Wednesday, July 24, 2013

The Hobbit: An Unexpected Journey (Knizia)

There has been a recent avalanche of Hobbit games, for some reason. When Knizia designed his classic Lord of the Rings game back in 2000 it didn't have to worry much about collisions in the namespace. Now, everyone is on the Hobbit bandwagon and nobody knows what I'm talking about when I mention I'd like to play The Hobbit. Knizia himself has done three different Hobbit games. Recently. Plus another in the back catalog. Anyway, this one is published by Cryptozoic and is a cooperative game hearkening back to Lord of the Rings – but this time with dice instead of cards, and working from a different set of thematic ideas as befits the differences in tone between The Hobbit and The Lord of the Rings.

Knizia wrote a book called Dice Games Properly Explained in which he described the history and workings of different types of dice games. The Hobbit is identifiably a category dice game, in the same family as Yahtzee. Each turn you roll four custom dice with running, diplomacy, and fighting symbols, trying to match different challenges on the board (Keep the Troll William Talking, for example, requires 5 diplomacy). A set of running challenges make up the throughline of an episode and must be scored in order, while the rest can be done at any time. If you want to save any dice from your first roll, you must assign them to challenges, and then re-roll the rest. Fail to complete at least one challenge on your turn and you pay a penalty.

As usual for Knizia, the nuance of the game is then built on top of this clean and straightforward engine. Tasks range in difficulty from easy (3 symbol matches) to formidable (8 symbol matches), the hardest requiring outrageous good fortune to complete without the many special powers the game gives you. The 14 members of the Company (13 Dwarves plus Bilbo) all have cards with one-use powers which will be dealt out to the players (re-rolls, access to the bonus gold die, extra symbols). These abilities can be used to your personal benefit, but also usually to benefit another player, albeit a slightly weaker version. Bifur for example, in addition to playing the clarinet, allows you an additional re-roll, or a re-roll of 2 white dice for someone else. Once used these powers are spent, although the game gives you quite a few opportunities to bring back used Company members for another spotlight moment.

These Company powers are useful, but you will often find yourself in need of a bigger hammer. These are available in the form of resources like Gandalf (who doubles all your dice), The Contract (which allows you to recycle many Company members), The Map to Erebor (two extra diplomacy symbols), and, inevitably, Radagast's "Beasts" (4 extra running). These are powerful one-shots that will fittingly bail you out of trouble when your backs are against the wall, but cost you points to use. Your score at the end will be the sum of all your unused resources.

That's about it. Each turn you face a board full of challenges, and draw an event card which can add additional challenges, make existing challenges harder, or give you an additional obstacle to deal with this turn. You then roll, choose one or more dice to allocate to one or more challenges, and re-roll any unallocated dice. If you haven't then met at least one challenge, you lose points and a future resource – a fairly harsh penalty, so you have to keep moving.

As is typical for a Knizia design, the game gives you a great deal of flexibility (unlike the superficially similar Elder Sign which offers a much smaller decision space) and then tugs you in many different directions. You want to solve the challenges as quickly as possible, but if you sweep up all the easy ones while leaving all the hard ones on the table, it greatly increases your risk of failed turns. You need to keep your options open, picking off difficult challenges when the dice line up properly and keeping some easy ones in reserve for when you roll poorly – ideally even keeping a balance of fighting, running, and diplomacy challenges open. The big decisions revolve around how much risk to assume with the toughest challenges, when to make the big spend of a resource to finish those off, and when to take the hit or be satisfied with a lesser challenge for the turn – all as modified by turn-to-turn incidental events and the need to complete certain challenges in order.

The acid test of mechanical quality for cooperative games is whether there is enough on the table to engage several different minds in problem solving. Are four players on average going to do better than the one "best" player? The two classics in the genre attack this a little differently. In the case of Pandemic, the role cards give each player a different prism to look at the game through, which leads them to think in different ways which can then be debated and recombined. Knizia's Lord of the Rings also gives players identities with special powers, but they are less crucial. Lord of the Rings just makes the calculus of risk and reward so resistant to mathematical analysis that it deprives the players of straightforward answers even after many games. Patterns will emerge, but most decisions in the game are judgement calls and so players will often naturally come to different conclusion.

The Hobbit embraces both, although not to the same degree as either. Your role identification is not as strong as it is in Pandemic, and neither is the math as intractable as in Lord of the Rings. However, both still work, and the combination is effective. You'll usually have a few Dwarves (and maybe a Hobbit) in front of you that only you can use, and that will give you a perspective the other players lack. These powers tend to be moderately strong, and the fact that they are stronger on your turn than they are on other players turns is a nice way to encourage you to try to set yourself up to deal with challenges you are going to have the best shot at, while still giving you tools to help the other players out.

Dice games often fall afoul of relatively easy odds calculation – probably one reason why there are relatively few good ones. Monopoly Express is a classic example of a game where the unambiguously best choice is only some fairly easy math away. Even in Roll Through the Ages, the cost-benefit math of a re-roll is reasonably straightforward. In Elder Sign the math is harder, but the available choices are too few for it to help. The Hobbit does better, and offers players a rich and interesting set of die-rolling choices for a fairly straight-ahead category dice game. Once you've committed to a given challenge, the odds of finishing it (without using powers) are usually not too complex, but that is not where the game is – the game is in deciding what tasks to attempt in the first place and when to use those powers, and those decisions are much more resistant to straightforward mathematical analysis given the number of challenges, special powers, and resources usually available. The need to commit dice in order to save them is the key element that drives game tension. By giving you a great deal of flexibility on where to commit after seeing your first roll, but then needing to lock in at least partially before seeing your final roll, the game nicely balances control against the tension of rolling dice for stakes. Sometimes you'll roll well and the choices will be easy, but usually – especially on higher difficulty levels – you'll be somewhere in-between and the choices are not obvious.

The difficulty levels were a great and crucial feature of the original Lord of the Rings, and later cooperative games have not always managed this well despite the fact that appropriate difficulty is so key to this genre. The Hobbit does a good job here. If you start at level 0, you'll get a game that is easy to learn and while it won't be particularly challenging for cooperative game veterans, it's a good way to get into the game. Knizia then gives you point thresholds for when you should advance to the next level. Level 2 is still moderately easy, but level 4 starts turning the screws, and level 6 is tough. Level 8 is advertised as exceptionally difficult, and while I haven't made it there yet, I have no doubt that is true. Anyway, although I started at level 0, hardened gamers should probably consider starting at least at level 2. It should be mentioned though that unlike the life-or-death stakes of The Lord of the Rings, The Hobbit has a much more action-adventure feel and the game appropriately is more about scoring than about whether or not the Company is going to survive, at least until you hit the top difficulty tiers.

