inconsequential ruminations

A minimalist blog, with a pretentious title, about strategy games.

Archive for the ‘boardgames’ tag

Dungeon Lords

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Up until a month ago I had not played any of Vlaada Chvátil’s games, but now I have played Through The Ages, Space Alert and Dungeon Lords. Galaxy Trucker shows up at the club often, so I dare say I’ll add that to the list in a few weeks. Chvátil’s designs are slower and more complicated than I generally like, but they are all interesting and well developed. I can see why he has such an enthusiastic following.

This week we played Dungeon Lords and had a great time. Jeff has played around twenty times and taught us well, throwing in jokes from the rules. We played for two and a half hours, but we ran through an extended tutorial and played slowly. Jeff said we could play it in 90 minutes with experience. The combat tutorial was superb. I wish more complicated games would include these as understanding the rules well made our first game much more enjoyable.

I can’t beat Andy Merritt’s description in his catalogue:

Dungeon adventure board game with an impressive array of components, including two double sided boards, and three further boards, and heaps of cards, tiles and figures. The big twist is that the players are not the adventurers, but rather the assorted shady characters who set up dungeons! This they do competitively, and sometimes it will be necessary to indulge in a little evil to get the job done properly – unfortunately the more evil used the stronger the adventurers that dungeon will attract. Ahhh, the trials of being a dark lord…

Brian Bankler and Chris Farrell have both criticised it for feeling:

a little truncated. It seems like the story wants to develop more, but, on the other hand, the game itself doesn’t want to be any longer.

Personally, I felt the game ended at the right time. You would have to simplify it too much to include more combat rounds in a reasonable time-frame.

Chris also says that:

the determinism of the combat phase is thematically odd and may make it more of a brain-burner than it wants to be.

This what makes the game great. A game with a light feel, but that still requires serious planning. The rest of the game has plenty of chaos and randomness – ruining plans entertainingly.

We played the Advanced rules. Maybe Chris and Brian were playing the Basic rules? Brian recently said this might be his top game of 2009, so he must have reconsidered.

I would not play Dungeon Lords with non-gamers, or even casual gamers, but in the right environment it is excellent. Dungeon Lords manages to be deep, intuitive and has a fun theme. I like it as least as much as Agricola, which may have more variability, but it lacks the fun. Rather like Space Alert, it’s all about seeing plans fall apart under pressure, but it’s less hectic and requires serious strategic thinking.

Jeff was so busy concentrating on teaching us, he made a few mistakes, picked up a lot of evilness and so had to draw both paladins. Ian managed to stay good, but ran out of money and food early. I thought I was going to win as I avoided any serious mistakes until the last turn, but I ran out of money and failed to get enough food, so my monsters deserted me and the last adventurers ravaged my dungeon. Final scores:

  1. Ian – 13
  2. Iain – 4
  3. Jeff – 3

At least none of us got negative points, so we got our Dungeon Lords licences.

To start the night, we played High Society. I always enjoy this game. I think I prefer it to Money or For Sale, as it’s just as fast and strategic, while being more intuitive. Luckily we played the good-looking Uberplay version, not the ugly new Gryphon Games version.

I should point out that the Isleworth Gamers have a session reports blog. I normally post here before that is updated, so it’s not easy for me to link to the reports individually, but it’s worth subscribing in Google Reader if you like session reports.

Written by Iain

May 21st, 2010 at 2:34 pm

Pick Picknic, Space Alert, China, Adventurers

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Fluxx
This week’s games night started with a couple of hands of seven or eight player Fluxx. It’s almost a party game, but it’s way too random and silly for me. The second hand was won before all the players had a chance to take a turn. Even when I’m playing party games, I want something more skilful than this.

After Fluxx I joined in with a group of five players for the evening – Jon, Dan, Maynard and Russ.

Pick Picknic
Simple 20 minute kids game or filler. I can’t improve on Rick Heli’s summary. I didn’t realise there was a Prohibition-themed version too. The artwork is typical Doris Matthäus quality. I will pick this up for my girl when she’s a little older and she has her cousins over. For usability it would be good to replace the chicken food cubes with numbered counters.
Pick Picknic

Space Alert
I was bewildered for the first training mission, as the room was pretty noisy. I could barely hear the audio track, cleverly played from Dan’s phone, and there is quite a lot to take in at first. By the second round I was starting to get it and by the third advanced round, with the battle bots, I was starting to think strategically even though I was still useless.
I like the cooperative aspect and the planning under pressure is fun. I’d like to play this again in a quiet room with other experienced players.
Space Alert

China
A classic 45-minute area-control €urogame with multiple interlocking scoring mechanisms. I traded away the original version of this game, Web of Power, a few years ago and this session made me regret it a little.
China

The Adventurers
This ended the night and was perfect to learn after 10pm. You play a tomb raider escaping from lava and rolling boulder traps. I was the only new player, but still managed to win it, which shows what a random knockabout game it is. The components are excellent and it’s crying out for customisations, expansions and variant rules.
This was my favourite play of the night, even though it’s not necessarily the best game. Maynard deserved to win, being the only one with the nerve to memorise the lava tiles, but he got a little too greedy at the end and was squashed by the boulder with under five spaces to move.

Written by Iain

May 14th, 2010 at 11:40 am

Boardgamegeek and the Creative Commons

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If you have an account at the BoardGameGeek, please consider sharing.

