Wednesday, May 29, 2002

Playing Games Wrong

Reading the header, you might assume I mean playing games with the
wrong rules. I don't mean that at all. I've observed occasionally
that people (including myself) are just playing a game wrong. All the
rules are right, but something else is wrong. Sometimes it is a
matter of thinking too much or thinking too little. Other times, a
particular strategy is ignored. Others, the game is treated too
seriously, or too lightly.


Obviously, the best way to avoid this is to play with others who have
"played right" before, but this isn't always possible. It struck me
as obvious that Apples to Apples should never be treated as a serious
strategy game, but I've seen people play it that way. Unsurprisingly
it isn't fun. In a similar vein, Space Beans is best played fast.
Play slowly and it's not so great. Princes of Florence, played with
players who aren't aware of the relative value of jesters and
landscapes can create a very "wrong" game.


In others "wrong" is a matter of perspective. There are two styles
I've observed to playing Sticheln: "nasty" and "selfish". If everyone
plays with one style, it works great. If some people play "nasty" and
others "selfish", usually one of the "selfish" players wins, and the
others lose, and the "nasty" player gets to play kingmaker. Modern
Art is often the same way. I've played both "high" and "low" games of
Modern Art, where the prices tend in the eponymous direction. If you
get a mix of "high" and "low" players, the game can be very
unsatisfying. Can't Stop benefits a lot from trash talk, but one
player trash talking and everyone else not is just weird.


Some "wrong" ways of playing aren't so wrong, and some of them can be
fixed with minor mechanical changes. Vinci is one of my favorite
examples here. Even played "wrong" this is a great game, but the
"wrong" way to play (in my opinion) usually ends up with players
bogging down in the last round or two trying to squeeze every last
point of delta they can out of their position relative to the leaders.
Played in a much more free-wheeling manner, this game is even more
fun. A simple rules change of playing with hidden scoring
dramatically changes the style of play in these final rounds, and in
my opinon, for the better.


There's a few games that I think I must be playing "wrong".
Katzenjammer Blues, for example, I'm missing all the fun and most of
the game, and I usually like Knizia games. What's the story here?
I guess session reports help too. Maybe I'll try Katzenjammer Blues
again some day, but until then I'll keep playing with others to avoid
playing "wrong".

Friday, May 24, 2002

Missing Game Themes

German games are often noted for their often rich themes, though
frequently irrelevant to gameplay, as shown through artwork and
nominal topic and goal of the game. In many games, the theme actually
acts as a substantial mnemonic aid for the rules. Carcassone could be
abstract shapes and lines with markers, but "roads", "castles" and
"farms" are more evocative.


Some themes are more popular than others, but there is a huge variety.
Themes range from the straightforward, such as world conquest (Vinci),
or business (Industrial Waste), or exploration (Lost Cities), all the
way to the obscure and sometimes bizarre, such as bean farming
(Bohnanza), pig races (Galloping Pigs), and construction as restricted
by toilets (Drunter & Druber).


Thinking about these themes, it occured to me to consider themes of
non- board games, and I thought about role playing games. There are
fantasy RPGs (D&D, etc.), and there are fantasy board games
(Elfenland, Alladin's Dragons, Das Amulett, Maginor). There are
espionage RPGs (Top Secret, etc.) and there are espionage board games
(Heimlich & Co., Inkognito, etc.). There are western RPGs (Boot Hill,
etc.) and there are western board games (Wyatt Earp, Way out West,
etc.) There are science fiction RPGs (Traveller, etc.) and there are
science fiction board games (Starship Catan, RoboRally, etc.). There
are superhero RPGs (Champions, etc.) and, oh, wait, there aren't any
superhero board games.


I'm not sure why this is, but I have some theories, none of which
satisfy me. Maybe "superheros" are too childish as a theme for
german-style games, but, there aren't any children's superhero board
games I'm aware of either. Maybe superheros are just not a popular
notion in Germany, which clearly drives a lot of the board game
market, but then why would part of the fall Essen Spiel fair include a
comic book convention? Maybe noone has thought of it yet, but that
doesn't seem likely. Superheros give a convenient excuse for "special
powers", in the same way that magic is used in a great many games.
The theme is vivid and could readily be non-violent (saving people,
apprehending criminals, etc.). I really want to see "Hedgehogman" by
Doris & Frank (or, would that be "Igelmensch"?)


