Friday, September 24, 2010

Cheap Game Month Continues- Fairy Tale


My copy of Fairy Tale arrived yesterday and happily it has been a big hit. Fairy Tale is a small card game that has won high marks online for its speed and ease of play. After hitting my friends and family with Eclipse Phase and Malifaux I thought it was about time to step it down a notch. Happily the result has been many quick, fun games.

In Fairy Tale each player is trying to play a set of cards which win her the most points. Each card has a points value on it. Some cards give you a bonus if you have played certain Other cards. The "bard" gives you a bonus for each "Elven Warrior" you have also played. Finally, some cards give a big bonus if you have fulfilled some requirement- playing three dragons And three fairies for example.

A game Fairy Tale has two steps. In the first the players get a hand of five cards. They choose one that they want and pass the rest to the person on their right. Then they choose again from the four just passed from the person on their left, pass the rest to their right, and so on. In this way you end up with a hand of five cards which you have had some role in picking. This is called "drafting."

In the second step of Fairy Tale each player picks a card from their hand and flips it up simultaneously. That card now lays in front of you and is worth points. Over the course of the game you'll run through four drafts and have a total of twelve cards in front of you. You add the points from your twelve and come up with a grand total.

The fun of Fairy Tale comes from several factors. For one, drafting is fun. You have some control over your hand and can try and accumulate certain cards that suit your plans. Your control isn't perfect but chances are you'll have a hand that you're at least content with. Secondly, some cards allow you to affect your opponent's cards. You can sabotage their hands and wreak some mild havok with their plans. Players may also find themselves competing to collect the same sorts of cards and then one or both may have to think quick and change their plans.

Mainly, we enjoyed Fairy Tale because it was a very speedy and simple card collecting game. There is enough card interaction to create a variety of scoring strategies but not enough to cause competitive spouses to freeze and spend the next ten minutes trying to assemble the ultimate killer hand. Fairy Tale really strikes the perfect balance between ease of play and strategy. Anyone who can perform simple math can play this game so it's a good choice for older kids and families as well. Players can influence each other to a slight degree but I don't think there is potential to really demolish anyone- another positive quality for family play.

I was personally very happy with Fairy Tale. It's a good filler, a bit deeper than Court of the Medici but still quick and simple.

Sunday, September 12, 2010

Thoughts on Dungeons and Dragons


I was recently reading a discussion on the Victoria, BC gaming forums regarding Dungeons and Dragons. A person had posted and asked the group if there was an interest in an old school D&D game. The response from Malcolm McCallum included the following:

"As much as I found myself personally dissatisfied with the miniatures focus of D&D from 3 on, a number of us disgruntled grognards tried to go back to 'old school'. It was unasatisfying. :/

DM: Six Orcs round the corner. They appear violent and bloodthirsty. What do you do?
Elf: I fire my bow.
DM: Roll to hit
Elf: 17!
DM: Roll damage
Elf: 4!
DM: The Orc falls. Fighter, what do you do?
Fighter: I swing my sword.
DM: Roll to hit:
Fighter: 5
DM: you miss. Wizard?
Wizard: I throw a dart. I roll a 12.
DM: You miss. The orcs swing. Three points of damage to the wizard. You're dead.
Thief: I loot his body. His next character will want the gear.
etc..."

What a great commentary on D&D! As they say, it's funny because it's true. Malcolm very accurately points out that combat in D&D can be insanely dull. That's fine. D&D is a role playing game.

This seems obvious but adult players sometime describe some frustration with D&D and when you ask for details they almost always involve the very mediocre combat system. It's both simplistic and time consuming if you can imagine that. But there's a message there- keep your combats limited and infrequent. If you want to play skirmish fantasy combat then play Mordheim or Warlord or Warhammer.

The beauty of first edition D&D is it's simplicity of character generation and lack of skills and abilities. Does your character need to sail a ship? Come up with a compelling reason why she should be able to. Does your character need to identify poison ivy in the woods? Explain to the DM why he can. That's what role playing is all about- creating that character through story rather than relying on a "sailing" skill. The lack of defined skills, abilities, and feats makes combat a bore but is a huge role playing bonus.

Anyway, thanks to Malcolm in Victoria for putting into words what our group has been experiencing recently. They don't call it a role playing game for nothing.

Friday, September 10, 2010

Cheap Gaming Month! Court of the Medici


Recent events being what they are we'll be concentrating on cheap games for a while. Specifically let's look at some inexpensive and fast games, which are not a bad thing when playing with kids or when foisting another set of rules on the long suffering spouse.

Court of the Medici (CoM) got good reviews at Boardgamegeek and for less than $20 it seemed well worth a look. The product itself is very attractive. CoM is a card game and each card features a painting of a noble or personality from renaissance Italy. The paintings are really superb, something I suspect the artists are well aware of as they sign only their first names a la' "Brad" and "Angelina." So if "Raphael" and "Titian" feel entitled to first name celebrity then more power to them.