The narrative elements of The Hobbit are driven similarly to Lord of the Rings. Each episode or act of the story is represented by a board and a set of events, which the players must work through against a ticking clock. After completing the board, the players get a refresh, collect resources earned, and press on. The multi-act structure is great and avoids death-spiral games – if you're going to lose (which is pretty unlikely outside of the high difficulty levels), game tension is still maintained almost all of the way. In The Lord of the Rings, the narrative element was somewhat railroaded, which had the downside of predictability but the upside of keeping the narrative "beats" of tension going and avoiding the worst narrative lulls and crushes. The Hobbit is more free-form. The events are unique to each board but come in a random order. While they serve to mix up the game and keep you on your toes, they aren't as interestingly varied as allowed for by the scripted events in Lord of the Rings and so don't have as much texture and are not as evocative of the narrative of the movie. A lot of the drama and ebb and flow of the game is in coping with the vagaries of the dice themselves – not a bad way to go, but not as explicit.

While my general impressions of The Hobbit have been very positive, there is also no question that it took a hit when Peter Jackson made his fateful decision to split two movies into 3 late in the game. Players travel through two episodes of adventures, The Shire & Lonelands and Misty Mountains ... Gollum, Goblins, and Wargs, after which they are carried off by eagles and the game ends (if they make it). The second board offers nicely increased stakes and tougher challenges, and then an abrupt finish. There obviously should be a third act. There isn't. This is the game's biggest problem – one more board would clearly be more satisfying. Since the game is based on the movies rather than the books, we then have to dive into the morass of whether or not Peter Jackson knows what the heck he is doing in turning a nice, tightly-plotted 200-ish-page classic of children's literature into a bloated, 9 hour cinematic monstrosity. Obviously, my guess would be not, and the boardgame is sadly stuck having to work with the narrative mess of the movies. Knizia is legendary for his design economy, and economical is one descriptor I would not apply to Peter Jackson's The Hobbit. Thankfully Knizia's design elegance has done a better job at getting to the essence of film than Peter Jackson did.

Interestingly, though, The Hobbit does channel some of the flavor of the book. The story of the book is basically one of a bunch of not particularly competent dwarves going from adventure to adventure and repeatedly getting into more trouble than they can handle and requiring Gandalf or Bilbo to come along and bail them out. The game has a similar ebb and flow to it. While the Company will be able to handle the mundane tasks of getting from point A to point B, tackling the most difficult challenges will often require calling in bigger guns. The movie dwarves are rather more competent than their cousins in the book, and the game seems to split the difference. The little bits of personality the dwarves in the game have, with their individual special powers, is just about right. Balin and Gloin, the more senior dwarves, have extra die symbols. Fili and Kili, the youngest, have good powers that can't be shared. Thorin has the unique ability to give anyone a gold die – more leadership than he showed in the book, maybe, but it feels right.

I'll just say a couple words on the physical design of the game, since in this sort of game art and presentation can make a big difference to the game's ambiance and ability to evoke its source material. In many cases Cryptozoic has done a good job. The Dwarf cards are well designed, use clear and large iconography  and have a nice heft to them. The resources are similarly clear, although they could benefit from some art. The boards have nice scenic landscape shots on them. Although they compare unfavorably to the much more active Lord of the Rings boards, which show people or creatures doing things, on the other hand much of the board space is going to be covered with challenge cards most of the time so this is arguably better. But – oh dear. The font sizes. The names of the challenges on the board and cards are difficult to read at 2mm high, leaving the overall design with lots of dead space and looking boring. This doesn't cause a gameplay problem, but it does make it a bit harder to get into the spirit of the game when you can't really tell whether you are trying to finish "Split the Rock to Let the Light Through" or "Follow Bilbo Baggins to Rescue Him".

I liked The Hobbit. It's a classic Knizia design, elegant in gameplay but with subtlety to the strategies. The characterizations and narrative elements are economical but very effective. Decision are fraught with ambiguity and risk. It doesn't ask the player to make unimportant or uninteresting decisions and doesn't waste their time. The mechanics of playing the game are kept to a minimum (just two rolls of the dice each turn) so the players can get on with the interesting discussion and decision making. The game has a narrative momentum and pulse, although like Lord of the Rings you'll need to move up through the difficulty levels to get the full experience. Unfortunately, while it's reasonably satisfying on its own, it won't feel complete until the Desolation of Smaug (at least) can be linked up to it. With only two boards, it still works, is short, and has all the elements I want from a medium-weight Knizia. But it feels truncated. I'm really looking forward to getting the full experience.

Monday, July 15, 2013

Terra Mystica

Terra Mystica was the last of the hot Essen '12 release I tried. And the first time out, I wasn't very impressed.

Especially if you're being taught by someone else and haven't personally absorbed the rulebook, Terra Mystica is a rather complex game – more complex than Tigris & Euprates, I think, the game that in my mind sets the bar for about as complicated a game as I want to have to explain from scratch. Terra Mystica has a lot of moving parts – cult tracks, magic bowls, buildings, towns, fortresses, favors, priests, terraforming, and so on. If someone is sitting there explaining the game to you, it is not immediately apparent why this sucker needs to be as complicated as it is. Plus, then, everyone gets their own race with their own properties and customized player mat, and at this point your head possibly explodes. Good luck if your game explainer is not particularly deft.

On an absolute scale, of course, Terra Mystica isn't that bad. I play ASL, after all. But Terra Mystica is an abstract eurogame. When you look at it from the perspective of sitting down to play one session, as a design it seems to really only have two thematic elements: managing a diverse economy (the 5 different building types do different things and have different building/upgrade costs and produce different combinations of resources), and managing the cooperative/competitive tension of wanting to have neighbors (because it helps you generate magic, useful for a wide variety of purposes) and yet not be constrained or cut off by them (because you are managing an expanding settlement). Really, that's about it. There are of course intricate details to all this, but in most cases they look like VP-optimizing puzzles rather than expressive game systems.

