Sunday, May 11, 2008

Manoeuvre, Glory to Rome



I recently had a chance to play Manoeuvre, GMT's latest lightish, wargame/family game crossover attempt. In it, two armies of eight pieces each maneuver, chess-like, over a square grid and attempt to defeat each other. There are 8 different armies in the game, each from a different period and nation – Americans from the Revolution, British and French from the Napoleonic period, Ottomans, and so on. The nations have a different makeup for their eight units: the Ottomans have lots of cavalry while the Americans have none, for example. Each turn you must move one piece one square (two if cavalry), and then you may attack, if cards permit.


Those cards are the core of the game, with board positioning and whatnot being somewhat secondary. Each nation has its own unique deck. Most of the cards are unit cards which match the nation's playing pieces, and are primarily used to fight with those pieces – usually assaults, but also volleys and artillery, with different armies having different mixes (the Russians have lots of artillery, while the Brits are good at volleying). Also included are special actions like forced marches, supply, ambushes, and guerillas. These seemed to be a bit of a mixed bag; a lot of the events are generally useful, like the Supply Columns and leaders, while some sound cool, like Skirmish, but in practice seem to rarely come up. The game is fundamentally about managing these cards – cycling ones you don't need rapidly, looking for high-value combinations, and being willing to let go of a good card that you don't happen to need just now.


To the extent that these card management issues are interesting, Manoeuvre is clever and more subtle than it first appears. There are a fair number of factors that go into deciding the value of a card, when to play it, when to hold it, and when to cycle it. Maybe you have a leader card, which allows units to combine their attacks (among other things), so you have to balance playing it now for a modest attack vs. holding back to try to set up something really devastating vs. realizing you just can't set up that devastating attack anytime reasonably soon and just letting the card go or using it for a lesser effect just to clear it. Frequently you'll want to make lower-odds attacks just to do stir the pot and cycle cards and see what comes your way. On the other hand, since in this game you draw cards at the beginning of your turn, and since unit cards are valuable both on offense and defense, attacks which expend cards can leave you vulnerable to counter-attacks. Even if you're holding junk, just having 5 cards in hand will give your opponent some pause, while burning 4 in a coordinated assault will leave him more confident in his counter-strike.


All this is not bad, Manoeuvre is clever than it looks, and is an interesting little design.


There are three problems, unfortunately. And for me, one of them is a deal-killer.


The first problem is that clever card management and evaluation decisions are not terribly evocative of Napoleonic era tactics. Manoeuvre is basically abstract, moreso even than Memoir '44 and much moreso than Command & Colors: Ancients; I can't help but think of it as Advanced Checkers With Cards. It's not terrible, the nations are unique in ways that are somewhat representative, but even the Ottomans and British, historically armies at different extremes, just do not play that differently in the game. The game is constrained by random terrain, a constant and fixed number of units per army, a single meeting engagement style scenario, and the requirement for plausible game balance ... which just doesn't leave much wiggle room.


Secondly, Manoeuvre has something of a pacing problem, especially in the early game. The units start a fair distance away from each other and move only one space a turn. So the opening game of moving to contact just isn't all that interesting, as the cards don't really provide the same sort of tactical drive as the Command & Colors games. So you're moving guys one space at a time, maybe cycling cards, and the game takes a while for things to mix up and get to the interesting bits. The endgame can be a little protracted as well; since one victory condition is to destroy 5 units, you can get into a game of hunting down the last kill that isn't that compelling. Manoeuvre isn't a long game, fortunately, so this all isn't too bad, but the screws could have been tightened a bit here.


The deal-killer for me? Manoeuvre is a basically-abstract card management game. As such it's on a head-on collision course with a variety of games based on very similar card management and evaluation decisions: Blue Moon, Race for the Galaxy, and Lord of the Rings: The Confrontation, just to pick a few. It's a tough space with quite a few brilliant games, and one in which Manoeuvre just isn't that competitive. It's arguably neither as evocative nor anywhere near as compelling as any of these games, and neither is it simpler or shorter.


I think a much better approach was taken by Cambridge Game Factory's Glory to Rome; thanks to Brian over at the Tao of Gaming for putting me on to it. Glory to Rome is in the same family of games as San Juan and Race to the Galaxy: you're trying to build your little empire of buildings with special powers, and do it efficiently and quickly. Glory to Rome has taken the basic San Juan model and layered on some additional levels.


Each card is used for currency or for a building, but now the roles are on the card too, and if you want to either lead or follow a chosen role, you have to play a matching card. Plus, there are more roles. There are more buildings. And there is more process; if you have a Marble in hand and a Basilica you want to build, you can't just pay for it as you can in San Juan; you have to lay the foundation for the Basilica, perhaps using an Architect; you have to put the Marble into your storehouse first (maybe with a Laborer) and then add it to the building (perhaps with a Craftsman). Or maybe you'll decide that the Marble would be better embezzled and the proceeds put into your personal vault (using a Merchant). The Basilica requires 3 marble to finish, so the game becomes a lot about the process of building – which is good, because that's what Glory to Rome is about, rebuilding Rome after Nero's fire.


Where Glory to Rome wins is in the almost out-of-control special powers associated with the buildings. Building buildings in this game can be time-consuming, so you are rewarded with fairly significant advantages: the ability to draw and cycle lots of cards, put cards directly to your storehouse, use cards as other cards, get multiple activations out of individual cards, steal other players' cards or special powers, or immediately end the game. A lot of these powers allow you to take shortcuts in building future buildings (using some stray Rubble in that Sewer instead of Stone), which is also nice in terms of evoking the feeling of working in a corrupt environment of lax oversight.


And so Glory to Rome careens from power to power, with players erecting powerful buildings and trying to maximize their impact. It's a very edgy game. Unlike San Juan or Race for the Galaxy, you can mess with your fellow-players directly, stealing cards from their hands (using the Legionnaire) for example, and buildings can extend and expand that power. It's a very dynamic, fast-moving game, and one that you can often feel just one powerful card combination away from winning, or live in fear of the next building your opponent is going to finish. To be honest, I don't think for a moment that the building special abilities are all that well-balanced. The Colosseum, which flays your opponents clients and throws them to the lions, is extremely nasty. But it's this edginess, speed, and sharp interaction, combined with flavorful and appropriately cartoony artwork, which makes Glory to Rome appealing. Where Manoeuvre seems to have assiduously courted game balance to a degree that seems to have sucked most of the interest out of the game, Glory to Rome seems to have worried about it only enough to get close, and produced something fast, furious, and fun.


