Thursday, September 26, 2013

In Praise of the Adequate

I was pointed to this fun NYT article about personal satisfaction by Sarah Vowell's Facebook feed:

"Not everything has to be great. Maybe it’s a thrill to watch things become great. Maybe it’s healthy to feel that a meal is reasonable, that a performance had its moments, that a trip was fun in parts, that a person is engaging and you look forward to finding out what they’re really like, that last night’s sex was nice. In my slow but persistent bid for the reader’s sanity, I hereby prescribe a period of allowing things to be adequate."

I agree. So, to wit, a few pleasingly adequate games I've played in the recent or not-so-recent past and that otherwise I might not bother to write about:

Arctic Scavengers: While deck-building is an inherently engaging design pattern, that doesn't mean it's easy to do something interesting and different. I like Arctic Scavengers for its chaos and uncertainty, because it's designed on a standard deck-building core and yet goes in a completely different direction, and because of its effective communication design. Players are trying to build a tribe in a post-apocolyptic, nuclear-winter scenario, and the tropes of the genre – scavenging for equipment, skirmishes over scarce resources, bringing together scattered specialists – are all authentically there. I also like the new idea it brings to the game genre, that of building buildings which provide a permanent effect that helps you manage the chaos of the card flow. Is it a classic? No. But it pleasingly and effectively does what it sets out to do.

DC Comics Deckbuilding: Another deckbuilder, this is essentially Cryptozoic ripping off and re-theming Ascension (these comments apply more or less equally to the Lord of the Rings Deckbuilders, just choose which franchise you like best). The artistry here is not in the mechanics of the design, but in the application of new paint. It nicely hits all the touchstones of the genre, and all your favorite characters are here in more or less plausible versions of themselves. Also, all the games include many more attack cards (thematically keyed to defeated enemies) and fewer "permanents" (Ascension constructs) which gives them a bit more feeling of fluidity.  It's certainly not thematically rich, being closer to the Monopoly re-themes than to Lord of the Rings or even Cryptozoic's own The Hobbit, but when the underlying game is excellent and reasonably appropriate to the genre you could do a lot worse.

Indigo: Classic Knizian elegance, this ones sees us building paths for stones that start on a central tile, trying to guide them to our scoring gates which are spaced out around the outside edge of the hexagonal playing board. The twist is that many gates are controlled by two players, both of whom will score when a stone exits. Natural alliances grow in various areas of the board as turn order and shared gates work for or against different player pairings. Abstract and not that deep, there is still a lot more here than a cursory glance might reveal, and the physical design of the game is very attractive. This is a prototypical nice game.

Infiltration: This brings with it the usual hazards of Fantasy Flight Games: tiny fonts and questionable presentation decisions make it physically hard to play for older gamers. Still, this is a nice, short push-your-luck game with Vaccarinio's trademark of lots of interacting cards (rooms that you infiltrate through, in this incarnation) with special rules. What makes Infiltration for me is how nicely it pulls in the elements of the heist story: a ticking clock working relentlessly against you while you dodge internal security and deploy your fancy, high-tech equipment. The Android universe is also colorful and nicely-drawn.

Smash-Up: The central idea of this game is to get at the good stuff from deck-building games, while minimizing the risks of degenerate card offerings, runaway leaders, small early misjudgments dooming you, and other hazards of the genre. You "build" your deck out of two halves of flavored cards (Zombies bring cards back out of the discard pile, Dinosaurs have raw combat power, Leprechauns move cards around and change rules in combat, Ninjas sneakily show up right before scoring, and so on) to create Zombie Ninjas, Alien Dinosaurs, and other inherently entertaining combinations. It's a nice mix of the zany with an interesting tactical/resource management game that gets much of the fun of deckbuilders without some of the downsides. Plus, it has really good art and even uses adequate font sizes! It maybe runs just a touch long and is a little thinky for what it is, but is still a nicely-put-together game.

