whole heartedly recommend Twilight Imperium for gamers who enjoy science fiction and have some time to play. The rules could be managed by interested teens and the victory options allow all sorts of playing styles to lead to success. Truly an epic and amazing game!

Sunday, November 6, 2011

Star Trek Fleet Captains- Pricey Nostalgia


I was a Star Trek fan growing up and suffered at the time from feeling like only myself and twenty other people knew how great Trek was. I would search through issues of The Monster Times or Creepy magazine for any mention of the show and once made it in to the Federation Trading Post in Manhattan- the first store dedicated to Trek and one that would fit into my living room today. So let me tell you- Kids These Days just don't know how good they have it. You can barely throw a stone in a game store now and not hit a Trek related product. But how many of these products are worth a look?

Star Trek Fleet Captains (FC) is a new game from Wizkids. I got a chance to give it a go a week ago. In the game the players control Klingon or Federation ships and cruise the galaxy having Trek-esque adventures. For example, you might have to prevent a civil war, add a new race to your stellar empire, or test a new warp drive. Success gets you victory points. You will also have a set of ongoing missions which can be finished at any time during the game for extra victory points. Some missions are combat oriented while others involve exploring a certain number of areas or some other peaceful task. Players can attack other player's ships and that may fulfill a victory condition or simply prevent your opponent from completing one of theirs. The winner player or team is the first to accumulate a set number of victory points.

On the positive side the game manages to include missions and characters from all the Trek series' very well. It's almost like you're playing out lost episodes that were never broadcast but could have been. I think the writers really grasped what makes a Trek adventure and that comes through beautifully in the game.

On the negative side I found the degree of luck in the game to be a bit much. Unless you spend valuable time "scanning" before moving you stand some risk of driving into a black hole while adventuring and losing a ship. Many of the encounters are also so difficult as to be close to impossible and may result in the loss or crippling of one of your ships. Finally, players may have special cards in their hand which can drastically alter an encounter which you may have spent some time in setting up.

This last issues touches on the heart of the problem with FC. The game has miniature spaceships and there are space battles but it's really not a miniatures game. I wouldn't tolerate a minis game with the amount of randomness that FC has. On the other hand, boardgames like Talisman and even Race for the Galaxy have a good amount of chance and are still lots of fun. One approach to FC is to keep on repeating "Not a minis game" to yourself as you play and instead see it as Talisman version of Star Trek.

That being said, the game is quite expensive because it does include lots of plastic miniatures and a modular space playing board. You end up spending a good amount on minis for this non-minis game. And, as with Talisman, you have to decide if you can tolerate lots of chance in a game. The rules could be a bit less ambiguous as well and players may have to make some on the spot decisions regarding gameplay.

Star Trek Fleet Captains has some good things going for it. It's terrific fun as a Trek simulation and fans will recognize the affection and care that went into it's design. The rules are simple and the game is playable by new gamers and teens alike. At the same time it's expensive and minis gamers may want to consider one of the many alternate Trek miniatures games available. I think a player who doesn't love the show will find it a pleasant diversion but this game is clearly aimed towards the fan.

Wednesday, October 26, 2011

Quarriors- Rolling Dice is Fun


I recently tried to pick up some games that might be fun to play with my wife and potentially other friends who are not intense games. One game I thought to try is Quarriors.

Quarriors is a new game published by WizKids and it came with a lot of positive and negative buzz. I picked it up because it looked light and simple and a good choice for a two player game with the wife. Quarriors is a "deck building" game. Instead of building a deck of cards you play with dice. Players start with a small selection of dice and each turn they draw six randomly from bag and roll them. At first the dice simply give you game money with which you can "buy" a fantasy creature of some sort- a dragon, or wizard, or warrior for example. Once you buy a "dragon" you place a dragon die in you bag and it becomes part of your supply. As you can imagine as you add dragons, oozes, and witch dice to your bag you increase your chances of rolling those dice when you draw your random six. If you draw a dragon die and roll well you can then "summon" a dragon to fight for you. If your dragon survives a round of combat you score points and the first person to score a set number of points wins.

The idea behind deck building games is that you add cards or dice to your supply that you think will be helpful in later turns. Then other players add things in their turns that might counter your choices or they might just follow their own strategies. Deck building games are great for people who like to shape their own strategies and fine tune their games. They can have huge replay value and prompt lots of deep strategy.