For that matter, there are many themes that seem sparse, such as
education, medicine/health, Africa, and time travel (though there are
a few in each category) while other categories which don't seem to me
likely to be that much more common, are, such as the Middle East,
gardening, subway building, and evolution.


At least there's only one game about animals kicking over piles of
buckets.

Monday, May 20, 2002

Kniffel Duell and Vinci

I played Kniffel Duell for the second time this evening, and have to
say for a game that is essentially a Yahtzee tug-o-war, it's rather
fun. I've always been fond of dice games, but not especially Yahtzee
because of the lack of player interaction. Kniffel Duell solves this
nicely by making the game a tug-o-war. It makes good two player
filler.



I've played Vinci seven times now, and played this evening with only
three players. First of all, I had forgotten how reasonably quick a
game it is with three player (probably about an hour). Second, I
don't think I will ever play again with public scoring. Hidden
scoring not only avoids the analysis paralysis that occurs in the end
game, it leaves a little bit of mystery and prevents players from
spending a lot of time trying to figure out how to hit the leader, and
hence speeds the game along. This remains in my top ten games,
overall. For the curious, the full top 10 (strategy games, excluding
dexterity games, party games, and word games) is: RoboRally, Battle
Line, Settlers of Catan, Lord of the Rings, Vinci, Traumfabrik, 6
nimmt!, Schnappchen Jagd, Bluff, Euphrat & Tigris.

Sunday, May 12, 2002

Brettspielwelt

If you haven't tried out href="http://www.brettspielwelt.de/gate/jsp/base/"> BrettSpielWelt
yet, you should. It's a nicely done (if confusing at times) system
for playing a wide variety of games on line. It's not nearly as much
fun as playing in person, but it's an alternative if circumstances
demand. Mark Johnson has created a very nice href="http://members.tripod.com/MarkEJohnson00/bsw.htm"> Quick &
Dirty Guide which helps deal with some of the German for
non-German speakers. My handle is mkgray and if I'm on, feel free to
send me a message.

Friday, May 10, 2002

Business Games

I used to think I didn't like business games. I'm not sure where I
got that idea, but I was pretty sure they weren't my thing. One
possible reason is that when I was first introduced to Acquire I was
told it was a business game, and while I enjoy Acquire a great deal,
it isn't as much my kind of game as many others. I don't actually
think Acquire is a business game. Acquire is a stock game, and a cash
management game, but it's not really what I'm calling a business game.


So, since not everyone always agrees exactly what a
"<fill-in-the-blank> game" is, I'll define "business
game" for how I mean it. A business game is a game that at some level
attempts to simulate the operation of a business which produces some
sort of goods and sells them on a market. This operation may be at a
very low level (individual workers, products, etc.) or at a very high
level (product categories, growth rate, etc.). The level of
simulation may be anything from detailed accounting down to individual
units, or some high level general business strategy. The production
of goods may be of only one type (typical) or of a few different
varieties. The market may range from a mathematically simulated
market to draw of random "market" cards or the like.


Some business games I've either played a lot recently or played for
the first time recently include Industrial Waste, Funkenschlag, and
Schocko & Co. The last one in particular is prototypical of what many
people dislike about business games, but yet I like it a great deal.
Most business games are perhaps somewhat more repetetive than other
German games. Markets and production details and prices fluctuate,
but in many ways the conditions remain similar throughout the game.
Further, there is often a lot of simultaneous action, and sometimes a
reduced perception of player interaction. In Schocko & Co., pretty
much all actions are in parallel for all players, and the players
interactions is through a shared set of consumers and through playing
of action cards on one's opponents.


These properties are clearly not true in all business games. Vino,
another business game I particularly like does not remain the same as
the game progresses. The limited number of resources (vinyards) become
scarcer and more expensive until the end of the game, changing the
dynamic greatly as the game progresses. Others, like Funkenschlag,
have a slightly more complex marketplace that evolves over time, and
in an occasionally predictable way, allowing for some interesting
planning options. Further, a game like Merchant of Venus completely
violates the "simultaneous actions" principle, and players take turns
(which is, in my opinion, the game's biggest flaw). However, if
played with the alternate setup variant, it has one of the most
interesting "market simulations" in any of these games.