Each player in CoM has a deck of cards featuring a noble on each card. Each card also has a number value ranging from one to ten. In a given turn you place a card from your hand upon the table. If you place it on top of another card you have made an "alliance." When you make an alliance you may then eliminate a different pile of cards which have the same total number value. For example, stack a Painter (value 3) on top of a Poet (value 4) and you can eliminate any card or cards whose value adds up to 7. The goal of the game is to eliminate your opponents core group of cards and be left with the higher total of survivors on the board. The twist is that you can stack your cards on your opponent's cards and you may eliminate any stack on the table.

Our playtests revealed a number of positive things about CoM. For one, this is a fast game. Fast as in ten minutes of play. I reminisce about games of Civilization lasting eight hours but that was back in the age of dinosaurs and now a ten minute game sounds pretty fine. We also discovered that there is quite a lot of strategy occurring in those ten minutes. A player must create a cache of survivors as well as knock off the opponent to win. You can stack one of your cards on your opponent's and see if they'll eliminate both. We tried a game in which one player simply tried to eliminate the other as quickly as possible- that was a failure. A winning strategy has some bluffing, some sacrifice, and some luck as well. This was certainly a game that declared it's good qualities only with play.

Finally, the play of the game suits the theme. When you stack your card on an opponent's card you Have made an "alliance" of sorts. And in the next turn you may have to ruthlessly eliminate a stack that includes some of your own cards. Just like life in the courts of the Medici! The whole thing has a pleasingly sneaky and conspiratorial quality to it.

CoM doesn't have the level of awesomeness that Ticket to Ride does, but it also costs one fifth as much and can be played in one fifth the time. There's some basic math skills that are required but it's simple enough for young children. The game looks fabulous and has a certain cut throat quality that does evoke the era of the Medici. As our first cheap game of the month, this was a great success.

Friday, August 20, 2010

Happy Birthday H.P. Lovecraft

Here at Gamenight events have occurred which have occupied about 90% of my free time and thus the posting has been slow. If by slow one means non existent. Nevertheless the tireless author at Grognardia reminded me that today is H.P. Lovecraft's birthday and that really needs to be observed.

I discovered H.P. Lovecraft (HPL) in high school and still find his work exciting today. His work is technically superb and manages to be both influential and unique. People can produce material which is inspired by HPL, but I have yet to read or view anything which surpasses him. I think the best you can say is that "yes, Dagon was a film almost as good as one HPL would have made." Not to knock Dagon, btw.

Beyond HPL's artistry is the appeal of his personal life. This was a man with a generous list of foibles, challenges, and flaws. He brought some tough issues with him and life added a fair number to the mix. Despite this you get the feeling from his letters that he never stopped trying- whether that was trying to write a better story, trying to support his family, or trying to make connections with the people around him. What an inspiration!

Today there are role playing games, films, books, comics and television shows which are derived from the works of H.P. Lovecraft. It's safe to say that he has touched millions of people and I suspect that his legacy has a ways to go before it disappears into history. A nice tribute to the genius of a struggling writer from Rhode Island. Happy birthday H.P. Lovecraft!

Friday, July 16, 2010

Ticket to Ride Update



I've been studying for an exam lately and that's left less time for board gaming. Ironically it's remained easy to whip off sessions of Dungeons and Dragons which may say something about the ease of running D&D after some thirty years of play. Last night I did my study session early and dragged Steve over so we could do a quick boardgaming session and have something to write about other than old school role playing.

Ticket to Ride is a new classic boardgame which has sold millions of copies and spawned a good number of expansions and sequels. I picked up Ticket to Ride: Europe (TRE) recently and last night we unwrapped it and gave it a try. TRE is now my favorite family boardgame and I'm looking forward to my next chance to play.

The rules of TRE are simple enough. You have a board with a map of Europe on it and several cities marked. Between the cities are train routes marked in a color- blue, white, green, etc. The players also have cards in their hand. Each card has a train car of a certain color- blue, white, green, etc. In your turn you can claim a train route by placing a number of cards down of the right color. If a route has three red spaces you need to place three red cards. You win points based on how long the route is.

In a player's turn you may claim a route, draw more train cards in the hopes of accumulating more red cards or blue cards or so on, or draw a bonus card which will give you extra points for connecting certain cities. The bonus card is a mystery, you hope the bonus is for cities you can easily connect but it may not be. There are a few more rules specifics but that's the main of it.

Our trial game moved quickly and we had very few rules issues. On our turn we would usually agonize about whether to grab some cards and hope to complete a long route Next turn, or just complete a short route this turn for some quick points. One thing we noticed is that there was very little down time between turns. This is not a game where four players will sit in boredom waiting for the fifth to complete some lengthy activity. As board games go it was really pretty dynamic and exciting.

We also realized that the short and concise rules still allowed a great deal of strategy. You may wish to accumulate huge numbers of cards before building routes, or to just build often. You may try and get bonus points for building specific routes. There seemed to be many ways to approach the game and people who want to play a "deeper" game will not be bored.