While I’ve found Glory to Rome to be a very fun game, I think it's better with smaller numbers of players – 3 or 4 seems to be a better game than 5. My experience was that early games felt like they ran long; maybe around 90 minutes, and I think the game wants to be 60. Once I had played a time or two, that’s where it ended up, but Glory to Rome does have a learning curve which has an unfortunate side-effect of potentially dragging out the game (Race for the Galaxy is much better in this respect; it has a significant learning curve as well, but not knowing what you’re doing won’t make the game longer). So I'd suggest making sure that your first game or two are played with a smaller player-count, then once the game-play has become second nature and you can easily explain it to others, you can add more players.

Saturday, May 3, 2008

Games, Theme, Lord of the Rings, and Lost Cities


So, a hypothetical question:


Let's say you're a gamer, and you're trying to decide whether you like a game or not (I know, I know, how often does this really come up?). Let's also assume for the moment that games can be cleanly divided into two parts, theme and game-play. Which of these two halves is easier to get one's head around?



The answer I would have given, prior to last year anyway, was that theme is easier. You can easily tell if a game is evoking a certain feel just from playing it, right? What's so hard about that? It's almost not even worth thinking too much about. Most game discussions seem to me to spend far, far more ink on game-play than on theme.


Or is it really as obvious as all that?


If you step back a bit and think about it, it seems otherwise everywhere else. Literature, for example. Take the Lord of the Rings, a perennial favorite of mine and, it seems, of many gamers. It's easy to appreciate these books for their obvious craft: the use of language, the narrative flow, the easy and economical but exceptionally vivid characterization, the incredible attention to detail, the visceral struggle between good and evil. But to understand and appreciate the themes that run through the books requires digging deeper. What is the nature of the evil Tolkien is portraying? Is the Ring in itself a force of evil, or is it simply the power of it that corrupts even the stoutest of hearts? Tolkien uses the language of both, and that ambiguity in exploring the theme of good vs evil is what makes thinking about the book deeply rewarding, and gives the theme strength and subtlety beyond the Manichaeism traditional to fantasy. This is just one of the themes of the book that can be understood more fully only after appreciating the simple excitement of a well-told story.


And so it sometimes is with games, I've come to understand.


Take Reiner Knizia's classic Lost Cities. For the couple readers who may not have played this game, here is a game-play summary: Lost Cities is played with what is essentially a 5-suited but otherwise standard deck of cards. On your turn, you must play a card on your side of the table, onto one of five columns, one for each suit. You can only play cards in ascending order; once you've played the 6, you can't go back and play a 5. If you want to get that 5 out of your hand, you have to play it to the discard pile, but then your opponent can pick it up instead of drawing from the deck. At the end of the game your score is simply the sum of all the cards you've played in a column, minus 20. The face cards are not numeric, but are doublers: you have to play them before you play a numeric card, and they double your score for that suit (not always a good thing!).


Most players will be immediately struck by the constant, wrenching choices the game throws at you. There are rarely obvious plays; you might have a 2 to start an expedition with, but nothing to back it up, or a couple high cards and you have to decide whether to play them or hold them waiting to fill in some lower-valued cards. Figuring out where and what to play is never easy.


But is the game thematic? I think most players (including myself) would instinctively say no, it's just another basically-abstract Knizia game with a theme of pretty pictures and nice presentation. The game gives you no sense of exploration or adventure. You're just playing cards.


Well, maybe. But if you take a deeper look at the choices that drive the play of those cards, you discover that Lost Cities is a game of risk management. How risky is it to double an expedition given what you know about it so far, i.e., what cards you have in hand? Is it worth it to set out early and leave drawing the rest of the cards you need to chance, or do you want to wait and do more research, see what the draw deck gives you? Do you want to start an expedition which you know has a small risk of a negative score, but no chance of a big positive score, or do you take a risk on an expedition with a greater upside but also a greater downside?


Although I've never put together an expedition to a lost city personally, in my mind I imagine that it would be primarily an exercise in managing and mitigating risks – knowing when you've done all the preparation you can expect to do and it's time to get going, or when there are too many unknowns and more preparation is required. Knowing which expeditions have good prospects and which don't. And in the sense of getting right at that idea – of planning and managing risk – Lost Cities does, in fact, carry the theme wonderfully. And almost by definition this thematic success simply cannot be appreciated until you have fully grasped not just the rules, but all the subtle nuances of the game-play, and not just how to play but how to win.


So now I consider Lost Cities, along with a number of other Knizia games I hadn't fully appreciated before, thematically compelling. It's a different way of presenting a theme – not as visceral as being shot at in Battlestations or dodging incoming asteroids in Galaxy Trucker – but also in many ways arguably as successful.


This all came up recently because I played one of Knizia's latest releases, Keltis. This is basically Lost Cities with room for 3 or 4 players, and a few additional touches – there are now bonus points for reaching certain checkpoints in the expeditions before the other players, which introduces a race element and makes the game-play even more exciting and interesting. Alas, we've lost the theme of expedition, replaced with generic Celtic art and no plausible thematic tie-in that I can discern. The game-play is still there, maybe even more interesting than it used to be, but I don't see any theme to strengthen the story. Perhaps it'll take another 6 or 7 years for me to have the aha! insight that illuminates this one. For the moment, though, if such things matter to you, you might want to wait for Rio Grande's version of the game which will apparently stick with the original expedition theme.

Thursday, December 21, 2006

Fowl Play, Pillars of the Earth


Fowl Play: This is another limited release from Richard Breese and his R&D label, available for prices we'll generously call a little high.


The basic idea is that the players are foxes loose in the chicken coop, trying to catch various fowl (turkeys, ducks, chickens, and geese). The basic driver here is that you score points for catching a diversity of prey (a balanced diet, you see), but the different quarry set up in different corners of the map, so once you committed to bagging turkeys, say, it takes time to switch to head over to a different corner and start hunting geese.