Anyway, that was my impression on first playing it, and the net effect wasn't particularly positive. It just felt overwrought. However, my opinion of the game improved when I understood Terra Mystica isn't really a game best judged on one playing. As I mentioned, Terra Mystica has many – 14 – different playable factions. These are not slightly different player positions. They are very different, more divergent even than the alien species in Eclipse, and this is why the game is as complex as it it is. Without that level of inherent system complexity, it's hard to imagine how you could cleanly support such a wide array of different factions. In fact, Terra Mystica accomplishes its impressive diversity generally by efficiently parameterizing the game's various systems, not through special rules. As a way to go, this is a pretty good one.

For me, this is where Terra Mystica succeeds: in providing a rich exploration experience. Every time you sit down to play a new faction, it's a different game and a different set of challenges. The Swarm and the Witches and the Engineers all play very differently and exploring these different points of view can be powerfully engaging. Eclipse and Terra Mystica are similar designs in many ways (even if the end effects of those design techniques are quite different), and this is one area in which I think Terra Mystica does better. 

However, embracing this extremely high degree of asymmetry implies trade-offs. Terra Mystica tries for replayability and variety solely through the different factions and their interactions. Otherwise, there is no luck too the game, no hidden information, nothing that is not on the table before turn 1. Even your faction is not assigned randomly, but chosen in player order (although random allocation house rules seem not uncommon). While some will see this lack of any variability or uncertainty as a feature, it can make it very hard for a game to retain interest in even the medium-term as gameplay can very quickly stereotype absent countervailing forces. As great a game as it is, 1830 is dead to me now because the game space has been mined out.

One question then becomes, how much player interaction is there in Terra Mystica, really? Can the very different factions produce variability through their complex interactions? Unfortunately, I think the answer is: not to the degree it needs to. The board is a field of hexagons in 7 different colors, each corresponding to two factions, only one of which can be in play. As players' empires expand on the board, they are limited to developing on hexes of their color. Developing on other color hexes requires a process of terraforming, initially quite expensive although probably getting cheaper as the game goes on. So during the vital first half of the game, there really isn't much competition for space. Competition could theoretically get tighter as the game goes on, but in practice factions seem to develop enough tools to go around and real resource or space competition seems fairly infrequent.

So player interaction seems fairly light (and if you think about it, that makes sense – to properly ensure some sort of balance between 14 very different factions and all their potential interactions might require a vast investment in development).  So you're left with a faction with a specific set of parameters set in an environment locked down before turn 1 and limited player interaction. That means there is an ideal way to play that faction, more or less. You just have to figure out what it is. In a game lacking any randomness and not inordinately complex, at least the broad outlines of that perfect plan should not be too elusive.

This is not necessarily a problem in the short term, when finding those plans amongst the intricacy of the game systems can be engaging, but at the end of the day it means that Terra Mystica can only be a game of learning the right general techniques for each faction and then squeezing out fairly small efficiencies in the margins. It reminds me of the things I didn't like about War of the Ring or Through the Ages: for various different reasons, there is really only one viable way to approach both games, and you win or lose not on strategy or tactics or evaluation, but on ruthlessly going after every small advantage you can find on the way to that strategy. Fortunately for Terra Mystica, instead of one way to go, there are 14 different ones, which will take a while to figure out and significantly extend the period of discovery.

It should also be mentioned that because learning the game's tricks is so important, and because it's pretty complicated, Terra Mystica is extremely punishing of experiences differences. People who have played only a few times will have no chance against more experienced players, to an unfortunate degree. Race for the Galaxy and 1830 are other examples of this sort of game, but my feeling is Terra Mystica is much more punishing and less fun for new players to play with veterans even than those games.

People who have played Terra Mystica will note that I've glossed over a few things in this analysis which might appear to be mitigating. For example, on each of the 6 turns, there are point bonuses available for different game actions (building dwellings, trading posts, terraforming, founding towns, and so on). These are randomly assigned before play, making the game's initial state somewhat variable, and so could theoretically encourage different game rhythms. If the bonus for building fortresses is on turn 2, you might want to change your plan to put off building it until then and build your dwellings on turn 1. In practice, it seems different factions have different imperatives. The Giants, for example, are in a hard spot until they build their fortress and they probably need to slap it down as quickly as possible regardless. So rather than giving the game variability, the different bonuses seem instead just to give bonuses or penalties to different factions, which complicates the evaluation of which faction to pick. Once the play gets started, the factions have to do what they have to do and having to bend to accommodate different turn-to-turn bonuses just makes their job harder.

All this may sound like I don't like Terra Mystica, but that's not true. I think it's more accurate to say I do enjoy it for what it does well, but even now, after only a handful of plays, the obvious limitations of the design are closing in. I enjoy the game when sitting down to play a new faction that I haven't played before, and building the right economic base and evolving it as the game goes on is an engaging little challenge. In the short term, while the experience of the game is biased towards system exploration, there is a lot for me to like. As the balance tips away from exploration towards rote execution, I know it's going to be far less appealing. I'm still a ways away from the point where the game becomes tedious, but I can see it pretty clearly from where I am.

Thursday, July 4, 2013

Keyflower

Keyflower is a game, that much I can say for sure. I think the idea of it – not that you will see it explained anywhere – is that we are leaving the Europe-ish environs of previous installments in the Key-games to found colonies in a New England-ish place. Immigrant workers arrive at our colonies to build buildings, harvest resources, and generally earn victory points. Or something. The advertising copy doesn't do a lot to explain what's going on.

Like previous games in the brand, the game is found not in the setting, but in the mechanical details. Keyflower is worker placement game, but with enough variation on this well-worn theme to be novel. Workers come in four colors or suits. You are given 8 random (hidden) workers at start, and will earn more (probably many more) over the course of the game in various ways. Each turn, you allocate small groups of workers (usually 1-3) to either bid to acquire new buildings, or to do work in existing buildings. Buildings in all the players' colonies can be used by everyone, but workers used to activate a building are kept by the building's owner. The key detail of worker allocation is that once a certain color of worker is committed to a building, either for activation or bidding, all following workers (used to either overbid or activate again) must be of the same color.

