Reviews: Reef Encounter

FallCon Gaming Society - Saturday, March 13, 2010

Reef Encounter – Review

Reef Encounter was published in 2004 and is designed by Richard Breese and is currently published by Z-Man Games. This review was originally posted on BoardGame-Reviews.com.

Reef Encounter:

  • Designed by: Richard Breese
  • Published by: Z-Man Games
  • Number of players: 2-4
  • Playing time: 90 min
  • Player ages: 12+

A Quick Overview

Imagine yourself as a parrotfish with a crew of 4 shrimp who help you to manoeuvre around the reef to feed your appetite for coral!

Well, that’s Reef Encounter for you! It’s a challenging game and requires careful and strategic management and placement of shrimp to guard coral, larva to instigate coral growth, polyps to grow coral, and algae to manipulate ocean conditions to favour one type of coral over another.

The winner of the game is the one (parrotfish) who has consumed the most valuable coral in the ocean.

Game Play

The goal of the game is to grow coral as large as it can be and then to eat it. Sounds simple, doesn’t it? Well, it is but game play is a bit trickier in how you accomplish the goal.

On a player’s turn, there are available ten possible actions; some which can be played multiple times and some which can be played once.

At the beginning of a turn (1st action), if you are able to, your parrotfish can eat a coral and its guardian shrimp.

At the end of the turn (10th action), you then replenish a set of tiles and larva cube from the ocean board.

In between the 1st and the 10th actions, you can:

  • Grow coral
  • Attack coral
  • Change ocean conditions
  • Move your shrimp
  • Introduce a shrimp
  • And other actions

Growing coral and attacking coral form a lot of your actions. How you do so affects the nature of the game and therein lies the skill in playing Reef Encounter!

Observations

I like Reef Encounter but, unfortunately, it doesn’t get played as much. This is because the game is very involved!

On your turn you decide whether to eat, create up to two new coral chains, introduce a single shrimp, (re)move shrimp and so on…

…There are many things going on and it takes a number of plays to wrap your head fully on the consequences of your actions.

Though there are “only” 10 possible actions you have to choose from, the way the actions interact have a great impact on how you make strategic decisions. This is how the game becomes “involved”.

Should I eat my shrimp now? Or should I wait to grow my coral a bit?

Should I lock the ocean tile now and ensure dominance or do something else?

Should I defend this coral and grow it or should I use another player’s coral as a temporary shield?

The answer to all these questions is: “It depends.”

Reef Encounter is a strategy game but you should also be noticing how other players are playing. In some ways the balance between strategic moves and tactical moves shifts during player turns.

Do you sacrifice that bit now and play to your overall strategy or do you cause a bit of a scare and respond to the threat?

I have played this game with 2, 3 and 4 players. The more players you add, the greater the time between turns (and not in a linear sense). If this is something that turns you off a game, please give this one a wide berth.

Is this a satisfying game? Most definitely yes! Try it over several games and come back to it every once in a while.

Happy gaming.

Where is your Focus in this Game?

FallCon Gaming Society - Thursday, March 04, 2010

Where is your focus in this Game?

 I am a die-hard “cult of the new” guy, one of the reasons is because I really enjoy the transition in my focus from mechanics to competition. It is during that transition phase where different paths emerge from the mists of the rules and strategy and tactics come into focus. I want to make meaningful decisions in my game that have an effect both on my position and my opponents.  I enjoy exploring new games because they have the opportunity to open up different strategies and tactics using the resources the components and rules provide.


I played “At the Gates of Loyang” (AGL) the other evening for the first time. The players consisted of; one fellow who had played the game many times, one fellow who had played once before and 2 of us who had never played before. The players were all experienced gamers with a wide variety of gaming tastes amongst them. The game lasted for just over 3.5 hours with rule explanations. This is not a review of AGL, but playing it triggered a realization for me that has been brewing for a while regarding many of the newer games from the past couple of years. I am using AGL to illustrate my points, because it is so fresh in my mind and it is now the poster child for me of a game that is seriously lacking in interesting focus.

When I sit down to play a game like AGL you could probably break down my focus into four main areas, Mechanics, Systems, Competition, and Goals. Keep in mind that in a game like AGL I differentiate between a System and Strategy. The amount of focus I dedicate to each of those four areas varies wildly depending on a lot of factors. Briefly, I would define the four areas as such:

Mechanics: How the components work, or interact together. For example in AGL when you plant a field, you take one vegetable from your Cart card and put it on one of the spaces on the Field card, then fill the rest of the field spaces with the same vegetable. Another example would be when you fulfill a customer’s order; you take the vegetables from your Cart card and place them on the Customer card. The rules tell you how the components mechanically work.