At the same time as you are playing your primary role of a fox, you are also moving the fowl to try to evade capture. At the beginning of the game you'll be dealt a single target animal (fowl have three properties: type, color, and shape, for a total of 36 unique pieces – if this all seems a bit confusing, perhaps this picture will be worth a few words) which you are trying to keep alive, and you'll get big points if it survives, and slightly fewer points for animals that share one or more traits. Fowl actually move a little faster than foxes, but you are restricted in what you can move: each turn you play one card that both dictates turn order (via a number) and which fowl you can move (it's got a picture of one unique fowl, and you can move anything that shares at least one trait with it). You can move these fowl a combined total of 3 hexes; your fox only moves two hexes, so while you can't outrun an individual bird, you can outrun a flock.


So, foxes run around, herds of turkeys try desperately to evade, and a lot of fowl don't make it. The game it actually reminds me of, in a rather oblique way, is Titan: The Arena. In both games you have a hidden piece of information identifying someone you're trying to keep alive. But, in both games the tools you have to preserve that creature are quite indirect – you'll mostly be trying to make sure creatures you don't have any stake in don't make it, rather than trying to pump up your own guy, in general. The difference is, Fowl Play is played out as an interesting tactical game of chasing down quarry, while Titan: The Arena is much more of a management/strategic game.


Which brings us to the thing which will probably cause people the most grief about Fowl Play: the final scoring. If you found the indirect final scoring of some of Knizia's earlier games like Samurai a bit opaque, these are as nothing next to Fowl Play. Figuring out who won involves filling in a spreadsheet. You have to figure out who has the most of each the 6 individual different attributes of bird (circle, square, black, white, etc), then score for diversity within each category, then add up all the escapees ... it's a bit involved, and the most complicated part of the game. In general, having the most complicated bit be right at the end is probably not a good plan, from a design perspective.


But the truth is, even though Fowl Play's scoring is complicated, I think it can be boiled down to fairly simple heuristics. Capturing stuff is always good, unless it shares a property with your target. You always need species diversity, and this will be a major driver of your play. Don't worry about the individual categories too much and just go for the easy pickings early, and then build up those holdings later, if you can.


I imagine the design goal here was actually to make the game flow a little bit more easily by making the scoring involved enough that it can't be easily mini-maxed; but I think the same could have been accomplished with a more straightforward system by adding random or more important hidden elements. But, that might have ended up feeling arbitrary, so who knows. At the end of the day, Fowl Play is definitely a light-hearted, fun game with scoring so baroque that that it's going to be a potential issue for many gamers (many of Richard Breese's games share variations on this issue in some aspect of the game or another).


Far be it from me to make excuses for a game which has scoring that is probably too involved and which is a possible show-stopper for many, but still, I liked Fowl Play. I think it's nicely thematic (the birds move around in flocks as they try to avoid the foxes, the foxes hunt better in packs, and the artwork is charming and appropriately cartoony), I like the tactical details of actually moving the pieces around to corner and catch birds (or slip through the foxes' net). It's definitely a medium-weight game that can look like a brain-burner at times (and will probably wither on the vine if played too much that way), but played as a medium-weight with some depth, I definitely think it's fun.


Is it worth what it's currently going for, price-wise? If you don't already own it, probably not (and given that Boulder now has it marked down, perhaps even Breesophiles may have hit their limit on what they're willing to pay). But if someone in your group has sprung for it, it's definitely worth a go.


Pillars of the Earth (Die Säulen Der Erde): If Aladdin's Dragons was a simplified and streamlined version of Keydom, it might be said that Pillars of the Earth does the same for Caylus. Sort of. The situation is a little more complicated in this case, however: unlike Keydom, Caylus needed more than just stuff taken out. Caylus also needed another idea.


So that's sort of what we get. We're still building bits of a cathedral using resources we've gathered. We're still placing workers in areas where they gain special powers. The favors are gone, and the range of building powers is greatly reduced (which is good; too many buildings in Caylus were worthless). Resource generation has been completely changed though, and is now it's own sub-game: players have two different types of pawns, and place worker pawns first to claim available resources, and once that's done, they then place a much smaller number of overseer pawns to gain special powers. This is nice, because compared to Caylus, it forces you to play properly.


The big departure from Caylus, and the part this is going to cause the most grief for some folks, is the overseer placement. Instead of placing in strict player order, pieces are drawn at random (horror!) from a bag. If you're drawn first, you get good placement, but you also need to pay a high price – 8 gold I think it was -– or go to the back of the queue. Each subsequent pawn drawn from the bag pays 1 gold less, until the placements are free.


I'm somewhat undecided on how much I like this. It creates a sort-of auction, in that if there is a good spot on the board, it'll cost about as much to take it as it's worth. Unlike a true auction game, in Pillars of the Earth players aren't usually going to come to hugely different conclusions about the value of each placement. Who actually gets it at that price is obviously somewhat random, but at least they'll most likely pay a fair price, and it rewards good evaluation skills. It's always nice for a game to reward a variety of skills rather than being purely tactical, so that's good, and it's nice to get some of the interest of evaluation without the potentially quite time-consuming process of actually doing quite a few full-fledged auctions.


On the other hand, there definitely are a few times in the game when draw order will matter a lot. Players accumulate resources at a fairly constant rate, as more or less the same mix and quantity of resources are available each turn. You then need to acquire craftspeople – potters, sculptors, carpenters, and so on – to convert those resources into VPs. That rate of resource conversion accelerates rapidly as the game goes on, with early Stonemasons converting 3 or 4 stone into a VP, while later sculptors can turn 1 stone into a VP. Obviously, getting the key craftspeople, especially late in the game when the very few who can use metal become available, can be a big deal. And that can depend on getting picked from the bag at the right time, which can be ultimately unsatisfying, especially in a long-ish game.


Still, overall I enjoyed playing Pillars of the Earth. I think it engages on enough different levels (strategy, tactics, evaluation) for a big-box game, and it's thematically solid (and very well-presented). But I also got the same feeling playing the game as I did playing Space Dealer: it felt like I was being asked to make interesting judgments about the relative values of different options, and do interesting planning, but by the end it didn't feel like the game had a whole lot of depth. It felt like a couple run-throughs were going to give you about all you were likely to get out of it. The strict progression in the availability of craftspeople (and the lack of real variety), the limited variability in the resources cubes available each turn, and the samy-ness of each turn's feel all conspired to convince me that there wasn't a lot of replayability in the package.


