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Showing posts with label GBG. Show all posts
Showing posts with label GBG. Show all posts

Sunday, January 1, 2012

Year in Review 2011


Happy New Year!

2011 will go down as the first year I recorded my plays on BGG!

Games Played by Month

    January       106
    February       98   
    March           38   
    April             46   
    May              25   
    June              34   
    July               57   
    August          67   
    September     25   
    October         11
    November      8   
    December     32

Total:         547

January and February are the times when TotalCon and TempleCon happen, and obviously August is the WBC.

Top 5 Most Played:

    Dominion       61
    Brass              51
    Puerto Rico    43
    Stone Age      33
    Power Grid    29

You might notice that all of these games exist on Bretspielwelt... I went through a heavy Dominion phase there, and I was really happy they brought Puerto Rico back to it.


Best New Games from 2011

No Retreat! - simple, elegent, yet not simplistic. A great wargame I'd love to play a lot more.
Navegador - I love the market in this game, where players can affect the market in both directions. A game that definitely has different paths to victory, and probably my favorite art in any boardgame. (Although the new reprint of 1830 is excellent as well!)
Troyes - played this on two separate occasions months apart, still contemplating a purchase. I also love the art in this game!

Biggest Comeback Games

After playing into the semifinals of Agricola at the WBC, I found a new appreciation for the game and have been eager to play it a ton. I'm excited to have found the online site http://www.boiteajeux.net/ which has asynchronous play there. If anyone wants to start up a game with me, let me know and I'll get people together.

I finally decided to give Through the Ages another chance as well, and am seeing what it is people love about it.

Biggest Surprise

Somehow I only played Twilight Struggle 11 times in 2011, and not a single game of Combat Commander, despite getting the first Pacific expansion and recent the Resistance boxed set.

Finally Got to Play Awards
Indonesia - I'd been waiting to play this forever, and finally played it at Eric's twice in two days. I liked it but didn't love it, and wish it was easier to get and a little easier on the eyes. I guess I feel like I'd rather play 1830 or 1856.

Battlestar Galactica - while I don't love the idea of a co-op game, this one really delivered. Having just watched the whole series didn't hurt!


Vegas Showdown - it's true, I love auction games! Why does this have to be a cheaply produced Hasbro game?

In the Year of the Dragon - finally snuck this one in before the end of the year. I definitely enjoyed it! Surprised that I never see people playing this at WBC.

Disappointments of the Year


Merkator - beautifully produced but something about it just seemed soulless.

Urban Sprawl - the chaos in this game is unacceptable. And this coming from a lover of Combat Commander.


Fighting Formations - I liked it but expected to love it. Too fiddly and seemed to be too tough for the Russian in most scenarios.

Game I Most Regretted Playing

Rallyman - I'm not going to say anything about this one because I like it so little.

Games I Wished I Had Played

Ardennes '44 - I love this game and would love to play it a few times in a row to get to know it better.

Combat Commander - as mentioned earlier!

War of the Ring - I need to give that game more love... and it just got reprinted!

Steam - how could I not have played this once?

Hammer of the Scots

Macao - I liked this in 2011... surprised I never played it again.

Friedrich/Maria - someday, I will play these...

Kingsburg - I see people play it all the time, and yet, I haven't.

Rommel in the Desert - someday I will get to this classic!

WBC Summary

I made the most semifinals I've ever made at 6, but could only play in 5 of them. (Power Grid, Le Havre, Brass, Princes of Glorence, Agricola, Caylus) I really wanted to make 2 finals for the first time, but it wasn't in the cards, and I only made it to the finals of Power Grid and came in 5th. My goal is to someday be in two finals in one year or finally win a tournament. I'm clearly good enough at games to make it to the semis of any game I put some work into, but I'm not in that top tier of players yet.


Wargame Summary

With GBGers this year: I played Twilight Struggle with Asher, Napoleon at Waterloo with Eric, Fighting Formations with Marty, Europe Engulfed with Andy Y., Labyrinth with Andy L. and Marty x2, Wilderness War with Marty, Saratoga with Andy, Paths of Glory with Eric, Napoleonic Wars with Marty, Dirk, Tom and Rob, No Retreat with Andy L.

2011 was a great year for gaming. I probably leaned more towards Eurogames this year, but 2012 will be the first year I finally go to WAM!

I'm looking forward to another year of great games and fun times with friends!