Quarriors uses dice instead of cards and that is the source of its great strength and its great weakness. Rolling dice is fun. In Quarriors you get to roll lots of them! Further, it's exciting to roll and hope to get lucky and summon powerful creatures. At the same time, it's frustrating to roll your dragon dice and not actually get any dragons because of bad luck. Serious deck building players dislike Quarriors because of the luck factor. The truth is that Quarriors is not a serious game and probably shouldn't be approached in the same spirit as one approaches, say, Dominion. Quarriors is fast, light, and not very strategic.

We've played Quarriors a few times now. My wife picked up on it in no time and she had a good time playing. I think we've had better times playing different games but probably each of those took twice as long to learn. So for now I think of Quarriors as a great introduction game for young players, as a good game for casual players or as a filler for experienced players. It's fast and colorful and not un-fun, but not the next big thing.

Blood Bowl Team Manager- Sports Fun!


Blood Bowl Team Manager is a game I've been looking at wistfully for a while now. Blood Bowl is a game in which fantasy creatures play a version of football against each other. I always thought it sounded like a lot of fun and also appealingly silly, as it features all manner of fierce monsters dressed up in pads and throwing a ball around in a medieval stadium. I never got the chance to play Blood Bowl but when the boardgame came on the market it sounded like a chance to get a taste of the experience without painting the miniatures and finding other players.

I got my first chance to play Team Manager tonight and this is one fun, simple game. Each player has a team of elves, dwarves, orcs, or what-not and has to help the team win a series of football games. The player's team's race may give it certain advantages- for example, orcs are great at tackling while elves are very speedy. In each game round there are a number of Blood Bowl games being played. Players can choose which games their teams will compete in and then take turns adding their players into the games. The winning team in a given game may get additional fans, special additional players, or some special bonus ability which can be used in future games. After five rounds of play the team with the most fans wins the game.

The strategy of Team Manager stems from deciding which game has the best rewards associated with it and then allocating your players well. Orc players may look for chances to tackle weaker opponents, elf players may wait till some crucial moment and then unleash their towering tree-man. You may decide to add star players to your team or try and pump it up with bonus powers an special abilities. The decision making is deep enough to be interesting but not intimidating.

The essence of Team Manager is that it's simple and, at heart, silly. The cover suggests some brutal and aggressive sports game but in reality it's quite goofy. This game features giant rats playing football. It features giant walking tree men playing football. This is not a serious game. The rules are brief and easy to learn. There is a decent amount of luck and while careful players will do well there is plenty of room for a casual player to walk away feeling satisfied. Probably my only complaint about the game is that the cover art could have been a little sillier.

That aside, this is a good fun game with lots of replay value. I'll be introducing it to my non-gaming friends and I think it'll be a hit. Certainly it's appropriate for teens and up and would be a fun family game as well.

Thursday, July 28, 2011

The Tragedy of Warhammer 40K

I recently bought a lot of miniatures for the Warhammer 40,000 game through Craigslist. A man was selling his son's collection because his son had stopped playing the game. I sent them through eBay and did alright but walked away with the sense that Warhammer 40K is just a tragic game.

For one, I can't count how many times I've purchased from parents who got their kids piles of 40K miniatures and watched as the child lost interest and moved on. In my hobby of historical and fantasy miniatures you Never give away your minis. You play Basic Dungeons and Dragons and WRG at age 14 and then thirty years later you've played Warhammer Ancient Battles, Hail Caesar, Songs of Blades and Heroes and, well, Dungeons and Dragons with the exact same figures. As my friend William once said, "Games come and go but minis are forever." But pity the poor 40K army, it seems to have a lifespan of a few years at best.

Then what's worse is that the value of the pieces drops by about 70% the moment you open the box. It's astounding how little you can get for a miniature that retails for $60 on the shelf. I might expect as little as 10$ for some items. There's something just sad about a $45 Dreadnaught that sells for less than the price of a plate of Pad Thai. Poor thing!

I know many older Warhammer 40K players so this is not meant to be a universal, but this game just seems designed to be purchased by hopeful dads for their sons to play and then forget a few years later, and then for the sad neglected army to be sold cut rate online. Harumph! My son is going to inherit a thousand lovingly preserved lead soldiers and if he has a mind to (time will tell) he'll be able to put them on the field of battle and rack up more battle honours. And if he has better things to do, as crazy as that sounds, the troops will have a lively time playing on someone else's table, not languishing in the dusty corner of eBay.