Some games that have many properties of a business game I wouldn't
qualify. Many of these I would categorize as stock games (Acquire,
Palmyra, etc.), while others lack the feature of any representation of
the business' operations. Samarkand is a fun set collection game, but
despite many parameters in common, it's not a business game.
Showmanager/Atlantic Star is in the same camp. It's got a lot of the
attributes: a shared market for resources (actors), a relatively
uniform environment, and a shared market for product (shows), but
nothing about the operations of the business.


Obviously, I like a lot of different kinds of games, but it is very
intriguing to me whenever I identify a common feature that makes me
like a game that isn't trivially obvious. I like certain themes,
that's easy. I like auction mechanics, and I was quick to identify
that. However, it's taken me a long time to realize that I really
like business games (operations, production, input and output
markets).


Industrial Waste, while on the lighter side as business games go, is
one of my recent favorites. Vino, I've been fond of for a long time.
Funkenschlag and Schocko & Co. both seem very good, if a bit on the
long side, and I'll see if they stand the test of time.

Saturday, May 4, 2002

A different Game-a-day (reprise) and Careers

A couple months ago, I commented that
I usually hit the point where I've played one unique game per day for
the year around this time. That is, today is the 124th day of the
year. This year, I've played a lot of different games. As of today,
I've played 160 different games, which means even if I don't play any
new games for the next month, I'm set into the beginning of June.
That's a lot of different games. I'm very glad to have the variety
:-)



I played Careers, the old American game, this evening, and it was
rather fun. We played an old 1955 copy which has various anachronisms
like "Be the first human on the moon!" and some politically incorrect
bits like having a "gorgeous secretary" give you points. Overall, a
very cute game though with several nice mechanims (you secretly set
your own goals, combinations of card play and dice movement, and a few
other bits). A lot of "roll the die and move", but still amusing.

Sunday, April 28, 2002

Gathering Photos

I just posted
50+ photos
from the thirteenth Gathering of Friends.

Friday, April 26, 2002

Gathering Report, part IV

While I may write more later on the Gathering, I wanted to wrap up
here with comments on other new games, "old" games, the prize table,
and non-gaming stuff at the Gathering.

color=f8f0ff>Goldland, Cairo,
Lumberjack


None of these really impressed me a lot, but they weren't bad.
Goldland in particular a lot of people liked, though it wasn't to my
taste. I like the idea of exploration games, and many of the
mechanics seemed appealing, but the whole thing just didn't gel for
me. I'll give it another play sometime, but it's not high on my list.


Cairo I really wanted to like. It's a flicking influence game. Some
combination of lack of skill and monotonous play really left me
unimpressed though. Lumberjack, I also wanted to like, but it ended
up feeling rather dry. Oh well.


The only game I played which I'd actively warn people away from is "A
Dog's Life". Stay away from this one. I have so many other ways I'd
rather spend my time.


color=f8f0ff>Great New-to-me Games


I played a lot of games that I'd never played before but have been out
for a while. In the truly "great" category were Code 777 and Frisch
Fisch. I also substantially enjoyed Haste Worte? (not entirely new to
me), M, Elchfest, Entdecker, Guesstures, Pig Pong, and Tabula Rasa.


I was expecting to like Code 777, since I am in general a big fan of
deduction games, and this has a reputation for being one of the best.
I was not disappointed. This game is much like "What's That on My
Head?", but with colors and a different distribution of numbers. The
result is outstanding.


Frisch Fisch, I had heard nothing about, but was described as a "brain
burner", which I often find a positive attribute in games. This
Friedemann Friesse game has some very nice mechanics. Simple tile
laying impacts where roads will be built according to a simple set of
rules (all roads must be contiguous and all buildings must be adjacent
to at least one road). Placing a building in one place may cause
several road tiles to get placed elsewhere. The somewhat
collaborative puzzle solving of everyone trying to determine if any
new road segments are built as the result of a person's play was very
entertaining.



Sadly, both of these games (Code 777 and Frisch Fisch) are out of
print and hard to find. If anyone knows where I can get one for a
reasonable price, please
let me know.