As a worker placement game, the major trade-off in Keyflower is usually the traditional one: how "hot" various available actions are and therefore what needs to be done now vs. what can be put off. The color rule adds a neat twist though. Instead of "hotness" being evaluated strictly by looking at a given action from the point of view of every other player at the table, shortages or surpluses of colors in the players' hidden inventories can make a very significant difference. For example: if there is action I really need to take that is only available on only one spot – say spending a skill tile to get some gold – and I have no red workers, I can get totally locked out if another player goes there first and uses red. Since a building can be activated up to three times, it may be a lot less hot if I only need to activate it once and have a good range of colors and can jump in even if someone gets there ahead of me, freeing me up to take something else I need that will be more competitive. Similar complications are added to the bidding for acquiring buildings, as you likely have different capabilities to bid in different colors and at different times during the game you may have different needs for long suits of workers (to activate crucial buildings multiple times) vs. worker color variety (to give you flexibility).

Additionally, the fourth color of workers, green, is comparatively rare and can be acquired only through buildings. They are powerful due to their scarcity and therefore their ability to lock out other players. Unlike the standard three colors (yellow, red, and blue), which players will have quite a few of and will be cycling all the time, the comings and goings of green workers are rare and easier to track, which can be a powerful deterrent – everyone's a bit worried about where you're going to drop them until they finally hit the table.

The game goes through 4 scripted "seasons", with new buildings becoming available for bid each turn. Spring is heavy on infrastructure buildings, with point-bearing buildings mixing in with greater frequency as winter comes on. For the final winter turn, we get a selection of "6-buildings", buildings that give you big point bonuses for stuff you've done the rest of the game. You'll be dealt some number of these at the beginning of the game, and before the last turn you throw some or all of them into the mix. So you may have some idea what will be worth points in the end, but you still have to win the auction to actually get the building, and as only a random subset of the buildings will be available each game (at least with fewer than 6 players), not all strategic paths may be viable. Like Puerto Rico, I think Keyflower is a tactical game that taunts you with strategies.

From a technical standpoint, probably the most daunting thing about Keyflower is easily accessing the large amount of game-state information you need to make decisions. With 2-3 buildings per player coming into the game each turn, all of which can be activated by anyone, and some of which are going to end pretty far away from you on the table, there are a lot of options and not all of them are going to be easy to see. The graphic design on Keyflower is actually very nice, with game-relevant information clearly and cleanly presented. The problem is just that a lot of it is too far away.

When I first played Keyflower, I liked it. The different colors of workers, with each player playing from a hidden supply, neatly mixes up the worker placement genre in a way which I liked. It makes the evaluation process a little more about what is crucial to me, and less about what is crucial to everyone else, which I think is a good thing – it makes the game more intuitive and more personal. It also adds an element of risk analysis which I personally find more entertaining than scenario analysis. It's also got a nice empire-building flavor, gathering resources to build and upgrade things.

The more I played it, though, the more its grip on me faded. It's undeniably mechanically tight. It just doesn't seem to be in service of anything. I mean, what's the game about? The copy text offers no background information, only a mechanical summary, and the traditional introductory setting text in the rules is absent.

This is fine, but these little "fluff" bits can offer a glimpse into the designer's mind, what he or she is trying to do with the game, and can assist the player in understanding and appreciating it – especially when there is a lot of system complexity, as there is here. If you read the copy text on the back of Agricola or GIPF, it gives you some idea of the central idea or theme of the game (food management in the case of Agricola; creating sets of 4 in a row in the case of GIPF).

If Keyflower has a central idea or theme, I could not find it. As I played more I was trying to figure out why the game was moving from season to season or what the these little wooden pieces wanted out of their imaginary existence, or what the game systems wanted me to be doing with them. Basically, why I should care whether an action gave me slightly fewer or slightly more VPs. I couldn't do it. There was no feeling of direction, motivation, or consequence to anything in the game.

I still think Keyflower is OK, just because it is undeniably clever, and will certainly find a niche for players for whom the mechanical details of a game are enough. That just isn't me anymore.

Monday, May 6, 2013

Copycat

Friedmann Friese's Copycat was my favorite game coming out of BGG.con 2012, and I picked it up at our local game shop as soon as it came out. It's a very clean, elegant design with a lot of variety. The game premise, ostentatiously ripping off the mechanics associated with top-rated games and repurposing them into something new, was designed to appeal to me – I've always said it's not mechanics that matter, but how those mechanics are assembled, calibrated, weighted, and balanced to create an effect. Copycat presents us with nothing new mechanically, but the way the different pieces are blended is quite skillful. Unless you're an insider, you can easily miss all the cameos and inside jokes but still enjoy the game.

Sadly, like many Friese games, Copycat didn't quite make it. The obvious reason seems to be a simple one of game balance: the game's action cards that let you draw more cards seem too powerful, especially the Sauna with Colleagues and State Dinner. As long as each player gets a share of the available versions of them, it's not too bad, but if through luck, skill, or opponent's negligence 
one player manages to dominate this category, they will tediously roll to victory. It's not a complete deal-breaker, but Copycat isn't short and once you figure this out it's not great.

I think Copycat has a more fundamental problem though. At its heart are two mechanical bits: deck-building (from Dominion) and worker placement (from Agricola). Deck-building is something I tend to like, and many of my favorite recent games use the idea (Thunderstone, Ascension, Nightfall, Trains, Core Worlds), and I tend to enjoy even the more workmanlike games in the genre (Arctic Scavengers, the various Cryptozoic games, Dominion*). Worker placement, on the other hand, is one of my most-disliked mechanics and I can count only a handful of games over its entire 10+ year history that I find consistently entertaining: Pillars of the Earth, Lords of Waterdeep, Tribune, Agricola.

I think these two ideas are working at cross-purposes in Copycat. Deck-building games generally want to be short: early game decisions tend to weigh heavily, and as advantages quickly accrue you want to end the game before it gets tedious. Nobody's going to stage a late-game comeback off an inefficient deck built in the first half. By contrast, worker placement games tend to run long. There is a lot of downtime inherent in the system as choices have to be constantly re-evaluated and it's hard to plan ahead. Where worker placement games want to be incremental with lots of similar choices that evolve over time, deck builders want decisive choices which can play out relatively 
quickly. Worker placement games tend to need lots of open information to work. Deck-builders by their very physical nature hide a great deal. Worker placement games tend to be chess-like evaluation games, while deck-builders are games of probability and statistics.

It seems to me that Copycat gets caught in-between. It's a quick deck-builder bolted to a slow, contemplative worker-placement, so it ends up taking 90 minutes and being decided by the decisions made in the first half. It's a game that requires analytical look-ahead while hiding too much information.