Written by Iain

May 9th, 2010 at 11:19 pm

Posted in boardgames

Tagged with

Kids games

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My daughter Hellie will be five in August, so she can now handle games for six year olds without too much prompting. Chris gave me a valuable rule of thumb for kids games, in that the age on the box is for when kids can play the game together without adults.

Chateau Roquefort

This is 6+ on the box, but Hellie struggled. It is an elaborately produced big-box game themed around teams of mice competing to find cheese in a castle using four action points per turn. The castle has sliding floors and pit traps to make it interesting, but strangely no cats. Hellie will find it easy in about six months and it will be a lot of fun sliding each others mice and the cheese away from each other. Unfortunately the box is big and it is expensive, but you get what you pay for.

Giro Galoppo

Horse racing along a short course with obstacles using a dice deck – six cards numbered from 1-6. Hellie got the hang of it and it is good for her counting.

Sac Noir (Bausack)

We played the simplest variant, Tower of Babel, where you collaborate on a tower. The person who knocks it over takes a bean and the first person to five beans loses. This was the major hit out of our recent games. Hellie got very excited about balancing towers. This will get a lot of play. I have the Sac Noir version, which is hard to get hold of. Looking at the pictures on the Geek, I might as well have got the cheaper white Bausack version.

Highly Suspect (Höchst Verdächtig)

I read about this unpronounceable game years ago in Bruno Faidutti’s review and finally picked it up at the Essen flea market. Hellie enjoyed this, but it was tough for her to see how the tilting board would move the little men. I am not sure how much longer the rocking cardboard base will survive, but I am very happy I have it as it is a very original game. This deserves a reprint – although you can find copies on German eBay.

Written by Iain

May 9th, 2010 at 8:51 pm

Posted in boardgames

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Exxtra, Lexio and Chicago Express

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The Isleworth Gamers are consistently getting at least four games running simultaneously and there’s always a good atmosphere.

Exxtra
Exxtra is a 1998 push-your-luck dice game by Reiner Knizia. This is often compared to Can’t Stop, which is generally higher rated, but I think I prefer Exxtra, because I found Can’t Stop too easy to calculate. Exxtra is a nice simple filler and I would play it again.

Lexio
Lexio is basically a climbing card game, in the same family of games as Gang of Four or Sh!thead, but played with Mah Jong tiles instead of cards. Playing with tiles was pleasant and it’s an easygoing sort of game. I can imagine grannies playing this instead of canasta. Having said that, I prefer tougher games, so I will avoid it.

Chicago Express

Speaking of tougher games, our next game was Chicago Express. This has been around for a couple of years, but I have only managed to fit in three games in of it. I think it’s a classic. If Mikko had not played it so much, I might have ignored it.

Jon asked me to describe Chicago Express at the end of the evening, which stumped me as he has not played 18XX or Acquire. The best I can come up with is:

Intense 45-minute train game where companies run the trains, not players. Players win by investing in the companies most efficiently.

Can anyone else do better? The description at the Geek is poor.

The final scores were:

  1. Paul – 111
  2. Iain – 85
  3. Jim – 72

Bruno Faidutti’s review points out that Chicago Express is crying out for expansion maps. Has anyone seen any?

Written by Iain

May 9th, 2010 at 2:47 pm

Posted in boardgames

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Through the Ages: A Story of Civilization

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I played Through the Ages for the first time yesterday, using the Full version of the rules and with Ian and Steph at the Isleworth Gamers. At a leisurely pace, it took 4½ hours, including rules explanations and set up – so it’s really a weekend game.

I enjoyed it, although was a tough grind, as I had only read the simple version of the rules. By the middle of the game I was able to manage my board without too much help.

I can see why it’s so popular. There is plenty of variety, lots to think about and little luck. The theme is well handled. (Even the reference to Alex Randolph as a leader of civilisation wasn’t too jarring.)

My only complaint is that the core mechanic is quite unintuitive. More and more I’m missing the clean intuitiveness of early eurogame designs. I’ll clean my palate with a few weeks of lighter fare before I take on a stodgy main course like this again.

7/10 although I’m positive my rating will rise once I fully understand the system.

Written by Iain

April 29th, 2010 at 3:07 pm

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Carson City

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Carson City

Carson City is a clever and complicated worker-placement and building game (Caylus with gunfights) which will need several plays to get used to. It lasted 2.5 hours, which felt a bit too long, but we played with five, which may be too many. I expect it would work better for two or three. The Western theme did not work for me. Dice Town implements its theme better as it is more about shoot-outs and gambling than slowly building a town.

Gareth had already won this game three times, and it really showed. Jeff, with ten plays, had not seen such a high score. Gareth manoeuvred himself into the first choice position going into the final round, amassed over $100, picked the sheriff, which let him reserve the the action that allows you to buy VPs for $5. After that it was all over. Phil took to this game well too, scoring a load of points from fire-power tokens.

  1. Gareth – 44
  2. Phil – 34
  3. Iain – 30
  4. Barrie – 25
  5. Jeff – 24

6 Nimmt!

It’s surprising after a decade of playing German games that I have never played 6 Nimmt. I only played one hand, but it was a nice fun filler – working perfectly in a club environment. Quite a lot of tactics for such a simple and light game.

Written by Iain

April 22nd, 2010 at 6:45 am