I don't have a lot to say about the other games, but I feel like
saying something, so here's a sentance or two on each. "Haste Worte?"
is one of the best word games I've played in a while, but you need to
make your own cards. M is a great absract tile laying game I wish I
had discovered earlier. Elchfest is surprisingly fun. Guesstures is
not that novel of an idea (speed charades), but the timer device is
awesome! Pig Pong is exhausting. Tabula Rasa was a lot of fun and
very interesting, despite me being unimpressed after reading the
rules.

color=f8f0ff>Prize Table


I got very lucky with the prize table. The basic idea of the
Gathering Prize Table is that all attendees bring at least one (good)
game for the prize table, many bring more, or bring some "ok" games in
addition to one or more good ones. On the final Saturday, prizes are
given out. First, winners of tournaments from the previous year which
occured after the prize table ceremony, followed by tournaments
winners from this year, followed by randomly selected people. Then,
the process repeats, more or less until all the prizes are gone.


I didn't compete in any of the game tournaments this year and my team
didn't win the Treasure Hunt (which was a lot of fun, see below).
This year Alan decided to have a "target tournament", however. The
idea of this tournament is that some some number of people are
"targets". They keep track of all the people they play with. The
winner of the target tournament is the person who plays with the most
targets. I came in as first runner-up in the target tournament (23
out of 28 targets), so I got an early pick off the prizetable, for
which I took Funkenschlag, since I had heard such good things about it
and had just recently been very impressed by one of his previous games
(Frisch Fisch).


My wife was called randomly very early and took Members Only. On my
second pick I got Schocko & Co. In later picks I got a handful of
other games. In the end, I got 3 out of my top 6 picks and was very
lucky.

color=f8f0ff>Non-boardgame stuff


Obviously, thoe point of the Gathering is to spend time with people
and play board games. Further, most of the "spend time with people"
is done by playing board games, however, there is some other stuff
that goes on.


In the "almost boardgames" category was the Treasure Hunt. This is a
puzzle hunt style event usually run by Aaron Weissblum, run this year
by he and Brian Hanechak. The hunt was a blast. Basically, there
were four puzzles to solve, but you had no clues to the puzzles. The
puzzles could be bought with "game bucks", which could be obtained by
solving other puzzles or by playing game shows. Overall, a very fun
hunt.


Other folks went off to an amusement park for a day, and there's also
the photo safari, in which teams take a variety of amusing photos in
an attempt to get the most points. I think some people even went and
played golf.


The other regular activity of the event was eating out. A lot of
people got groceries and occasionally ate at the hotel or in their
rooms, but sometimes you need to get out. There's a strip mall
cluster in Columbus with perhaps as many as two dozen restaurants,
ranging from reasonably nice to very fancy. Ruth's Chris Steakhoue
was yummy, but given the price I've certainly had better steak. The
surprise hit to me was "Red Robin" a very kid friendly burger joint
that was very good and reasonably priced. It's a shame we don't have
these out here.

Thursday, April 25, 2002

Gathering Report, part III

Today I'm going to write about the good "new" games I played. None of
these were amazing, but were quite good and I look forward to playing
them more. Those games are: Alles im Eimer, How Ruck!, Clash of the
Gladiators, Dschunke, Die Sieben Weisen, Maginor and Zahltag.

color=f8f0ff>Alles im Eimer


This is the closest of this set to making the "great" list. It's by
Steffan Dorra, has an unique theme and is rather amusing. The basic
idea is each player has a pyramid of buckets and is trying to knock
down their opponents pyramids. This is done by playing colored cards,
which the next player must play higher than, followed by the next
player, until someone cannot play higher, at which point they lose a
bucket of the appropriate color.


A lot of different opinions on the strategy of building the initial
pyramids existed as well as differing approaches on how to attack
one's neighbors. No matter how many cards are played (1-3), you only
draw one more, so an all out assault costs you two cards.


The game is fun, though with 6 it doesn't have much control, but still
works well. Jay suggested the variant of allowing players to attack
left or right, and I look forward to trying that.

color=f8f0ff>How Ruck!