TRE was a very pleasant surprise. I think it's a terrific game for younger players and has huge potential for older ones. I liked the speed of play, the colorful board, and the simple rules. This game really does deserve the reputation it's acquired.

I got my copy at Henry Bear's Park but TRE is widely available.

Tuesday, July 13, 2010

Villains and Vigilantes - Back in Print!



My most successful and long lasting role playing campaign was played using the Villain and Vigilantes (V&V) rule system. V&V is intimately associated with old friends, favorite characters, and special times in my life. High school afternoons in a friend's basement, rolling up characters with a girl I had a crush on, late nights in college and convoluted storylines and plots which actually tied up at the end. In addition I think it's a terrific game system and ideal for old pro's as well as families and younger players. I am happy to say that Villains and Vigilantes is back in print and ready to entertain a whole new generation of players.

In a game of V&V the players take on the roles of - themselves! With superpowers. Play begins with everyone deciding just how strong, smart, good looking and intelligent they are on a scale on one to eighteen. This requires a bit of give and take as one can imagine. We were able to accept that we were all about average and left things at that. You then allocate super powers by rolling for them randomly on tables. Finally you fill in details regarding each character's powers and you're ready to fight menaces in your own neighborhood, college, or what-not.

V&V is a very old school game in that some people are going to get fewer powers and some powers are just lame. Players who expect to be smashing icebergs and deflecting bullets may be dismayed to get the power of "Enhanced Vision." Players can get several powers but there will absolutely be some with better or more than others. Prospective game masters and parents introducing the game will need to be aware of this factor and plan ahead. I might recommend DC Comics Legion of Superheroes Archives Volume 1 as a great source of adventure featuring characters with less that godlike powers.

V&V offers several terrific features. It has a very simple system for deciding how far you can throw a given object and what sort of damage it does when it strikes home. Everything from satellite dishes to mailboxes is a potential weapon or tool. Fans of superhero comics and movies will recognize the fun to be had in a shopping mall, construction site, or Rose Bowl Parade. This does require a game master to occasionally think in terms of set pieces- areas that are ideal for action packed battles and that are littered with appropriate props. For example, "the street" is a poor set piece. The local airport, with several small planes, a fuel tanker, several towers and piles of luggage, is a great set piece.

The trick of using the real world as the game setting and having players act out themselves is also a great source of fun. It doesn't rule out hidden fortresses below the middle school or alien invaders landing at the local Dunkin' Donuts, but it does ground the game nicely. It also helps the game master who has trouble describing things, since local landmarks are easy to envision.

Finally, the rule system is robust and simple. It is an old school system and will not cover every possible detail your players raise. It may not simulate every superhero encounter perfectly. On the other hand, the rule systems I have encountered that do those things also seem dreary and unreadable. Villains and Vigilantes is neither- it's accessible and fun. I highly recommend it to anyone with an interest in superhero role playing. Check it out at it's Lulu storefront.

Wednesday, July 7, 2010

Al Qadim - Arabian Role Playing Part 2

I spent some time last night trying to reconcile my affection for the Al Qadim setting with my mixed review of Arabian Adventures. In part I feel like AA delivered just the right amount of background to get me launched and just the right number of special rules required to simulate the region. I also recalled one of the first exposures I had had with Al Qadim, the free sourcebooks available from Wizards of the Coast.

Some time ago I downloaded these books and flipped through them. There's a lot of material to get through, one of the hallmarks of Al Qadim seems to be profuse background material. I stumbled across a mini adventure set at the Burning Pool of Natifa. The pool is an oasis inhabited by a ghost named Natifa.

"Near the southern edge of the pool stands a stone oven, along with a collection of gleaming copper pots, pans, kettles, forks, knives, and plates.

A ghost named Natifa, who appears as an elderly woman with rich brown skin and shoulder-length hair as white as a chicken egg, lives on the bottom of the pool. Natifa occasionally surfaces to perch atop the fountain. When a stranger approaches, Natifa may ask him to prepare her a meal. If the stranger declines, Natifa politely but firmly asks him to leave. If she is in a playful mood, she may toss a handful of flaming arafaj in his direction.

If the stranger agrees, Natifa asks him to name the dish he intends to prepare (the more exotic the dish, the more intrigued she will be). If the dish requires special ingredients, she will fetch them. The dish must be prepared on her stone oven, using her cookware and utensils.

When the stranger completes the dish, Natifa descends from the fountain to sample it. If the food displeases her, she casts it into the pool, throwing the stranger in after it, then disappears. The stranger will have to navigate the flaming arafaj to return to shore. If Natifa enjoys the dish, she shows her appreciation by aiding the stranger, usually by offering information..."

What an awesome encounter! There's drama, a reward, supernatural mystery, and humor. This spirit seems to permeate Al Qadim and make it a very entertaining setting.