Archive for April, 2006

Math Trade Conclusion

Friday, April 28th, 2006

I am pleased with the UK math trade.

Given

  • Linie 1
  • Bang! or Nicht die Bohne
  • Louis XIV
  • Executive Decision
  • Can’t Stop

Received

  • Tycoon
  • Fische Fluppen Frikadellen
  • Stockmarket
  • Valley Of The Four Winds
  • Cosmic Encounter (GW)

I hope these become a regular event.

Approaching Britannia

Monday, April 24th, 2006

Via Boardgamenews, I found an interesting article, with Some Tips about Approaching and Playing Britannia by the designer, Lew Pulsipher.

His comments about how the game excels at tournament level are spot on and the tip about how the Romans should hammer the Picts was exactly what did not happen in our game.

UK Biased Math Trade Geeklist

Tuesday, April 18th, 2006

I have not tried to get into Math Trade Geeklists as I live in the UK, but there’s a UK based one that ends tomorrow night. It seems like a clever way to trade away a few old games I am bored with.

Britannia

Tuesday, April 18th, 2006

Four of us played Britannia last night. I had fun, but mainly due to the company. My game experience itself was horrific. I can see why this game is a classic, but it is not my sort of thing.

The most important thing to mention is time. We had a half-hour rules explanation and started at 5pm. We screwed up the rules about activating nations completely, so restarted at 6pm and finished at 11.15pm – five hours and fifteen minutes later. It was a learning game and we were fumbling our way through the rules, but we tried to keep the game moving at a decent rate and I cannot see how the game could be pulled down to four hours without lots of experience.

I picked green, purely because that’s my normal colour. According to Lew Pulsipher’s introduction to the FAQ, it’s the weakest colour, so I should have been wary that I was going to get a trouncing. Green’s main nations are the Welsh, and the Danes. No one had played before and I was not told that the Romans would suddenly leave around 500AD (I should have considered that as I have an archaeology degree), so I did not submit to (ally with) the Romans immediately, but instead tried to see if I could stick it out. The Romans took offence to this and shoved the Welsh completely out of Wales, just leaving us a toehold in Cornwall. From that point onwards, 45 minutes in, my game was over as the Welsh are a slow but substantial income generator for the Greens. My advice to new Green players: hurl yourself at the Romans’ feet as soon as you possibly can. I cannot see why you would not. You give them a few victory points, but there is no benefit to you in hanging on. I will know next time, but my experience of the game after that was awful. Green’s other nations are marginal, until the Danes come along about two thirds of the way through. As it happens my Danes were crushed, due to poor dice rolls and worse decisions, but I cannot see how they could have pulled back my initial disadvantage. I wish I could have been eliminated completely, rather than having to wait around for another four hours.

On the positive side, this game has great historical flavour. The Dark Ages were never on any of my syllabuses, so, being the lazy student I was, I never read up on them. As a Briton, it was great to get a feel for movements of the different groups fighting over Britain at the time.

The components are great, although let down by the board. Why the blazes isn’t Britain green? Anyone who has felt a guilty pang of joy when peering out of a plane window flying back over the overcast fields surrounding Gatwick Airport will know why this matters.

Although I have played a few multiplayer wargames, I have not played one like this before. Unlike the others, this one strives to be very competitive, while keeping a firm grasp on historical narrative. You cannot play this casually purely for the experience or you will get destroyed.

Sadly, it is way too long for what it is. They may have refactored it for the 21st century but it still has a very 80’s playing time. The most damning thing you can say about Britannia is that you could almost play A Game of Thrones twice in the same duration.

Although last night was pretty awful, while I have been contemplating the game and writing about it, I have warmed to the idea of playing again. I might just have to leave it for a while so my wounds can heal.

4/10 – but that should climb with further plays. If it were three hours long, I would give it a 7 and be excited about exploring it more.

BoardGameGeek posts to individual game forums

Thursday, April 6th, 2006

Having given up on the cliques at Spielfrieks and the flame wars and trolls at rec.games.board, I now just occasionally read the forums at the BoardGameGeek. Unfortunately for me, most of the time people discuss games in general and not specific games, so I was pleased to find a link to all the latest posts in the individual game forums. I am pretty sure this was unavailable before the site reorganisation.

It’s been a long time…

Wednesday, April 5th, 2006

(That’s the start of one of my favourite tracks from my teenage years – any guesses?)

Almost a month in fact. The strange thing about blogging is that the longer you leave it, the harder it is to start again. It’s a bit like going to the gym – although less worthwhile.

Stuff I have been up to:

  • 7 Ages – I played this at a full day session at 100%Blades’s (Michael’s) house. Chris Farrell hates it, but I enjoyed it very much. Maybe he is just much more experienced at these long Civilisation-type games and this one is just too average for him? It is definitely long. Our game took over six hours and we still only managed almost three ages. That is definitely a problem, but ultimately, this game is about the experience of playing and not about winning. Unless you could leave the game laid out, you could never finish it in one sitting. For me, a game of this length has to be random so that everyone feels they are in with a chance. Being crushed non-stop for five hours would be no fun at all. The main thing I enjoyed about this game was the wonderful flow of history. For instance, my Romans were immediately extinguished with a Treachery card, so the Etruscans ruled Western Europe until the end of the Third Age. I would not say it is a what-if game, but it is fun to see the permutations. A lot of the game seems to be founding far-flung, hard to reach, but profitable civilisations and keeping out of trouble. It’s ludicrously long, but it is still an 8/10.
  • Domaine – It pulls a lot of the same levers as Tigris and Euphrates. 9/10
  • Shadows over Camelot – We got thumped in our first game. Chris wrote a session report. The gameplay was fun, but unearthing the traitor was the high point. I will definitely play again, but a couple of people in my group dislike cooperative games and I doubt it has long term staying power. 8/10, but only for the traitor.
  • Louis XIV - Dry and abstract, but exquisitely fine-tuned area control game. Simpler to play than to explain. Requires at least a couple of games to get the most out of it, but I am not interested enough to keep it in my collection. 5/10.
  • San Marco – I had not played this since early 2004. It was not as robust as I remember it. Duncan only got to choose first once in the whole game. It is not a huge advantage and it should usually balance out, but it was disappointing. I hope we can get it to the table again soon. The board is beautiful and the choices are excruciating. Still 7/10.
  • San Juan – Still holding up very well. Might be upgraded to 10/10 soon.
  • Monkey Madness – My little boy turned three, so I got him this, purely because it was designed by Reiner Knizia. He really enjoyed it and was laughing his head off when I lost by a mile. It is simplicity itself. You have coloured boards with several slots for your monkeys. You have a bag full of little coloured plastic monkeys. You reach into the bag, like in a lucky dip, and pull out monkeys. The monkey goes to whoever owns that colour of board. It’s perfectly pitched for this age group. 7/10 for three year olds.

I bought the new edition of Polarity, which looks excellent, but very fiddly and difficult. I also got the Dark City expansion for Citadels, which is extraordinarily overpriced. I am surprised at Fantasy Flight. On one hand they are selling Britannia in a 2kg box for about £23, but they are selling 15 or so new purple city cards for £7.