Star Trek Catan: It's more or less straight Catan, but the one mechanical addition – crew cards with special powers that you can keep for a short time – accelerate the game slightly, add some nice flexibility with things like relocating ships (roads), flexible bank trading, and add some more ways to help players catch up. The Federation Space expansion map is a nice touch and even includes episode references. The little plastic Enterprises and general presentation is also quite nice, although the fonts on the crew cards are ludicrously small. Catan is almost 20 years old at this point, but it's still a classic game and fun to play a spruced-up version.

Uchronia: Glory to Rome was a game I think I always wanted to like more than I actually did. Despite the hugely appealing interplay of quirky special powers, it had a problem with punishing luck (you can be out of it in 15 minutes if you fail to draw a decent bootstrap combo early) and very little tolerance for players' mistakes, with apparently minor errors easily throwing the game. This can lead to a lot of irritation for non-experts. Uchronia files off many of these rough edges and makes for a more streamlined, pleasing experience. It's lost the quirky insanity of the original, which admittedly was a significant element of the draw; it's also got a wretched rulebook that seems to uses terminology designed to be obtuse, and the fonts are (again) too small for how they are used in the real world. But get past this, and there is a solid game underneath that takes the well-conceived construction metaphor from Glory to Rome and turns it into a game more people will find engaging.

After a few dry years for new hobby boardgames, for me the last year or so has been great – in no small part due to plenty of solid, decent new games like this. Here's looking forward to more of them.

Tuesday, September 10, 2013

Star Wars: Edge of the Empire

Star Wars: Edge of the Empire is Fantasy Flight's attempt to bring the Star Wars universe to tabletop roleplaying, and by my count this is the third or fourth crack at this general problem. Wizards of the Coast had two iterations using a d20-based system and while they produced some great sourcebooks, the feel of the gameplay was, to me, never right. West End Games' Star Wars game was old school, and while it had its moments and makes a virtue of elegance, it feels dated today.

Star Wars presents significant obstacle to being adapted as a roleplaying game. I wrote a piece on GUMSHOE a couple years ago, about how classic RPGs built on simple task resolution systems have a hard time evoking the feel of many popular genres, including mysteries, thrillers, and epics. It can be done, but's down to the players to do all the heavy lifting without any support from the game system itself. GUMSHOE attacks these problems by baking the tropes and conventions of the procedural mystery genre into the game system, giving the players the support they need.

Star Wars is not a mystery, though. It isn't even obviously procedural, although there are procedural threads in the prequels. For me, Star Wars defies easy categorization. It's  a romance, it's an epic, it's fantasy, it's drama. In some ways it's a fairy story, in other ways it's a nuanced allegory. It resembles a hero's quest, but like Lord of the Rings it veers off-course in the final act. The narratives are built on timeless structures, yet are also tightly bound to the eras that spawned them (the 60s and 70s for the originals, the 90s and 00s for the prequels).

Adding further complexity, there is the question of what people consider canon. For me, it's the 6 movies plus the Clone Wars TV show, and I want nothing to do with tie-in books or video games and the Extended Universe in general. But, some people disavow the prequel trilogies, others like the much more pulpy, super-heroic books, and now there are books that run the gamut of genre mash-ups. Some players grew up playing Dark Forces or Knights of the Old Republic or X-Wing and it will please them to see elements of those stories recognized..

These are the core questions that a Star Wars RPG has to wrestle with and find answers to in 2013: what, exactly, is Star Wars? And can we get everyone at the table to more or less agree on an answer?