The bottom line for me was that I enjoyed Pillars of the Earth, but it's not a game I'd queue up to buy. When it comes out from Mayfair, it'll likely be at the $50 price point, and for me, that's too high. I'm not sure what I would pay; I'm not sure I'd buy even if it were $30. I enjoyed it well enough, but it's one of those games I'd prefer to play on someone else's copy.


2011 Update on Pillars of the Earth: Pillars took a while to grow on me – over 5 plays – but it finally won me over, and I did add it to my collection. I think the random draw of workers from the bag is quite effective in both introducing some unpredictability and in generally fairly-pricing worker spots, giving the game a somewhat more nuanced evaluation process than similar games. And the process of building the Cathedral is legitimately evocative, unlike the pasted-on throw-a-few-bricks-together ting we get in similar games. In general, worker-placement is a genre which holds little appeal for me; Pillars is one of the few entries that I like (along with Agricola, Le Havre, Breese's Aladdin's Dragons that pioneered the genre, and probably at least one more I'm forgetting). It's not a game I'm ever going to play a ton, but it's kept its spot in my collection over the years. I like the expansion for its added craftspeople, but more than 4 players is not better.

Wednesday, December 13, 2006

Tile-Laying Extravaganza: Gheos, Taluva, Bison


Gheos: This is a new tile-laying game from Z-Man, with a Civilization building theme and triangular tiles. You build up continents with different Civilizations, claim stakes in those Civilizations, and score points for the resources the Civilizations you have stakes in control.


Gheos struck me as just being incredibly bland. The tiles are triangular, and the format for all of them is that all three corners have water and all three edges have land, so the range of different tile configurations is very small; usually, it's just a question of what resources they have, a question which really is not that interesting. Because you can always stack tiles on top of each other, so you can play any tile anywhere at any time (which can break up or join continents, which allows civilizations to migrate or merge), the flow of the game has very little coherence.


And of course a tile-laying game can always cover any issues by looking impressive once laid out; but Gheos' look is pretty bland and it just isn't visually interesting.


Nice try, but for me, not there.


Taluva: Well, one complaint that certainly can't be leveled at Taluva is that it's not visually interesting. From the rich tropical colors (including nicely-chosen player colors) to the well-illustrated volcanoes and beaches, nice graphics are certainly one thing Taluva can deliver.


Players are colonizing the island of Taluva, which, sadly, is wracked by volcanoes. You've got three different types of buildings (Temples, Towers, and Huts), which are played under different conditions (huts anywhere, Towers only on high ground, and Temples only in larger settlements). You can win either by placing all of two types of your pieces, or by having the most Temples in play at the end. But, if you ever cannot place a building, you immediately lose!


Taluva is more or less what you would expect from a Carcassonne-like tile-laying game. Expand the island, slap down your pieces, and carve out your areas. It's got the twist that volcanic eruptions can allow you to build up as well as out, and also can wipe out other people's pieces (giving it a touch of overt competition), but I still think of it as being a pretty close cousin to Carcassonne. I think where it scores is the relatively open play (you can put down buildings almost anywhere, and there are only a few restrictions on where you can place tiles), the somewhat more strategic play in building up your little villages, and of course in the very attractive appearance once you've got everything laid out on the table.


For me, it's another solid game from Hans im Glück, a game that is sufficiently straightforward and attractive to be easy to get on the table yet gamerly enough to be engaging for the more discriminating player. More gamerly than Carcassonne, I think, maybe on par with Thurn and Taxis. Not an obvious pick for my year-end top 10, but fun, and one I'm glad to own.


Bison: After Hey! That's My Fish! and Revolution, I was back on board with Phalanx, at least partially. Bison is their new game from Kramer and Kiesling, and it's not a game you would mistake for something by any other designer.


Although the two games are quite different in actual play, the game that Bison fundamentally reminded me of is El Cabellero. It's got the Kramer trademark of pieces split between your active area and a reserve which you have to pay to activate. You've got the expanding world divided up into regions that you want to control with your pieces for points.


Players are Native American hunters rounding up fish (from streams), turkeys (from mountains), and buffalo (from the plains). A feature of Kramer/Kiesling designs is actions points, and Bison has them, kind of. A round is each player taking one action in turn – expanding the world and placing new guys from your supply onto the new tile, moving guys around on the board, or building settlements. There are a total of 6 variations on these actions, and four rounds in a turn, so you aren't going to do all of them every turn, but you have to expand the world at some point. As your guys control terrain on the board, they will score animals in the hunt, and then those animals are the currency you have to use to further expand. The player with the most income at the end – not the most animals in stock – wins. In a further twist, the 3 different types of animals you can score are fairly interchangeable during the game when paying to take actions, but at game end, it's the player with the Ingenious-style "most of the least" that wins.


I liked Bison. Again, it's basically a tile-laying game, but it's got enough clever elements to make it different. It's definitely similar in feel to Kramer(/Kiesling)'s previous action-point and area-control games to be recognizable, but it mixes it up enough and contains enough new to have a rather different feel to it. The visual design of the game is a little more abstract, and I think it will not be as universally appealing as the artful Taluva or the lighthearted Carcassonne: Hunters & Gatherers, but I liked the look of the world unfolding.


There is an enormous caveat to this, however. Tikal, Torres, Java, and El Cabellero could all bog down because all information is open and players have enough options that some people are going to want to analyze them all, perhaps a couple times. Far be it from me to criticize other people's style of play, but there are people who always seem to need concrete answers and are impervious to the fact that they are taking far longer than everyone else to find them. It would be ideal if a game like Bison, that I think really wants to be about 45-60 minutes long, would have more hidden information or more uncertainty so as to not encourage this sort of thing. But, sadly, it does not, and so in the wrong set of circumstances the game can screech to a halt. In fairness, Phalanx is strikingly honest about the playing time on the box – it says 90 minutes – but Bison is really not that deep, in my opinion. So don't play it with anyone you wouldn't play Tikal, Torres, or any other game prone to excess analysis. The failing of Bison is that while Tikal has enough depth to reward a fair amount of thought, I'm not sure Bison really does.