Chris

Tuesday, July 5, 2011

LibertyCon Part 1

My wife and I were invited to partake in a nearby home-based mini-convention this past weekend and had a wonderful time. The hosts Eric and Claire were fantastic, and I made sure to get in some games with each of them based more on their preferences than mine. Part of that is me wanting to see what they like about the games they like, that I can't get other groups I know to play, such as the 18xx games and the Empire Builder series of games.

Here was the games I got in on the first day:
   Bohnanza
   Daytona 500
   Thurn and Taxis
   Slate
   Blue Moon City
   Rallyman
We started off with Bohnanza, which I suggested. I have only played this once, many years ago, and remembered really liking it. Since my wife and I love Agricola and Le Havre, I wanted to revisit it. I once again enjoyed it, and appreciated the way the game makes everyone eager to trade without making trading a painful process. Maybe another group would play slower and trade more carefully, but our game had a nice smooth feel to it. I'm not really into buying light games like this anymore, but I would probably play this game when I felt like something lighter and someone had it with them. I ended up winning somehow, which was a nice way to start the convention!

For those of you who have not played Bohnanza, it's pretty simple to explain. You get a hand of cards that need to stay in order in your hand. You have two "fields" on the table where you can plant a bean, and you have to plant the same kind on that stack - so you can have three Blue Beans and three Coffee Beans on the table. When you have a certain number, you can decide to harvest the beans, and based on how many, get 1 to 4 points - you take that many of the Bean cards and flip them over and put the rest in the discard. The cool part is that means there are less of that kind in the deck, which gets reshuffled a number of times. So if you pay a little attention, you might be able to figure out which beans you are likely to be able to collect. There's a little more to how the beans get planted and traded, but that's the basic idea.

Eric suggested another light game next, a really old Milton Bradley game called Daytona 500. I was a little skeptical, but this game was fast and pretty fun. A basic racetrack with spots for the cars, with three lanes but only one around the curves which forces the cars to sort of squeeze in and made it feel a little more realistic. You get a hand of cards with a bunch of number-color circles on them, like Blue 6 - Red 4 - Black 2. That means that when you play that card, you move the blue car 6, the red 4, and the black 2. If a car is behind another when it moves, that car gets to move 1 space. You look at your hand and then pick which car you want. You play one lap around like that and then the first player moves and you do it again. It was kind of interesting how other people were moving your car for you, and sometimes even pushing you over the finish line!

Usually light games are a one and done affair for me, meaning I would play them again but just not in the same weekend. I actually found myself nearly suggesting this one to get my wife to try it!

 
We got in a game of Thurn & Taxis, a game that continues to be a good choice when I want something light that I know involves a lot of skill so there are things I'm still working at figuring out about how to play well. Since Andy L. hadn't arrived yet, I had a chance - he's a shark at this game. I did decently but not great in this one, as the cards just didn't quite agree with me. I had a weird game where at one point I had a three card route and five cards in my hand which didn't touch the route or each other!


Joe H. showed up, who is known among this crowd as the 18xx guy because his skills with Excel and quick math really speed any 18xx game up, and he suggested this game called Slate. It's a small, relatively quick game by Martin Wallace that was publishing in a German magazine called Spielbox. A nice, interesting Eurogame - you roll three dice on your turn, and they decide your actions - you can get a new worker (as in El Grande) on a 1 or 2, dig a mine on 2 or 3, harvest a mine on 4 or 5, and buy a special benefit on a 6. You cSome of the special benefits get you end game victory points, one of them lets you change one of your dice up or down 1 pip (and you can go from 1 to 6 or 6 to 1 as well), etc. You can reroll some of your dice ala Yahtzee, Roll Through the Ages, or Ra: The Dice Game. Pretty fun game - very interesting for the small amount of rules and playtime.