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Edge of the Empire reminds me of The One Ring, which I reviewed last year. Task resolution involves a set of customized dice built into a pool: add positive 8 and 12-siders  for your level of skill, negative 8 and 12-siders for the level of difficulty, throw in some d6s for situational modifiers, gather up all the dice, roll them, and try to keep them all on the table (difficulty level: average, modified by your table's elasticity). Net out the success and failure symbols to see if you succeeded. The twist, and why rolling all these dice is interesting, is that in addition to success or failure symbols there are also threat and advantage symbols along with their more powerful cousins despair and triumph. They are netted out similarly to successes and failures, and can serve both mechanical and narrative purposes. In combat, threat and advantage tends to be spent in well-specified, crunchy ways to score critical hits, use weapon or character special powers, or create a temporary situational advantage. Outside of combat, they are used as narrative hooks to allow you to succeed at tasks with complications, or to fail but gain some advantage, or some other mix.

A typical test will involve rolling maybe 6 dice. The character will get 3 for a skill he or she is reasonably good at (say two ability dice plus one proficiency die), while a moderately difficult task will add 3 difficulty dice. Perhaps one more will be added as a boost or setback for external circumstances. These are all information-rich dice. The ability (and difficulty) dice have only one blank face, with the rest having 5 distinct mixes of one or two success (failure) and/or advantage (threat) symbols. The proficiency and challenge dice are similarly dense and add triumph and despair symbols. Assembling and rolling a dice pool and figuring out the results is not entirely trivial, much more involved than adding up numbers and looking for Tengwars in The One Ring, or netting out successes on FUDGE dice.

I like this. Because there is weight associated with die rolls – both mechanically and creatively because you have to be prepared to figure out what to do with threats and advantages – it encourages you to make rolls only when the results are going to be interesting. If after rolling the dice, you're routinely drawing a blank on what to do with the resulting threats or advantages, you're doing it wrong and rolling for too many routine tasks. At the same time, building the pool is fairly intuitive, and adding a setback die to a check for, say, being under time pressure is more interesting and generates more tension than just giving you a -2 to your d20 or increasing your success threshold by 1.

This dice pool compares interestingly to Fate, a game system that seems to have influenced Edge of the Empire significantly. In that game, fate point give the players interesting narrative control over a skill check by allowing them to tag their own aspects or things in the environment for bonuses. In combat in Fate, I might spend a Fate point to tag a "venting gas leak" for a +2 bonus to my shot as my character uses it for cover to get into a better firing position. Most of your creative energy goes into the setup of the challenge and ends after the dice are rolled. By contrast, in Edge of the Empire (as in The One Ring), you say what you're trying to do, roll the dice, look at the pool, and create the outcome out of the mixture of success, advantage, and threat. So if I get a couple of Advantage symbols, maybe a stray shot creates a venting gas leak that another player can use as cover in the future (giving a setback die to shots aimed at her). The rules are mealy-mouthed on how much control players get over their advantage results, especially outside of combat, but I'd suggest that by default if the player has a good idea you should go with it. This has the nice feature that creativity always feels like it's rewarded. If you spend energy coming up with some creative tagging in Fate you can still blow the check, in which case it's easy to feel like it was all for naught. Advantage and threat in Edge of the Empire are the result of an interesting die roll.

A vital ancillary system is Destiny points. These are analogous to Fate's Fate points. At the start of the game, you randomly assemble a pool of Destiny points on their light or dark side, one or two per player. The light points are spent by the players to upgrade characters' dice for a skill check, the dark points by the GM to improve difficulty dice. Once spent, they flip. Crucially, the can also be used by the players in a free-form way to introduce a true fact about the galaxy in a the same way as making a declaration with a Fate point (and with a similar narrative affect to making a GUMSHOE investigative spend). This covers a lot of ground, from simply declaring you have available the equipment you need even if it's not on your character sheet, to allowing you to use your skills in unexpected ways or creating NPC relationships. Like Fate, the rule is just that it has to be interesting and meet with the GM's approval.