Thursday, December 7, 2006

Space Dealer, Factory Fun: games where you have to think fast

Space Dealer is a new real-time boardgame from Eggert-Spiele which I almost didn't buy. Honestly, I haven't played anything from them that I thought was any good (no, not even Antike). But when I heard the gimmick – using a whole mess of timers to moderate a real-time game – I had to give it a try.*


The basic idea is that each player is a space-going trading empire. You need to develop your infrastructure (more power, more production, more special powers), produce goods, and then ship those goods off to your neighboring planets. Getting the right goods to your neighbors before anyone else does gets you points (it also gets the recipient points, although usually quite a bit fewer).


Everything in the game is done with 30-second timers, of which each player initially has two. Want to build a new mine? Slap a 30-second timer on the card and wait for it to finish. Want to dig some green cubes out of your just-built mine? Ditto. Want to fly your ship to a neighboring star system (the players are laid out around the table in a circle, with each player two hops from the adjacent player)? Put a timer on it. You can see the pattern.


The nice thing about Space Dealer is that while 30 seconds or so isn't a lot of time, it's also not crushingly fast. You'll feel time pressures to make decisions, especially early as players ramp up and you're feeling pressure to get your production engine going. And once you've set yourself on a course of action for a few minutes, you want to take actions quickly so your timers aren't idle. And as timers are exhausting every 15 seconds or so, keeping up with everything without making a bone-headed maneuver can get to be challenging at times.


I liked Space Dealer. It seemed to be in a very nice spot. The pace is quick but not frantic, the decisions about what to do (upgrade technology, build, produce) are interesting but easy enough to grasp that they can be played in realtime, and ultimately good play is about making good choices under time pressure and not just about playing fast. I've played it half a dozen times now and I've always enjoyed it, and I suspect it'll keep a spot in my collection for a good while.


Ah, but there is (of course) a caveat. Space Dealer is a gimmick game. I think the gimmick, the time pressure and the real-time activity, is well-executed and so it's fun to play for just that reason. And in a terrific move, Space Dealer includes a CD with music that goes on for exactly 30 minutes and both counts down the time remaining at intervals, as well as ratchets up the tension as the game goes on. I can't imagine playing this game without the CD. But sadly, I doubt that there is serious replayability in the package. The range of production and special power cards you can build to expand your empire is somewhat limited, and I think that for most people, after a handful of games you will have seen about all that the game has to offer. Also, I've mentioned before that I think good games of this sort should, in general, end while player still have things left to do and real choices remaining. Space Dealer seems to end about when everyone is done: all the worthwhile cards in the game have been built, virtually all the demands are fulfilled, and there is little left to do but run out the clock on the last few remaining actions and see whose ship is going to arrive in the last 20 seconds and whose isn't. It leaves you with a sense of a game that was fun, but not one waiting to be explored.


But I still like it. I imagine Space Dealer will end up being one of those games that we play a bunch now, because it's new and cool, and then will go onto the shelf to be brought out once or twice a year because it's so unique and because it's fun. Maybe Eggert can do an expansion or two with more cards, more activities, and more development options to give the game more range.


Postscript: Space Dealer has a slightly awkward basic/advanced game breakdown, which I don't think quite works. Here is the combination of rules that I have settled on: use advanced rules, but drop the neutral planets and the four technology cards that sabotage other players. Also, play that the Fusion mines produce two cubes in the color of you choice (as the graphics would seem to indicate), not four cubes (as the rules say). The "basic" game doesn't quite work; if you're reading this blog, you should go direct to this configuration. If you want an intro, do what we did, play a 5-minute training game, then reset and play the whole thing.


2011 Update on Space Dealer: Space Dealer is a game that has kept its spot in my collection for its great, unique gameplay, but just doesn't come off the shelf very often. The All-Zeit expansion helped a great deal by filling in some gaps and allowing the game to end with options still on the table, which is great, but like the base game it added a number of suspect elements (the points for reaching level 3 last are a terrible idea). Plus it made problematically  complicated a game that relies on its real-time aspect to be fun. Space Dealer has always been a game that felt like it succeeded despite its underdevelopment. There is still a better game to be designed out of these ideas.


Factory Fun: It's clearly a factory, but it it fun? Short answer: Yes.


Factory Fun reminds me vaguely of the old Parker Brothers' game WaterWorks which I played as a kid, in that it involves a lot of pipes. You're building a factory. Over the game, you acquire machinery that needs to be hooked up. Those machines have inputs and outputs; the inputs have to be hooked up to either your supply, or to other machines that produce the right output. Space is limited, so you end up routing your pipes out the side, around an intervening machine, taking a left at the column in the middle of your factory floor, and then to its destination.


Machines are acquired by means of a "speed auction". Each player designates one hand as their "flipping hand" and one hand as their "grabbing hand". Everyone flips a machine. Then you grab the one you want. Or not, if someone else gets to it first. I've seen and heard some moaning about this technique, and how you should just do a money auction, but I like the grabbing. Factory Fun is a light game. It should be played quickly. You can't beat everyone scrambling for their machine of choice in terms of resolution time.


Once you've grabbed your machine, you're faced with an interesting mini-puzzle of how to connect it up without breaking the bank (each bit of piping costs a monetary unit); and at the end of the day that's what Factory Fun really is, basically 10 clever and fun little mini-puzzles where you try to fit your factory together while still hedging your bets to keep your options open for the next machine you acquire (much like Take it Easy). I enjoy these little puzzles, and so I enjoyed the game.


If Factory Fun has a flaw, it's in the scoring. Each machine gets a flat point pay-out when you hook it into your factory. At the end of the game, you get a bonus for hooking the output of one machine into the input of another (better value-add, you see). This bonus is huge, and is the tail that wags the dog here, I think. Getting your machines hooked up in serial is far more important than anything else, to the point that I think it drives the game unduly.