Systems: How the Mechanics blend or work together. For example in AGL when you want to fulfill a Customer’s order, you first need to have previously planted a Field (from your Cart), then on a following turn you harvested one vegetable from the Field (back into your Cart), then you take the vegetables from your Cart, place them on the Customer’s order card and collect the money for the sale. To take the example one step further, you can then spend the money to buy victory points. That is an example of one path or system to getting victory points. I do not call this a strategy because really…that’s the primary method the game uses to generate victory points.

Competition: The degrees to which one player’s resources interact with another player’s resources. For example in AGL there is a phase in the game where all players start with a hand of four cards and then take turns either adding cards to a common pool, or dropping out, discarding their whole hand and taking one card from the common pool. If you only have one card left in your hand you play it into your area and also take one of the remaining cards from the common pool. Each player on their turn decides if one of the cards they hold in their hand is better than the cards offered in the common pool.  There is competition for the cards because obviously you want take the better cards for yourself before your opponents do.

Goals: Both short term and long term. For example in AGL the long term goal is to amass the most Victory points to win. A Short term goal would be to plant the all specific vegetables in fields a customer requires for the next four rounds.

Generally when faced with a new game, obviously, the mechanics and basic systems are the primary focus. The faster my grasp of the mechanics come the faster my focus will shift towards the more exciting parts of the game, advanced systems and both kinds of goals. In any game I play the competition focus for me starts as a sliver at the beginning and hopefully by the end of the game the lion’s share of my focus is on the competitive aspect.

In my recent play of AGL it took me a couple of rounds to understand the mechanics and simple systems, a couple more rounds to understand the more advanced systems and both short and long term goals. Then…nothing. I lifted my head from my playing area and looked around for the competition…and everybody else at the table had their head down, focused on their playing area moving vegetables around between cards and tiles…and that’s it. When they finished their turn, the head came up and the inevitable question followed; “Is everybody done?” Wow. For the entire rest of the game I could not care less what my opponents were doing and they could not care less what I was doing because there was only one way for me to interfere with what they were doing; have a Helper card that allowed me to do something to them. If you don’t have a helper card, there is no point to bother even watching them. Put your head down, fiddle your pieces around between cards and tiles, buy some Victory points…then sit back and ask “So how many points did you get this turn?” Rinse and repeat for the rest of the game.

The single phase where there is any competition focus in AGL is during card selection. Even this competition is fairly muted because you can choose to keep one of the cards in your hand until the end and play it in your own play area and there is nothing anybody else can do to stop you. There is the competition to amass the most points in the nine rounds, which actually is the point of the game. The way you do that is to figure out the systems more efficiently than the other players.

Games that do not eventually shift to a competitive focus feel more like an activity or a puzzle to me.  Some folks would call these games “Multi-player Solitaire” game, but that’s not quite accurate. I have used the term “Process Optimization” to describe some games in the past, and I think it fits perfectly. The way to win is to optimize your systems/processes and the resources that come your way better than I can optimize my systems/processes and the resources that come my way. That just does not sound fun and really sounds more like work.

I enjoy games that have a transition from learning the mechanics to the competition. Give me a focus on meaningful strategic and tactical decisions over a focus on process optimization in my games.

Where do you like your focus?

Peace,
Brent Lloyd

Reviews: Imperial

FallCon Gaming Society - Saturday, February 27, 2010

Imperial – Review

Imperial was published in 2006 and is designed by Mac Gerdts and is part of the “Rondel Series” of games. This game is widely available and is published by Rio Grande Games. This review was originally published on BoardGame-Reviews.com.

Imperial:

Designed by: Mac Gerdts
Published by: Rio Grande Games
Number of players: 2-6
Playing time: 120 min
Player ages: 12+

A Quick Overview

Players take on the role of investors in the Age of Imperialism in Europe. Their goals are to invest their monies wisely in the imperial nations of Great Britain, German Reich, Russian Empire, Austria-Hungary, Kingdom of Italy and the Republic of France.

The winner is the one who is able to carefully manipulate the industries of the imperial nations and get the greatest returns on investment.