The final piece of the puzzle is a character's Obligation. Recent RPGs have taken to building some sort of genre-appropriate motivation descriptor into character generation, a descriptor that has significant mechanical implications. Whether it's GUMSHOE's drives or Fate's Aspects, they can work as a hammer to make characters do something risky and interesting when a more reasonable response might be to turtle or not act. In a GUMSHOE game, the Drives provided for the setting tell you a lot about what it's like. The drives in Night's Black Agents are quite different from the ones in Ashen Stars. A Fate character's Aspects, although tricky to get right, can provide a useful tool for the GM to propel action.

Obligation is the analog in Edge of the Empire, and here we finally get to the nub of what kind of Star Wars story we're doing. Each character starts with one, with a rating of maybe between 5 and 20 (starting rating varies with the number of players, and you can add more to get more stuff). The off-the-shelf Obligations are things like Criminal, Debt, Bounty, Blackmail, and Betrayal, although they also include Dutybound, Family, Oath, and Obsession. The rating indicates the likelihood that the Obligation will intrude on whatever the players are doing. The GM makes a percentile roll before each session (not unlike the Icon relationship roll in 13th Age) and if it comes in below the group's total obligation level, one of the obligations kicks in, adding a complication to the story.

This should tell you who's stories we're looking at here: those of Han Solo, Chewbacca, and Lando Calrissian. They're the only main characters in the movies that have clear obligations (Debt to Jabba the Hutt, an Oath to protect Han, and Responsibility for Cloud City). None of the other characters in the classic trilogy have anything resembling an Obligation. Some of the prequel characters seem like they might – maybe Obsession for Anakin, or Duty for Padmé – but the Obligation mechanics don't work for their stories. Obligations represent some external force that can benefit the character, but can also have external consequences – again, very similar to 13th Age Icon relationships or a Source of Stability in a pulp Trail of Cthulhu game. Anakin's Obsession in the prequels is clearly a GUMSHOE Drive, a personal imperative that you violate only at a personal psychological cost, and not the external Edge of the Empire Obligation.

So, we're telling Han Solo's story. More specifically, we're telling Han Solo's story before he links up with Luke and Ben. Although this might sound limiting, creativity requires boundaries, and it's actually empowering for both players and GMs as long as they take the hint and are not distracted by the fact that the game has unwisely included lightsabers in the equipment list (despite the fact that the game offers no way to gain access to the skill for using them). Star Wars is a big universe, exponentially more so once you throw in the EU, and players can come to the table with a wide range of understandings and expectations. So picking one clear aspect of the universe and developing it is a good way to both make your game robust, set expectations, and get all the players on the same page.

I know Fantasy Flight primarily through their boardgames (I've never played Warhammer Fantasy Roleplaying 3rd Edition, which Edge of the Empire apparently has some similarities to), and I think of their design sensibilities as fairly retro. By contrast, Edge of the Empire is a contemporary design clearly much more influenced by Fate and GUMSHOE than d20 or GURPS. Still, the dice pool task resolution system is much more concrete, more nuanced, and finicky than anything in a rules-light game, and things like weapon lists and capabilities (different weapons have different powers that can be activated through spending advantage symbols), character abilities, and space combat actions are spelled out in crunchy detail. The game is trying to give at least something to all of Robin's Laws Power Gamers, Butt-Kickers, Method Actors, and Storytellers.

I really like the total package here. The game that I've played that is closest in feel to Edge of the Empire is The One Ring, but I feel like Edge of the Empire's dice pool is more nuanced which allows it to have a crunchier, more flavorful and interesting combat system, although as a result it has to be used somewhat sparingly. The wide range of dice results combined with character powers and explicit combat options give players who enjoy those elements something to get their teeth into, and the point-purchase system of advancement lets players grow their character sheets. Outside of combat, the Destiny Pool imports some useful ideas from Fate and gives the system a touch of epic-ness while still remaining grounded. The Obligations carve off a nice, constrained element of the Star Wars space and lets you develop ideas there and avoid many of the pitfalls of generic Star Wars gaming.