Because of this, after about 5 or 6 games, I'm starting to tire of Factory Fun a little. I think the puzzles are clever, and the game is not too long, but once I realized that hooking up machines in sequence trumped all else, it lost a bit of its edge for me. The other pressures (space in the factory, wiring things up efficiently) just don't seem quite strong enough to really give the game tension in the long run.


2011 Update on Factory Fun: Z-Man now has a new edition of this out which is much nicer than the original, supporting up to 5 players with variant maps, some new pipe configurations, and an overall higher-quality production. This is a game I don't play very often but always enjoy when I do.


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* One kind of game I will always buy is one which echoes one of my small stock of my own game design ideas. About 5 years ago, after Knizia's Lord of the Rings came out, I was briefly working on a real-time game idea using timers. It was a cooperative game based on the US Space Program in the 60s, where players each had responsibility for finishing one component of the program. It involved completing projects by allocating timers to them. I never really developed the idea to the point where I thought it would actually work. But when Space Dealer came along with a similar concept, I had to give it a try.


I got a similar sense of deja vu recently when reading about Face 2 Face's new game Moai. I had almost exactly the same idea for a game after reading Collapse.

Monday, November 27, 2006

Augsburg 1520, Gloria Mundi


Augsburg 1520: alea has been taking some hits for some of their recent games (Rum & Pirates, Fifth Avenue, Mammoth Hunters), but even though they haven't maintained their "every release a classic" run from Ra to Puerto Rico, I've still always found something to like in their games (it's helped that their line shows great range; their first 6 big-box games included bidding, bluffing, tactical, and negotiation games). Fifth Avenue, Mammoth Hunters, and Die Sieben Weisen are all games I liked for their solid execution of interesting ideas, even if they aren't all tremendously replayable. And Rum & Pirates was just fun (I've played a number of times since, and no, I haven't changed my mind on that). Only the so-so Wyatt Earp is out in the cold, but even that had an interesting twist on Rummy, with more incremental instead of all-or-nothing scoring. And of course the relatively recent San Juan is amongst the best games in their line.


Which leaves Augsburg 1520 as the first alea game to leave me more or less flat, with my desire to play again largely driven by confidence in the brand rather than any specific desire to see if it'll work out in the end.


Augsburg 1520 is a bidding game. It's of the traditional empire-building variety, where you have to acquire either stuff that generates more money, or actual victory points (Saint Petersburg is an exemplar of this sort of game). That choice between cash and VPs is OK, and has a few interesting twists – there are two choke-points, for example, where you have to buy a very expensive Church or Cathedral to proceed, but players who buy early pay a lot more than players who buy late – but it isn't anything we fundamentally haven't seen before. The bidding part is also OK. Each turn has 5 rewards on offer and 5 auctions. Players bid a quantity of money cards, which are color-coded to a specific auction (the last auction is wild; you can bid anything). The bidding is poker-style, with each player "calling" or "raising" the number of bid cards in turn, and after everyone drops or "calls" without raising we reveal our bids and the largest number of cards bid (the one with the single highest valued card in case of multiple high bids, which will usually be the case) wins. This has the great virtue of being comparatively quick (no endlessly circling the table), since there are a lot of auctions in each game.


The feedback between the bidding and the economic game is also interesting: each turn you're dealt a number of bidding cards. You then have to pay for the ones you want. Low-valued ones are cheap, while high-valued cards are expensive. The cards have cleverly printed their costs on the back, so you can verify everything without needing to see what exactly everyone is buying. This is interesting in that you have some choice of going for breadth or depth, or saving to buy a Church, but in practice it seems that most of the time you're going to buy almost all the cards you are dealt, so it doesn't seem to be as interesting as one might hope.


There are two major downsides.


The first is a bit of an endgame problem. Because some of the auctions are for victory point producing tiles that only a few players can have, and if you win it you get to steal it from somebody, you can see an endgame situation where a player in a distant third has to make a choice about who to steal victory points from that determines who wins, and that choice is ultimately arbitrary. It's not going to happen all the time, but it's always deflating when it does.


Secondly, don't even try to explain the theme of this game to people. It involves purchasing debt from German nobility and then canceling that debt in return for favors. When I bought the game from my local game shop, the clerk (who was unfamiliar with it) was reading the copy text on the back about various debt transactions and remarked "wow! the game almost sells itself!", albeit with a suspicious lack of enthusiasm. I muttered something about perhaps it being more meaningful if you're German. I notice that they haven't restocked since I bought their last copy. Let's just say, the theme is not terribly compelling, and neither does it make much sense in terms of the game-play.


Ultimately, I don't know. The initial impression is that the endgame has potential issues, and the game has interesting bits that don't quite seem to cohere or add up to more than the sum of the parts. And the theme is weak. On the other hand, this is an alea game, it is unusual for a bidding game, and some of those bits are interesting and clearly have some depth, it's not too long, and so I'll play it again for those reasons. But it's definitely not a game that grabbed me. Who knows; maybe in a few more plays I'll be raving about it, but it seems unlikely, and that endgame issue will likely remain a sore point.


2011 Update: I actually played Augsburg 1520 recently, at BGG.con 2011, and it seems to come out once a year. I'm not going to say the game is underrated. But it's a clever and unusual bidding game, and good bidding games not by Reiner Knizia are rare. This writeup probably doesn't do it full justice. The endgame isn't as problematic as I worried. There is nuance to the acquisition of things on the various tracks, and timing is everything. The back-and-forth as people take titles from each other makes the game dynamic in a good way. Also, it helps to play the rule for the Master Builder correctly (it's confusing). The game is probably best with 4. Augsburg 1520 has been on the block a couple times for selling off – space for our game collection is tight – but we always play it first and it goes back on the shelf, even though my complete set of alea games has finally been broken up (Macao and Mammoth Hunters hit the road).


Gloria Mundi: Let's just say, my expectations for Gloria Mundi were low. Really low. Sometimes that's no bad thing.


This is another infrastructure vs. victory points game, this time in Rome. The Visigoths are coming, ripping up the landscape as they go, and you are trying to get to Carthage (where I guess the Vandals, despite their name, aren't as bad) before they get you. But you need to pay for your ticket out of town with gold, agricultural products, and, um, small rectangular white things.