Andy L. did happen to show up at this point (and I was actually sad he missed Thurn, because I want to see more of how he plays it), and him and Eric's daughter Jo brought out Blue Moon City. I had seen this game at my friends house (D&D Andy) and took a quick read through the rules at some point there and it seemed interesting. Move your piece one square tile left or right on a grid, then hand in cards of various colors to complete the structures on those tiles, getting you rewards such as victory points, more cards, etc. For my money it was a little too abstract. While I enjoyed it, I wouldn't rush out to play it again or buy it.... probably rate it around a 5 or 6. When I first discovered designer boardgames, I would have loved this game. I'm more into heavier games nowadays and I guess I prefer a tiny bit more theme in my games.
I was trying to decide whether to play another game, when Joe H. said that he really wanted to play Rallyman. What I had read about it didn't sound that great, and I would have to say this is probably my least-liked new game in a long, long time. I generally at least like pretty much anything, but this just didn't cut it. It had an interesting take on pressing-your-luck with dice and planning out your upcoming movement, but it didn't provide any twists or changes in game play during the game. The staggered start was vaguely compelling, but the sum of it all was what I would call... tedious. It also really was pretty much the definition of multiplayer solitaire. Well, when you are trying new games, you win some and you lose some, so I'm not upset that I gave it a shot.

This first day of the convention was a nice, relaxing, and fun start - I went home excited and looking forward to playing heavier, deeper games over the next few days!

To be continued....

Chris

Saturday, June 4, 2011

For the People Session

I've played a lot of card driven wargames (CDGs) based on the system pioneered by Mark Herman's We the People. At this point, I would say I know these of them well: Twilight Struggle (my favorite 2-player game of all time), Hannibal, Paths of Glory, Washington's War (formerly We the People), Wildnerness War, and Napoleonic Wars. That's not say I'm good at them - I'm good at Twilight Struggle and Hannibal, and passable at the others. I'm pretty familiar with Here I Stand. I've at least played but don't feel entirely confident in the rules of Mark Herman's other two major CDGs, For the People and Empire of the Sun, and I own a few others that I need to play eventually, Shifting Sands, WW2 Barbarossa to Berlin, and Unhappy King Charles.

I recently posted on the GBG forums on BoardGameGeek that I had some wargame goals to try to fulfill over the rest of 2011. The main idea is to get much more familiar with these five games:

1. Fighting Formations
2. Europe Engulfed
3. Battles of the American Revolution System
4. For the People
5. Napoleon's Triumph

Later today at GBG I'll be playing Europe Engulfed in person for the first time. I've played one of the short scenarios from it online a few times, but I've always been eager to play the real game. We're going to play the 1941 scenario, which has Germany already conquered Poland and France. Apparently the 1939 scenario allows you to play out those early years, but has a lot more variance because a lot can go significantly right or wrong for the German player... so the 1941 start is recommended for new players.

Last night, my buddy Marc came over to relax and get some gaming in after some time he has been busy with work and his dad visiting. I suggested we play For the People or Napoleon's Triumph. We've messed around with For the People once or twice, and he has some interest in learning NT at some point. We decided on For the People since we at least had some experience and some of the rules down.


Every time I play For the People, I get more and more a sense that I am going to really love it once I actually know all the rules. This feels similar to learning Paths of Glory. I know another gamer who I can play this with, Richard - we played For the People at Origins a few years ago.

Marc and I rolled randomly for sides, and I got the Confederates. The short 4 card turn 1 went quietly, and on turn 2 I moved my army up from Richmond to next to DC. He left a gap in the line there, and I know there is a way to exploit that but wasn't quiet sure how. I decided to wait for Lee to show up and put him there, since Marc wasn't putting tons of troops nearby.

I took Kentucky with PC markers while the Union took West Virginia. I realized too late that in past games I've found it helpful to move troops up to the top of Kentucky and block off Union advances coming through Cincinatti, but as I realized it, he created an army there and started to move in. Marc put a lot of troops into this endeavor, and slowly whittled my army there down, while Lee started to bash into DC. One thing I really like about For the People and Paths of Glory is that both players have opportunities for going on the attack and taking ground. In Paths of Glory there are natural places where each side pushes, but in For the People it seems more a matter of where you get your generals (they are placed on the map randomly but in places you select) or where you reorganize your generals to. This lets you choose from a pretty wide open set of attack avenues.

Eventually Marc created a second army out west while his Army of the Tennessee held mine off defending Nashville, a valuable resource location. His second army came down west of the Mississippi, taking Arkansas, Texas, and Louisiana. Meanwhile, Lee eventually beat the army defending DC and forced the Union to relocate it's capital to Springfield, Illinois. The real difference maker in terms of Strategic Will (a score each side has that goes up and down as they have successes and failures) was Marc's use of Blockade cards to increase the level of Blockade. Each turn the Confederacy rolls for each of four zones and if they beat the Blockade level, they get a troop, and if not, they lose 2 Strategic Will points. Once the Blockade level got to 5, I was losing 6-8 SW points each turn. I was able to keep my points roughly even because of SW points you get when the Confederates have 3 spots in a state, due to Lee's adventures in Maryland, Delaware, and Pennsylvania.