The key to enjoying Edge of the Empire is embracing these constraints. I played once with a GM who wanted to run a Jedi-centric (of course) post-Order 66 story arc, so home-brewed some force rules and introduced dramatic emotional complications between the pre-generated player characters and generally tried to force the game to be something it isn't. This is a recipe for pain. While there is no reason why an adventure like this couldn't work in theory, when confronted with it in practice the players likely won't have a common touchstone to use to respond to it, and harnessing player creativity is so key to making these games work. The single biggest challenge to roleplaying in the universes of Lucas or Tolkien or Lovecraft – universes that have taken on lives of their own as they have became embedded in the popular culture – is often simply getting everyone at the table to understand and agree on the tone and theme of the game before you start. Edge of the Empire is not a game about dramatic conflict, or epic confrontations, or the hero's journey, even though those may be elements of Star Wars. It's about making a living in the grey areas of the galaxy while perhaps brushing up against the epic conflict. Take advantage of this clear direction, and embrace what the game does well.

After having said good things about the Edge of the Empire game system, I have to mention the massive complication that is the actual Edge of the Empire core rulebook. It is dire. While it has a nice layout and the art ranges from passable to excellent, the font sizes – especially on the tables – are small and hard to read. The text is dense and poorly organized. The prose is leaden and the rules are poorly explained. Never, for example, are the actual mechanics of a skill check properly spelled out! The core mechanic of the dice pool – which is straightforward and which I can explain to a player in a couple minutes – takes 10 pages of dense, wordy description with liberal use of copy and paste combined with search and replace. The bane of Fantasy Flight's boardgame rules is badly-ordered or unstructured  explanations which rarely give you the context to actually understand what you're reading (I talked about how to do this properly in an old piece on rules), and this is on full display here also. You really get the sense that the writers must have been paid by the pound, given how the rules seem to have been structured to maximize the amount of repetition required and how often they feel the need to brutally over-explain simple concepts.

Star Wars: Edge of the Empire is not a complicated game. It's not rules-light, but it compares favorably with Fate-based games or The One Ring in terms of how difficult it is to play. It's just that the book makes it seem three to four times as complicated as it actually is. Having been spoiled recently by fantastic Pelgrane products, just reading Edge of the Empire was an epic struggle.

The section on GMing the game is also frustratingly useless for anyone reading this blog, as it deals with many peripheral issues (maybe you can find players online! or at your local game store!) without ever seriously tackling anything important: things like adventure themes, structure, and tone. Interestingly, a number of excellent, concrete, and useful tips that are included in the Beginner's Game box set (fail forward; say "yes, but"; don't roll the dice if success and failure aren't both interesting; don't let forward momentum stop just because of a failed check) are nowhere to be found in the core book.

The rest of the supporting material is OK. The adversaries list is solid. The list of ships is a bit thin, but OK. The Galactic Guide is a nice if somewhat meandering overview of the Star Wars universe which unfortunately does not focus on the actual premise of the game, the Obligated character.

Again, though, the whole thing is compromised by a prose style that I consider basically unreadable. If you're like me, you'll read it just enough to figure out the core systems and design intent, get some stats for stormtroopers, and probably never go back to it again except for some tables. You've watched the movies. You really don't need any more background than that – more information may in fact be unhelpful – and adversaries and starships don't have that many stats to generate.


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I liked Edge of the Empire. With the huge caveat of the quality of the writing, I think it's the best take on Star Wars by far. The dice pool is versatile and provides useful hooks when used efficiently, and helps to narratively empower the players if the GM so desires. Other supporting elements are borrowed from proven systems. Obligations may not seem like a lot, but they are vital in setting the tone and character of the game. While the book doesn't provide the support that one might hope, the game system itself provides enough structure for an experienced GM to run with and gives players opportunities to both play creatively and trick out their characters with cool powers and gear. While it certainly lacks the elegance and professionalism of a Robin Laws or Kenneth Hite game, there is still a lot to like here.

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.