Gloria Mundi's main selling point is the well-realized theme. Gloria Mundi is chaotic, but with the Visigoths closing in and everyone running away as fast as they can, what else would it be? The players are constantly fighting the frustration of seeing their good work destroyed by pillaging Visigoths, but hey, Rome is collapsing here, what do you expect? Low inflation and a buoyant stock market? I don't think so.


Obviously, the theme only goes so far, but it does help a lot. Underneath the theme, Gloria Mundi is a mixed bag. To start with the bad, the most obvious problem is that the iconography on the cards is really hideous: the same symbol can mean different things at different times, rules are not interpreted consistently across similar symbols, and in many cases the symbols themselves are not illuminating. The special powers on the cards are not complicated, but the way they are presented is often so completely opaque that you'll need a play-through just to figure everything out. This is really bad. I've always said that if you are only going to get a few plays out of a game, it's really important that the first one not be wasted. Also, the pillaging mechanic, where the Visigoths destroy players' holdings, is a bit arbitrary and is bound to leave people feeling gratuitously hosed at some point or another. And the mechanism for acquiring new cards is such that planning is almost impossible and if you are able to buy a card with a special power that gives you some good synergies, you should thank your lucky stars. Since Gloria Mundi is very much about the special powers of cards you acquire rather than raw production (unlike, say, Saint Petersburg), this can be an issue.


As for the good stuff, I like how the economic model works. Cards are divided up into farms, legions, and cities. Each turn you play a card from your hand and add it to your holdings, and that also indicated which types of holdings pay for everyone. So if I play a city card, I not only get a new city (which pays a gold), everyone activates all their cities. Each of these cards can then be augmented with power cards bought from the deck. This is kind of neat, and the frequent destruction makes things interesting and prevents any sort of runaway leader issue. And it's interesting that your supply of Farm cards, say, is fixed, so if you invest heavily in one area early you get a good payoff, but it can leave you badly constrained later on when all you have are City or Legion cards which benefit your opponents more than you.


So what does all this mean? I like the theme, I like the card-play, and the art is fantastic; that might be enough to get the game on the table for a bit. What ultimately kills Gloria Mundi for me, though, is the length. Our game was pushing two hours, although I'm not sure how much of that was spent bickering over what the heck the symbols were supposed to mean. At 45 minutes, an hour at the outside, I think Gloria Mundi would have been a neat, if rather chaotic and ultimately disposable, game experience. At the kind of length we saw, though, forget it. I'm sure more play would bring it down, but I just can't see it coming down enough.


I should mention too that while the box says the game goes up to 6 players, I expect four is the sweet spot. Chaos and downtime go up with each added player, and your ability to plan will asymptotically approach zero (although the game length won't go up too much). I might play Gloria Mundi again, but I would be leery of adding a fifth player and would play something else with 6.

Friday, November 3, 2006

Shifting Sands


I've been putting off doing this write-up, because I feel like my track record on these card games is sketchy. I'll play one of them a couple or a few times, the game will be fun, I'll do the write-up, and then the game promptly crashes and burns the very next time I play it. Such was the case for The Napoleonic Wars, Triumph of Chaos, and Sword of Rome, all of which hit the wall pretty hard (some harder than others, though). I'd probably be tougher on Twilight Struggle if I wrote my review today. Here I Stand, a game I do still like, nonetheless couldn't hold the enthusiasm generated by the first few games and it overall must be judged to have some significant issues.


So, I was not sure what to do with Shifting Sands. But, having now played three times, I've cracked and you get this.


Shifting Sands is a direct descendant of GMT and Ted Raicer's classic games Barbarossa to Berlin and Paths of Glory. The core game system is virtually identical. On your turn, you play a card from your hand, and choose between operations (movement and combat), replacements, strategic moves, or the military or political event. If you choose operations, you spend the number the card gives you to activate units around the board. While your infantry holds the line and provides mass, armor units form the critical core of your army, and drive a lot of the tactical interest by having the ability to shift the weight of an attack easily and rapidly, as well as to add the possibility of overrunning defending units.


From a historical perspective, the war in the Western Desert was not so much blitzkrieg in miniature as it was a series of set-piece battles interspersed with cavalry-style raids and flanking maneuvers, and the tactics of Shifting Sands capture elements of this. Because of the maneuverability of armored units, the overrun results, and possible armor attack bonuses, the offensive is very powerful when things are taking place in the open with insecure flanks. But once you hit a choke-point where flanks can be secured, or once the defender gets some terrain to take advantage of, things turn into a slugging match.


But, the tactical game – while certainly interesting – is not really Shifting Sands' major focus. As it was for Paths of Glory, Shifting Sands is about resource management. Limited cards and limited action points have to be split wisely between operations, replacements, and events. And operations have to be prioritized wisely amongst the game's several theaters.


Each player gets their own deck of cards, divided into three piles. The 1940 deck, like Paths of Glory's Mobilization deck, is small, and the players will go through it in a couple turns. 1941 gets a bit thicker, and then 1942 adds quite a few cards. The thing that makes Shifting Sands feel different, though, is the rapidly-escalating hand sizes. Your hand starts with the Paths of Glory-standard 7 cards, but grows to 10 cards by the end (although it can be temporarily suppressed by Malta-related activities). These large hand sizes make a big difference: the most noticeable is the enhancement in the value of combat cards, since playing them will vary rarely cost you an activation as they often do in Paths of Glory (playing a card's event to influence combat means that card can't be used in one of your 6 impulses to actually do stuff. So if there's a card you need to save for next turn for an important event, and a card you play as a combat card, with a 7 card hand that leaves you one short for your actual impulses). This, combined with combat cards that seem on average somewhat more powerful than the ones in Paths of Glory or Barbarossa to Berlin, is a very nice feature that makes combat a lot more uncertain and interesting, and the availability of combat cards can affect your planning in a way that the much more incidental cards in Barbarossa to Berlin usually don't.


Apart from the Western Desert, Shifting Sands also features two peripheral theaters, the Near East and East Africa. These are separate gameplay areas in which the Axis ultimately have little to no hope of accomplishing anything constructive, but which can be a drain on British resources. Juggling them ultimately feels like juggling the fronts in Paths of Glory – how can the Serbians be finished off most efficiently? – but the advantage Shifting Sands has is that these resource management tradeoffs make some actual thematic sense. In Paths of Glory, Germany is slowing down Schlieffen's right wing in order to allow Austria-Hungary to spend operations to battle Serbia, which makes absolutely no sense. In Shifting Sands, having the British choose between spending resources in East Africa or the Western Desert is at least not intuitively jarring.