In the end, Grant's arrival spelled the doom of my rebellious chances. Grant and Lee duked it out around Harrisburg, but due to my loss of reinforcements based on the loss of the my three western states, Grant was able to attrition the Army of Northern Virginia to dust, and the next turn take Richmond and complete the crushing of my will. I believe the game ended on turn 10 out of a possible 13, so we went pretty far.

I learned a lot about some of the rules I was hazy on, such as general reorganization. More importantly, I got to see a bit more about how the rules impact the game - they are making more sense in connection to the victory conditions. When you've only learned the rules and are playing a game the first few times, you might wonder things like "is it worth playing these Blockade cards?" but this play showed me the value of that aspect of the rules for sure.

I really want to play For the People again soon, to get the rest of the rules down. We were left wondering if there was more to using amphibious assaults and controlling the rivers. I'm planning to re-read the rules again today or tomorrow to get as much in as I can. I found the six hours I was playing the game felt like 2 or 3 hours, which to me is a sign of a great experience.


Chris

Sunday, April 3, 2011

GBG Report

The GBG is the Greater Boston Grogs, my monthly wargaming group. We sometimes end up playing a Eurogame or two after the wargames are over. My friend Andy hosts in his awesome basement in Wellesley, and I've been going for 4 years now and it's always great. We had 7 people for this meeting - three played Titan (not my favorite but my buddy Marc loves it) while Andy and Tom continued their ASL campaign game, a Stalingrad scenario called The First Bid. They are on turn 6 out of 19, and have played for multiple sessions already... impressive.

I played my favorite game of all time with Asher, Twilight Struggle.


If you haven't played this yet, go get it, play it at least five times, then get back to me. It's tense, it's deep, and it's elegant. This was my 96th recorded game since I started counting once I felt I knew the rules well enough, and I still keep coming back for more.

I was the United States for this game. This game went back and forth, but never got out of control. Asher's initial coup in Iran left Iran empty, and he didn't go in, and he won the Arab Israeli war, giving me no real opportunity to get back into the Middle East. Once I got rid of De Gaulle, I took France and got domination of Europe by taking Greece, Turkey, and Spain. The dice were not Asher's friends this game, and he bombed a number of coups and the Korean War. Eventually I was able to find my way back into the Middle East, by used Puppet Governments to put influence in Saudi Arabia and Libya.

Asher had a hard time getting over to the Western Hemisphere, since I used UN Intervention on Allende to keep him out of Chile, and I used Fidel on the space race. Eventually he was able to coup Venezuela, but around turn 9 I used realignments to remove his influence there. I got a big scoring out of Central America (8 points) to keep the game in control, while the rest of the world was basically a push. When the Pope showed up in Poland, I was able to grab it.

Finally on turn 9, I drew Cherobyl, which is always an exciting and difficult choice. My hand was mostly two Op cards, but since the only battleground he controlled was East Germany, I decided to go for it. Amazingly, he had the Iranian Hostage Crisis, then Terrorism - forcing me to discard two cards, which would lose me a card play and 2 Ops. I started putting influence into East Germany slowly but surely. He followed this up with Persing II Deployed, which removed 3 of my influence in Europe!

On turn 10, I drew a strong hand with three 4 Op cards and Europe Scoring. It takes me a few turns to finally get control of all of the battlegrounds and I win by scoring Europe. Asher is at 9 VPs and shows me that he had Wargames in hand, and just needed two more actions to get DEFCON down to 2 and he would have won. Wow.

Twilight Struggle took us exactly two hours - once both players know the game decently well, it's rarely longer than 2.5 hours. After Asher left, Eric and I played a quick game of one of the old Napoleon at War SPI quad folder games. It was a pretty light move and shoot, hex and counter game, with the main distinction being that every adjacent enemy HAD to be attacked, which led to some interesting situations in how to move your forces in. We just played the shortest scenario which was five turns, and neither of us was able to cause auto-victory by killing forces, so the French (me) lose if they have not reestablished their line of communication with the western map edge.

Overall, another fun day gaming with friends. I'm looking forward to roping someone into playing Fighting Formations with me next month, since it didn't arrive in time for this meeting.


Chris