So perhaps it's not surprising that the powerful strategy that breaks Copycat is the one that short-circuits the deck-building: you want to remove the statistical element by aiming to draw your entire deck every turn. Then you can play a pure worker placement game and not worry about the vagaries that make deck-building interesting.

Copycat may still find life for me as a 2-player game, which we've tried and enjoyed – the balance seems better and it's much harder for one player to get the run of the card-drawing cards. The problem with this is that the space for longer two-player games is pretty tough, and I'm not sure what Copycat adds that I'm not getting from Ascension, Ora et Labora, Agricola, Catan Card Game, and so on.

Still, I enjoyed the exploring the space of the game, and it's a clever idea. Fun while it lasted.

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* I realize putting the Spiel des Jahre-winning Dominion in the "workmanlike" category may seem a little unfair. You have to give Donald X. Vaccarino credit for coming up with a great idea that seems an obvious extension of the collectible card game concept only in retrospect. But just as the great mechanical ideas in We The People would have to wait for Hannibal: Rome vs. Carthage before truly delivering on their promise, to me Dominion wasn't a complete package – it was "just" a very good pure game mechanic.

Wednesday, April 24, 2013

Göthe takes on The Virgin Queen

Despite having turned on Here I Stand after a handful of games, I picked up The Virgin Queen at GMT West last year – lured perhaps by the lower turn count, the more open game situation, the promise of more reasonable rules for playing with fewer players, and the memory that I did enjoy Here I Stand for a number of games before it became tedious.

What I find interesting about both games is that they seem to defy basic critical analysis as games for me. Göthe says that in a work of criticism, we should figure out what something is trying to do, whether it succeeded in doing it, and whether it was worth doing. That first question is where The Virgin Queen mystifies me. OK, we know that it's trying to portray the reign of Queen Elizabeth I. But that's too broad to be helpful. What is the game trying to say? And how, exactly, is it trying to say it?

It's clearly not going the abstract, high-level route favored by many successful thematic games: Beowulf, Settlers, Lord of the Rings, Pandemic, Modern Art, Sekigahara, Napoleon's Triumph, Rommel in the Desert, or perhaps Hannibal: Rome vs. Carthage, just to pick a few. These games try to focus on just one or at most a few really essential things about the topic (Bowen Simmons used the term quiddity) and use that as the cornerstone of the design. Clearly, limiting scope is a foreign concept to The Virgin Queen, and the many and varied subsystems (mini-games, almost) are given fairly equal design weight.

Another design option is to focus on the decision making of the historical parties and try to convey the forces that pressed on them. This is the method Mark Herman called out in the designer's notes for For the People, and while I don't think it was particularly successful there, a great example of a game system where it works is the Great Campaigns of the American Civil War series (the most recent, in-print installment being Battle Above the Clouds). While Battle Above the Clouds' game systems are inherently abstract, with dice rolls controlling movement and initiative even though historical commanders knew quite well how far a division could march in a day, it masterfully conveys the confusion, uncertainty, and murk those commanders faced in a way that remains fun to play and recreates the historical press-your-luck decision making pressures. Another classic game in this mold is Up Front, and Labyrinth might be trying to go this route also. Clearly this is also not the approach The Virgin Queen is taking. The trade-offs made by players in The Virgin Queen are fundamentally arbitrary – Elizabeth I didn't have some spreadsheet in which she allocated some of her budget to Shakespeare, some of it to New World piracy, and some of it to whacking Catholics. She certainly never thought, "hey, if I can avoid getting married ever, I'll earn a bunch of VP!". I've never been able to get my head around how the cards in The Virgin Queen (or The Napoleonic Wars) are supposed to be driving authentic, or even interesting, decision-making pressures.

Another way you can go is to be representational. The idea here is to present a playing field that is as rich a simulation as is possible or reasonable as constrained by the game's complexity targets, then throw out the historical personalities and let the players step into their place. Obviously, a key here is being able to blend sensible abstraction of key elements and knowing when simulation detail is useful in either producing interesting and evocative decisions or eliciting emotional response, but the idea of authentically portraying processes is key. Vance von Borries is a master of this sort of design, and Mark Simonitch's '4X games are great examples of games that both focus in on critical factors, abstracting the rest, while also having just the right amount of simulation detail. Other great examples to my mind include Europe and Asia Engulfed, EastFront and Downtown. This is an approach in which the key difficulty is knowing how much complexity is sensible, something about which reasonable people can disagree. Regardless, The Virgin Queen isn't doing this either. The idea that many of the game's manifold distinct and abstract subsystems – patronage, piracy, naval operations, religious conflict – are modeling historical processes is laughable.

The Virgin Queen, like Here I Stand, feels very similar to other "card-driven" GMT titles like Twilight Struggle, Paths of Glory, Barbarossa to Berlin, and The Napoleonic Wars. They are all resource management games where the resources being managed are abstract and not really in service of any thematic focus. The subject matter is just window dressing – sometimes rather nice window dressing, but still. These games just seem to be trying to present the players with constant tough decisions. As games, they are successful to the extent that they can do that. Paths of Glory: definitely, at least for a few games; Barbarossa to Berlin: yes, at least when the cardplay is viewed in conjunction with the more representational on-board tactical game; Twilight Struggle: for me, eh, not so much, although others find the decision-making more compelling; The Napoleonic Wars: no.

If this is the this way we're going to view the games, both Here I Stand and The Virgin Queen must ultimately be judged failures. They don't reliably present tough or even interesting choices once you understand the game's basic structure. And they don't deliver those choices in a timely manner.

I have more beefs than this with The Virgin Queen. The game is unstable and balance is suspect; the narrative tension is absent; it's overly complex and overly long; the design of the card deck doesn't produce useful suspense (unchanged from Here I Stand). I could enumerate and detail these and other mechanical problems. At the end of day, though, the game simply lacks a coherent thematic focus and so it lives and dies on its ability to rapidly present the players with tense decisions. Which for me, it doesn't do.

Is this sort of thing really worth doing, especially in the space of very long, very complex games? To me, not especially. For one, getting the balance right – delivering these constant, difficult decisions to the players – is technically challenging even in a short game and gets dramatically more difficult to the point of practical impossibility as you add length, rules, and scope. For another, this is a very well-mined field. Games that deliver tough choices without much thematic payload are a dime a dozen.