This is a cute tug of war game by Richard Borg. The game is quick and
has some nice elements, but it has a very unusual property which was
reported by several people; when you win, you feel like it was because
of good play, but when you lose, it seems as though it was completely
out of your control. As a result, I'm not sure there's a lot of real
control here. It's enough fun in any case to continue playing.

color=f8f0ff>Clash of the Gladiators


As many have mentioned already, this is a dice-fest. It's a really
fun dice-fest, but it's definitely not a lot of deep strategy. The
features that set this apart as an especially fun dice fest are the
customized teams and the animals.


The customized teams give you the ability to try out different styles
of carnage ranging from the full out attack to the net throwing
rerollers. Further, the game is such a dice-fest that no strategy has
a conspicuous advantage.


The animals are a nice touch as well. Risky to attack, but worth
extra points, and they provide an enjoyable and fun role for
eliminated players that speeds the game toward the end especially once
more than one player has been eliminated. Be the bear.

Dschunke


I played this one twice, once with some rules missing, and once
without. With the wrong rules, this game is pretty dull. I'm glad I
played it with the right rules. It's not amazing, and it's not
exciting, but it has some interesting decisions and some nice
mechanics. I'm not sure the whole is much greater than the sum of the
parts, but the parts add up reasonably nicely.

color=f8f0ff>Die Sieben Weisen


I only played one aborted game of this, but it was rather enjoyable.
This game has a nice feature that I haven't really seen elsewhere,
which is freeform negotiated partnerships. Unlike something like Mu,
in which partnerships are chosen in a structured way, here it is
entirely up to the players to decide the partnerships.


The gameplay itself is similar to the Attacke/Ivanhoe/Taj Mahal
mechanic where the last to quit a fight wins, but all contributors
lose their committed cards. The injection of some powerful magic
cards mixes things up nicely. I'll pick it up when it comes out in
English.

color=f8f0ff>Maginor


This much maligned remake of Knizia's Vegas was actually fun. It's an
interesting influence game with a substantial share of luck. The
theme fits well and the components are decent. Overall, it's a game
of choosing your battles and carefully spending limited resources.
It won't get played a lot, but I'll play it again.

color=f8f0ff>Zahltag


This was the first game I played at the Gathering. It's cute game of
hand management. Each player has a hand of various types of workers
which they can put to work on a job, if they are the lowest bidder for
that job. Nice artwork and some interesting tactics.

Tuesday, April 23, 2002

Gathering report, part II

color=f8f0ff>People


The best thing about the Gathering is the people. In addition to a
great many people I've known before, I had the opportunity to meet
many who I had never met before, or had only met online. Everyone I
met was a lot of fun.


Some people I met were similar to what I expected based on meeting
them online. Greg Schloesser is friendly and outgoing, talkative and
upbeat, and overall a great guy. Others were different from what I
expected. For some reason I expected Mik Svellov to be reserved and
quiet, but he was as outgoing as Greg. I think every time I turned
around he was teaching a new group of people Goldland.


It was also great to meet many of the maintainers of other great board
game sites, including Derk from BoardGameGeek, Eric from About
Boardgames, and Mark Jackson from Game Central Station. I also played
a few games with some designers and had an interesting talk with Mike
Fitzgerald on games for the Palm handheld, as well "beaming" each
other a couple of apps.


Meeting Jay Tummelson and a number of folks from Funagain was very
interesting, because the business of board games is intriguing to me.
Jay clearly understands his business and I wish him the best continued
luck. It sounds like he will be doing a great many of the new games
played at the Gathering.

color=f8f0ff>Size of the Community


All of these discussions about the game industry led to a few
conversations about estimating the size of the "board game community".
A few relevant data points:


  • Members of the spielfrieks mailing list: 859
  • Members of the Unity Games (Boston area) mailing list: 181
  • Fraction of the US population on the Internet: 1/2
  • Games in a Rio Grande print run: href="http://www.kumquat.com/cgi-kumquat/funagain/tummelson">2000-3000
  • Attendees at Spiel show in Essen: about 150,000

These numbers, combined with various other data I've heard seems to
imply a total community size (in the USA) between 1,000 and 20,000 people,
depending on how you define "board gamer". If you include people who
only play Settlers, and only a dozen times a year, it's probably
larger. If you only include people who have collections of dozens or
hundreds of games and play dozens or hundreds per year, it's probably lower.
Personally, my estimate of gamers who play a variety of german-style
games at least once a month is probably around 10,000.


More on the Gathering and new games later...