Though the title may suggest otherwise, Imperial is a stock-manipulation and economic game.

Game Play

In Imperial, players don’t have actions; rather the six nations that take turns in a fixed sequence. Players who have a majority stake in any nation act as the nation’s decision maker to manipulate the “Rondel”.

The positions on the rondel are:

  • Investor
  • Import
  • Production (x2)
  • Manuver (x2)
  • Taxation
  • Factory

The actions provided on the rondel are at the heart of the game. The nations occupy a particular action on the rondel and on each turn will advance (clockwise only) to strategically viable positions on the rondel.

Nations advance on the point track when “Taxation” is chosen; once a nation reaches 25 points, the game ends and the winner is the player with the most amount of personal money.

Observations

The “Rondel Series” of games was, I believe, introduced by Mac Gerdts with the game, Antike, published in 2005. Imperial was published a year later in 2006 and is an excellent and tense game.

I enjoy playing Imperial very much! It is a luck-less game and there are many decisions to be made.

The box says that it plays between 2-6 players but the Board Game Geek community suggests it is best played with 4 players.

This game is different from a lot of other games. It requires some time to get a feel for the nuances of the game which ebb and flow as a gentle stream or as a mighty river!

Would I recommend this game? Most certainly! I believe it has its place in the collections of gamers who want a heavy-weight, economic game.

Happy gaming.

Reviews: Tikal

FallCon Gaming Society - Saturday, February 20, 2010

Tikal – Review

Tikal was first published in 1999 and is designed by the “action-point” duo of Wolfgang Kramer and Michael Kiesling. This game is widely available and is published by Rio Grande Games. (This review was originally posted on BoardGame-Reviews.com)

Tikal:

Designed by: Wolfgang Kramer & Michael Kiesling
Published by: Rio Grande Games
Number of players: 2-4
Playing time: 120 min
Player ages: 10+

A Quick Overview

Players are explorers in the jungles of Guatemala searching for lost temples and treasures. By sending their teams of explorers into the jungles, new areas are discovered and may include volcanos, temples and treasures!

The winner is the one who is able to discover and maintain control of temples and treasures while skillfully preventing other explorers from encroaching on territory.

Game Play

On a player’s turn, a game tile is revealed and the player places that tile onto the gameboard. This simulates the exploration of the jungle.

Once a tile has been revealed, a player has 10 “action points” to deploy explorers, excavate temples, dig for treasure, establish camps and so on.

When a volcano tile has been revealed, a scoring round is triggered and players take turns expending action points and then scoring.

Observations

Tikal is the first of the “Mask Trilogy”. Other games in this trilogy are Java,Mexica (and possibly Torres as the fourth!)

This game was among the first games that I purchased when I was first introduced to Euro-type games. I liked this game then and I still like it now! Of course, being  Spiel des Jahres winner in 1999 helps.

The production quality of this game is fantastic. The tiles are colouful and evoke the lush greenery and mystery of a jungle. The game insert is well thought out holds the components nicely.

The game itself is very good being cerebral and playing for about 2 hours. I have found that as the game progresses, the length of time between player turns increases.

If that is a concern to you, then I would recommend playing other action point games such as Mexica.

Included in the rules are an “auction variant” to this game. For newer players, I would recommend playing the basic rules (summarized in the Game Play section above).  But for those players who wish to minimize the luck of drawing a good tile, the auction variant is tense and adds another layer of complexity.

The game does state that it is possible to play with 2 players but if you are playing with the entire tile manifest (30+ tiles) then it loses some of the tension and becomes more of a race.

There are other unofficial variants such as “mini Tikal” on Board Game Geek which play with a smaller tile manifest (about 12 tiles) to retain the tension; the bonus being this variant finishes in about 30 minutes.

Of the other games designed by Kramer and Keisling, I prefer Mexica over Tikal only because it isn’t as cerebral and takes about an hour to play. If I wanted a game with a similar complexity and shorter play time, I would recommend Torres.

Still Tikal is a classic and age hasn’t diminished its excellence! This game is highly recommended.

Happy gaming.


What is Fallcon?

FallCon is a boardgame and tabletop miniatures convention for the masses held every fall in Calgary. Consider FallCon a philosophical extension to those fun Friday game nights you spend with family and friends! Against a backdrop of fun and friendly competition, gamers young and old are invited to join us in playing some of the best games available today.

October 15-17, 2010


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