I'm aware that lots of people are rather fond of both games, and even think of them as highly thematic, so I have to ask myself: maybe there is something else going on? Obviously, they find something there that I don't, and it's pretty unlikely that they are just wrong. I think that The Virgin Queen and Here I Stand succeed for some players for exactly the same reasons that an entirely different set of players are drawn to Arkham Horror: the players bring the fun to the table themselves, and use the game only as a touchstone. The period of Martin Luther and Elizabeth I is endlessly fascinating and a lot of history geeks know a little to a lot about it, and The Virgin Queen serves up nerdtropes for the knowledgable player to riff on. It's a vehicle for players to share a historical experience, which is fine, but it's not really a game in the sense that I understand games. Even by these standards I think The Virgin Queen experience doesn't really work for the same reasons Arkham Horror doesn't really work – the historical tidbits it serves up are infrequent and structurally incoherent – but hey, if you want to have some Reformation-period fun and wear an Elizabeth I nametag, there isn't much else available.

Saturday, March 9, 2013

Andean Abyss

Volko Ruhnke's Andean Abyss is the first game in GMT's new game series on counter-insurgency (COIN), with a game engine that could be described as a wargamicized El Grande (or perhaps El Grande meets Labyrinth). Four players fight over a Colombia ravaged by insurgency, drug lords, and paramilitaries as they try to further their own factional goals. The game takes place shortly after the events of Mark Bowden's excellent book Killing Pablo: The Hunt for the World's Greatest Outlaw, when the Medellín drug cartels were clipped in the mid-90s. One player plays the Government, and is the driving force for the game as they try to extend their writ throughout the country. The others play the FARC revolutionaries oppose them, the AUC paramilitaries, and free agent Drug Cartels.

This might not immediately strike you as a promising subject on which to base a game. The conflict is a nasty one of assassination, kidnapping, extortion, drug trafficking, and terrorism. It's still ongoing, and ideas about it are likely to be educated guesses mixed with speculation. However, counter-insurgency is a compelling general topic. The United States' most problematic foreign policy for the last half-century has been hip-deep in it, and so a game that is illustrative in even a small way could be important. Colombia, relatively unknown to the Americans that are the core market for wargames, could get less bogged down in ideology. From a purely game perspective, highly asymmetric games – where different players play with different objectives, or even different rules – are interesting and highly asymmetric games, like Ruhnke's previous game Labyrinth, are very unusual. For me personally, I'm always drawn to games that successfully tackle challenging themes. A game that could get you emotionally drawn in to the tragedy of Colombia's wars would be incredibly compelling.


The play of Andean Abyss is driven by a deck of event cards. Each card has an ordering for the icons for the four factions (Government, FARC, AUC, Cartels) across the top, which is the turn order for this card. Two cards will always be visible, this turn's and the next's. Each faction in turn has the opportunity to do something – take the event, run one or many operations – or pass. Only two factions can be active on each card, and whatever the first faction does generally forces the second faction into a more restrictive action (so if the first faction does an operation, the second faction will have a limited operation). Additionally, taking an action this turn forces a faction to sit out next turn, so a cycle tends to develop, with two pairs of factions alternating cards. However, being the first faction to act usually means significantly more flexibility than going second, so it's important to know when to pass because the turn order on the next card up is favorable and giving up an opportunity to act now will give you more freedom later.

Once you've decided to take an operation, your options are given by a faction-specific Chinese menu of thematically named actions: march, recruit, train, attack, assassinate, extort, airstrike, cultivate, terror, and so on. Each faction has troops (cubes for the government, cylinders for the insurgents/guerrillas) which fight for the control of areas, and bases (discs) which provide both the economic backing to fund operations and places to recruit. Control is described on two axes (population in an area can support the government or oppose it, while the area can be physically controlled by one of the factions), and there are different types of areas (regions, cities, lines of communication) with different economic and population-control implications. The Government has a lengthy process to go through of cycling in army, then police cubes in an abstraction of building up civic infrastructure while other factions try to keep their power bases and forces in being and remain flexible. While there is a significant amount of real nuance here, to me it felt like just a really complicated and asymmetric variant of El Grande. You need your cubes in the right place and in sufficient quantity to control areas. If they're out of position you need to move them. If you don't have enough pieces on the board, you need to get more out. If you're short money to fund actions, you need to get out more bases or do some extortion.


Volko Ruhnke is the designer of both Andean Abyss and Labyrinth, so it's not surprising that to the extent that both games succeed, they succeed in similar ways, and where they fail, the failings are similar also. Labyrinth may have struggled with politics, reality, and a wonky endgame, but it was remarkable for how well it allowed two very different player positions with different motivations and different tools to play the same game. Importantly, neither position or viewpoint was privileged over the other – both Jihadists and the US get the same level of thematic attention from the game. Ruhnke's older design Wilderness War tried to do something similar, but it's flaw (while, like Labyrinth, still being a game I enjoy) was that it privileged the British point of view somewhat over the French. The British concerns seemed to get more attention in gameplay detail and drove more of the action, while the French were essentially reactionary.

The factional viewpoints in Andean Abyss are somewhere in-between these two earlier games. The Government's position is thematically well-developed, with a detailed process for expanding their writ. The guerrilla factions – the FARC, AUC, and Cartels –  all feel pretty similar though. They all have a broadly similar range of actions available, although they are playing to quite different game-state goals. Those different goals though are were I believe Andean Abyss goes off the rails.

The first problem is the relatively straightforward nature of the AUC and Cartel victory conditions. While the Government has to go through an involved process of pacification, and the FARC is fighting a lonely and probably doomed war for control of population and regions, the AUC and Cartels need only get a fairly small number of bases on the board and (for the Cartels) accumulate a wad of cash. These relatively minor players – with few forces, no interest in controlling population, and more limited options – are compensated with easy VCs, to the point I've actually never seen anyone other than the Cartels or AUC win the game. Now, this is just my I experience and I don't actually believe it's the way it has to be, but it brings me to my main, crucial problem with Andean Abyss, which I could have written several paragraphs ago and saved us all a lot of trouble:


Andean Abyss is a game about counter-insurgency with no – none, zero, zilch – asymmetrical information. No hidden cards, no hidden units, no mysterious capabilities. Everything is on the table all the time. You know exactly how much force everyone has everywhere, you know the entirety of the options available to everyone, you know the results of any operations anyone might run. To the extent that there is randomness to the outcome of operations – which is almost none – everyone knows the probabilities. Everyone knows exactly how the the population thinks and exactly what to do to change their minds.