The other thing is that the game contains many powerful and important event cards, and has a number of sequencing issues – the biggest being a whole series of cards revolving around the reinforcement, siege and possible Axis seizure of Malta. The larger hand sizes makes the management and cycling of cards and events more manageable (compare to the incredibly unwieldy and accident-prone Russian Capitulation Sequence in Paths of Glory).


As for my impressions? Shifting Sands initially get about the same reception as Michael Rinella's previous game, Monty's Gamble: Market Garden. I liked both games right away. But on the other hand, both games are so similar in feel to their predecessors (Paths of Glory and Breakout: Normandy), that they didn't get an initial "wow" the way the originals did when I first played them. But as I came to grips with the new games, I realized that the situations and feel and details are quite different, and interesting in their own right. I really like that both of his games have not just introduced added complexity and playing time, as is unfortunately traditional with spinoff games, but have been able to cleanly port the underlying system to new situations while arguably reducing the complexity and slimming down the playing time. Breakout: Normandy is a 6-hour game, which is just a bit uncomfortable, while Paths of Glory and Barbarossa to Berlin are both 10+ hours. On the other hand, Monty's Gamble is a great and very compact and comfortable 3 to 4 hour game, and Shifting Sands can be finished in 5. Monty's Gamble's length is perfect; Shifting Sands is probably a touch long – like in Barbarossa to Berlin, the endgame of mopping up the outnumbered, outgunned, and outclassed Axis is not the most compelling gaming experience ever devised – but on the scale of these things Shifting Sands is a dense game with lots of activity and I have no complaints. Unlike Here I Stand, which can feature significant periods of minimal activity and accomplishment, things are always happening in Shifting Sands.


I can no longer seriously talk about any of these games as "simulations", but from what I'll call a "thematic" standpoint, Shifting Sands does pretty well, better I think than many others in this category. The core card mechanism it uses was brilliant when it was originally perfected in Hannibal: Rome vs. Carthage because it both introduced gameplay tension (having to balance military and political actions) and successfully conveyed a sense of the fog of war of the period. Later games have successfully used cards to achieve game tension, but in my opinion they haven't always modeled or evoked anything in particular thematically. Paths of Glory was a notable offender in this regard. Why am I trading off Russian vs. French activity? Weren't these two different nations, with two totally separate supply and command chains? Sure, coordination of offensives between the two nations was hard, but the game model is not coordination problems; the model is that there was a fixed amount of military activity that has to be divvied up amongst the French, British, and Russians, which was clearly just not how things worked. Similarly, presumably the drafting and training areas of the military-industrial complex were going to churn out soldiers regardless of whether or not higher-ups took a break to play a card as Replacement Points instead of happening to notice that someone seems to have sunk the Lusitania. The real limit on replacements was the available manpower pool, from everything I've read, something which Paths of Glory pays no attention to.


For me anyway, Shifting Sands is on sounder thematic footing, even though it uses the same system. The antagonists are each drawing from one resource pool, so the decisions about the Western Desert vs. East Africa vs. the Near East make more sense (at least until right at the very end, with the Torch landings, which has the Allies starting to make the same strange trade-offs – who will be active today, the Americans or British? – that you make in Paths of Glory). Supplies in the desert were notoriously variable, so the randomness of the cards feels more plausible. Even the replacement point system, while not great, can be rationalized much more easily here.


On the other hand, any time you repurpose an existing game system to the degree that is the case here, there is bound to be a limit on how much you can do thematically. For example, I think Rommel in the Desert does more with less – Rommel really seems to capture a fundamental tactical and operational feel for the desert campaign, while Shifting Sands takes more of a "storybook" approach, similar (obviously) to that of Paths of Glory: the story of the campaign is told through the event cards, and the players follow along. In Rommel in the Desert, players are making fundamentally authentic-feeling decisions; in Shifting Sands, the campaigns unfold before you. That makes it sound, bad, I know, which doesn't seem right; but for me personally, I prefer a game which can grasp a couple things fundamentally rather than doing a lot of things superficially. Thus, I think I find Rommel in the Desert the more convincing game, all the more so for having good scenarios playable in a couple of hours. But, by the same token, Shifting Sands does capture the sweep of the entire theatre while Rommel focusses solely on the Western Desert.


Does Shifting Sands succeed as a game? On that count, for me the answer is much more clear – I definitely enjoyed it all three times I played. The game isn't completely clean; there is some complexity to the interrelated nature of a bunch of the events in the deck that it'll be difficult to really understand until you've played a couple of times, and that complexity is probably a little overdone. The game is probably a touch too long, and the graphic designers over at MMP could have done significantly better in conveying information in the physical design. But these are my only complaints, and they are minor. The game plays more cleanly and with fewer special cases than either predecessor (Paths of Glory and Barbarossa to Berlin), it plays in reasonable time, presents the players with lots of interesting decisions, does it constantly with little slack time, maintains its interest almost right to the end, and appears to have well-designed and interesting cards and decks which tell the story of the desert campaign. I look forward to playing it more.


2011 Update: I wasn't logging my plays on BoardGameGeek back when Shifting Sands was in more in regular circulation, but I'm guessing I got about 10 plays out of it. My most recent play was just a few months ago, PBeM via VASSAL. Given the fond memories I have of the game, playing again was oddly unsatisfying, and I think it boils down to the Torch invasion. The inevitability of Torch tends to constrain the game – if the Germans are hanging on with prospects in Egypt, the impact of Torch will be disastrous since it seems like they can't hold off the Allies in the west without the DAK. It means that at a certain point, the Germans simply have to abandon everything to form defensive lines in Tunisia and Libya, or they lose. The game then becomes a siege. It's a somewhat unsatisfying end to what is otherwise a quite riveting game. I still count myself as a fan of Shifting Sands, and the more moderate playing time is a big deal. But it never quite exerted the same hold on me that WWII: Barbarossa to Berlin did.