This seems highly questionable from a thematic point of view and gives little sense of the murky nature of these conflicts. Not only that, it has manifestly undesirable consequences for gameplay. Instead of making quick decisions about risk, players run several degrees of chess-like move and counter-move look-ahead, because that's how the game is clearly telling them to think, and it turns what should be a 2 or 3 hour game that would be pressing its luck to go 3 hours into a tedious marathon (my games have gone 5 hours even for the short game). Even worse though, everyone can see all the time exactly who is exactly how close to winning. So it just turns into the usual exercise of bashing whoever is in front.


I had some hopes that familiarity with the game would drive down the playing time. The menus of numerous different actions, apparently different for each faction (although less diverse than it first appears), is hugely daunting for new player to grapple with. Playing a 100% open information game where everyone has different actions available and trying to get some sense of the implications of what you're doing requires understanding a lot of things and constantly puzzling over options. Once you've learned this stuff, you could hope for a more streamlined experience. Unfortunately, there are two major obstacles. Firstly, few people really want to play again after the first 5+ hour slugfest. Secondly, the time you save in understanding the game is clawed back by the fact that now everybody knows everyone has to be on the lookout to block anyone who comes close to winning. So you add a lot of less than compelling scenario analysis and back-and-forth time back in.


Finally, like Labyrinth before it, Andean Abyss ducks too many hard questions and instead presents us with a crisp, clean, and sanitized design of cylinders, cubes, disks, and highly predictable outcomes that does little to convey the violence and capriciousness of the conflict. Perhaps an RPG would be a better format to explore the tragedy of Colombia, but Andean Abyss could have done more just by integrating more historical photos into the map and reference cards (the photos on the cards are too small and too far away to reliably make out), and using a more naturalistic approach to the visual design.


I really wanted to like Andean Abyss and wanted it to be a launchpad for a new and intriguing series of games. Flawed as they were, I am still fond of Labyrinth and Wilderness War. The game mechanics of Andean Abyss – the event cards that drive turn choices, the individualized faction action menus, the light economic model backing a positional game of discs and cubes – are promising. There is clearly a game that could have been built using them. Unfortunately, Andean Abyss is not it. Despite the undeniable level of thought and detail that has gone into it, what comes out at the end is just tedious, overlong, and overcomplicated in the same way as many other much less thoughtful king-of-the-hill type multiplayer wargames are. Unless future games address the core problem of 100% information symmetry, I don't hold out much hope the series will improve.

Sunday, March 3, 2013

X-Wing Miniatures Game

No franchise is more beloved of gamers than Star Wars, and it's actually had a number of pretty good games. My personal favorite is The Queen's Gambit. The two Star Wars adaptations of Risk (Clone Wars and Original Trilogy) are still Risk but surprisingly good, and Clash of the Lightsabers is a nice fast 2-player game that melds euro-y mechanical tightness with a nice thematic detail. The West End and d20 Saga Star Wars RPGs are decent but to me nothing special, and there are still a lot of mediocre games trying to make a quick buck off the license along with the well-intentioned but misguided (Star Warriors), but overall I can't complain. Fantasy Flight has now thrown two new games into the ring (X-Wing and Star Wars: The Card Game), with one more (the official release of the Edge of the Empire RPG) coming soon.

X-Wing was hard for me to know what to make of initially. It's built on a very similar engine to Ares' Wings of Glory (which has mechanically similar, but quite different in feel, WWI and WWII versions). Players simultaneously plot their moves ahead of time, then reveal and execute turns, loops, and whatnot and then fire their weapons. There are enough clear similarities between the games, and my respect for FFG's in-house design team is low enough, that my initial impression was "OK, they just ripped off Wings of Glory" and to proceed to apply similar heuristics for tactics and strategy. Fortunately for gamers and unfortunately for my pilots, it is not. In fact, in terms of where the game is – where the real decisions lie, and what the game tensions are – X-Wing is very distinct from its parent game.

For starters, combat in X-Wing is quite lethal. An off-the-rack TIE fighter can absorb 3 points of damage before exploding in a cinematic fireball. An X-Wing with its 3 attack dice can do that outright one time in 8 – the 8-sided attack dice have hits on half the faces. If your attacker is focussed, the odds increase to almost 50%. If he's Wedge, or locked-on, or a Marksman, or at point-blank range, or all of the above, the odds – which you really need to be told about – keep on increasing. Now, the TIE Fighter is going to get some weaker evasion dice, and he may be spending effort on dodging. Nonetheless, the X-Wing in this confrontation will only need to land one or two blows to take out its target. In Wings of Glory, inflicting the 18 damage points required to take down an Me-109 is likely going to take three or more point-blank shots from a Spitfire.

Where Wings of Glory spends all its attention to detail on hardware differences – the different turning or speed or weapon capabilities of different aircraft – X-Wing is much more focussed on pilot capabilities. The differences in speed and maneuverability between an X-Wing and a TIE Fighter, while not zero, are pretty small compared to the differences between Luke Skywalker and a generic Red Squadron Pilot. The single most crucial performance asymmetry of real ariel warfare that is at the core of the design in both Wings of Glory games – turning radius – varies only slightly across all fighters in X-Wing. The TIE fighter may be slightly faster than the X-Wing, but at a given velocity everyone turns in the same circles, with a few differences on the edges (A-Wings and TIE Fighters have a slower minimum speed so can execute somewhat tighter circles, while Y-Wing pilots take stress for some tight turns).*,** Putting Wedge Antllies in the cockpit, on the other hand, dramatically increases the ship's lethality. 

Lastly, scenarios in X-Wing don't give you an order of battle, instead they give you points (usually 100) with which to buy your forces. The number of available options for spending these points is large, assuming you've invested in a modestly-sized collection. Pilots for your fighters are the big cost, but pilots can also be given special skills (marksmanship, determination), fighters can have additional weaponry added (proton torpedoes, ion cannons, various missiles), and there are more specialized upgrades (R2 units for your X-Wings, and Slave I or the Millennium Falcon can be tricked out with half-a-dozen different options). If like me your perspective is Wings of Glory, you might think "Aha! At last, a point-buy system for getting reasonably balanced match-ups!". But that's not what this is about.

Because of the game's lethality, X-Wing is about big battles. Where in Wings of Glory you would be content with the complexity of controlling 1 or 2 planes, in X-Wing you'll want 3 or 4 or more fighters to stay interested. In Wings of Glory, you'll be primarily concerned about how to maneuver your one or two planes to improve your positional advantage on the one or two enemy planes in your vicinity. In X-Wing, you'll be concerned about how to use your entire squadron such that pilot special abilities and synergies are maximized and any special weaponry you've bought is employed to its best effect. And, crucially, you'll want to spend your 100 points such that your squadron is both tactically coherent and as potent as you can make it.

At the end of the day, X-Wing is a deck-building game with a detailed combat resolution system. I think you will enjoy this in direct proportion to how much you enjoy tricking out your squadron and seeing how it fares in battle. The tactical game is pretty good, but a little random and not, in isolation, enough to be engaging for more than a few plays. But combine it with the fairly rich squadron purchasing system, and now you've got something. You've invested the pre-game energy in your pilots and ships and (probably) developed both a more nuanced tactical view of how it should be employed that may only play out over a few games, as well as something of an emotional attachment to your pilots.

Does all this hew to the feel of Star Wars? Yes-ish, with the caveat that like most classic books and movies, Star Wars speaks in different ways to different viewers. The emphasis on people more than machines is clearly right, although more pictures of people on the card design would have been a no-brainer (and restoring some of the female pilots cut from Return of the Jedi would have been awesome). For me personally though, X-Wing buys into one thing that has always bugged me about Star Wars material not written by George Lucas: it assumes that all the people we see on screen are more competent than everyone who doesn't get name-checked. I always thought the classic stories focussed on Luke and Han and Leia because they were interesting, not because they were the biggest bad-asses in the entire universe. Games, books, and comics frequently assign superpowers that are just not in evidence in the movies, where the humanity and relative ordinariness of the characters is such an important element. In fairness, X-Wing is far from the worst offender here, but it still bugs me a bit that Wedge Antilles has a table presence that vastly exceeds any other Red Squadron pilot. I always thought he was some guy who happened to be Luke's wingman. Both excellent pilots, but really, does the Rebel Alliance have nobody else? These personal feelings aside, X-Wing does do a good job of evoking the feel of the scenes in the movies. Action is fast and furious, combat is capricious unless you've heavily invested in an über-pilot, and the miniatures really are fantastic – very attractive and very faithful to the original models, but durable enough to stand up to the stress of play (the design of the stands themselves isn't that great, but Litko makes a nice replacement if and when something breaks). 

So, generally pretty appealing, but a couple obstacles remain. Firstly is the lack of decent support for multiplayer. 100 point squadrons are borderline OK, with players each taking control of 2-4 ships. Due to the lethality of combat though, someone is bound to have a ship or two knocked out early and face waning interest. It's not bad, but out of the box X-Wing is really optimized for two players and you'll have to make do. Multiplayer really wants specialized scenarios with multiple squadrons on a side, with players buying their own (smaller) forces, possibly with different tasking. This is slightly unfortunate given the possibilities and given how good Wings of Glory is for 4 or more players. (As an aside, when playing multiplayer do not neglect the very important rule that you cannot show your maneuver dials to your allies).

Secondly, do not mistake the point values assigned to various upgrades as a reasonable approximations of their worth. Squadron building requires thought. You can't throw together 100 points of stuff and and figure it'll do OK any more than you can throw together 60 vaguely appropriate Magic cards and expect that deck to perform. There are good and bad buys in the mix, and you can build both very potent and very underpowered ships and squadrons. This is fine – part of the game even – but something casual players who enjoy Wings of Glory may find frustrating. While you won't go too far wrong fielding X-Wings, an off-the-rack Y-Wing is pretty pricey for what you get in most cases, and as such is a specialty ship. Add an Ion Cannon to it and it's a huge hole in your budget unless it's filling an important tactical need. For the Imperials, their fragile TIE fighters require attention to synergizing pilot abilities to be competitive – but a large, finely-tunend Imperial squadron can be a beast.

Thirdly of course is cost. As usual, Fantasy Flight has shipped a core set that is playable only in a technical sense, and is a teaser more then a satisfying game. You're going to need more ships for this to work – my feeling is at least a second core set and a few of the Wave 1 expansion blisters. With big-box games now routinely weighing in at $60 or more it's actually not too bad comparatively and you do get nicely detailed and painted ships, but it can add up. For me, the online prices were palatable, full retail not so much. Fortunately, you're also going to need multiple invested players, so there is no reason you can't pool ships in a regular gaming group.

I quite enjoyed X-Wing, although it took me a little bit to get there. As a long-time Wings of Glory player, the similarities between the games are deceptive and it took some effort to appreciate a rather different game. As an older gamer, it's filling a tricky niche though. It needs multiple players who have bought in enough to have forces available and be willing to spend the up-front time tuning their squadrons. It's not a ton of time, but it is some. It's best as a two-player game until we get some scenarios optimized for multiplayer. It's in the same general niche as Wings of Glory, but it lacks that game's accessibility and easy tactical richness. Having said all that, though, X-Wing is definitely not Wings of Glory, and it brings a very different, richly varied, and exciting experience. And honestly, who doesn't want to fly around authentic, nicely-painted X-Wing miniatures?

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* Because the TIE Fighter has the Barrel Roll action available, it can technically turn in a noticeably tighter radius than other ships. Unfortunately, since doing this costs the pilot his action, this comes at the expense of evading or focusing – actions crucial to keeping his fragile ship alive. So it's helpful, especially if it means dodging out of someone's firing arc at the last minute, but not a general-purpose ability. See also the following correction.

** Correction: This sentence originally stated everyone's turn radius is the same. This is not quite true. Everyone uses the same movement templates at any given speed, but not everyone can use the shortest/tightest-radius template. The ability of TIEs and A-Wings to do very tight turns is not insignificant, but it's rather different from (say) knowing that your Spitfire can out-turn opponents at any speed, and its just not as important to the X-Wing design in my opinion. For a look how the different fighters move, check out this file on BGG. Some of the distinctions seem nonsensical (why is a speed 2 sharp turn an easy maneuver for an A-Wing, while a speed 3 is not? Why can the A-Wing and TIE Interceptor do an Immelman – sorry, Koiogran – at speeds 3 and 5 but not 4?).  Who knows. But the system does work, and provides some maneuver differentiation without going crazy.