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.

Reviews: Simply Catan

FallCon Gaming Society - Saturday, February 13, 2010

Simply Catan – Review

Simply Catan was first published in 2006 by SimplyFun and is designed by Klaus Teuber. The mission statement of the publisher, SimplyFun is: “To promote the importance of play and create lifelong memories that enhance the quality of life for our Consultants, customers and employees.” (Originally posted on BoardGame-Reviews.com)

Simply Catan:

  • Designed by: Klaus Teuber
  • Published by: SimplyFun
  • Number of players: 2-4
  • Playing time: 30 min
  • Player ages: 6+

A Quick Overview

The island of Catan is not yet settled and players take on the role to become the most dominant settler. By acquiring resources such as wood, brick, wheat, wool and ore, players can build towns, develop cities and purchase armies!

Resources are acquired by rolling dice and then bartering or trading them with other players. The player with the most points at the end of the game is declared the winner.

Game Play

On a player’s turn, dice are rolled to determine which cities/town will produce resources which are represented by cards. Players then take these resources and then attempt to trade them with other players in order to convert the resources into needed victory points (VPs).

Players can choose to build towns (worth 1 VP), upgrade existing towns to cities (worth 2 VPs), build roads (longest road is worth 2 VP) and armies (largest army is worth 2 VP) by exchanging a certain combination of resources for these items.

If a player has 7 or more victory points (10 VP for the “advanced” game) at the end of their turn, they win the game.

Observations

I don’t like “Settlers of Catan” nor do I like this game.

Simply Catan is a re-implementation of the original “Settlers of Catan” published by Mayfair which is now in its 4th edition.

Simply Catan is essentially Catan with some streamlining. For instance, Simply Catan provides two sets of rules; a “Basic” and an “Advanced”. The “Basic” game plays to 7 VPs and omits the use of the “Largest Army” and development cards.

If you play with the “Advanced” rules, you are playing “Settlers of Catan”.

Though the box says that the game will play in about 30 min, I have found that this is not the case. A game will last about an hour or longer. As for introducing this game to a six year old, I am not sure that it would work.

I played this game with an 11 year old and a 13 year old and one of the comments I heard was, “This is the worst game ever.” I don’t agree with their statement but I have played other games within this timeframe that I found more satisfactory.

The kids found it boring and didn’t enjoy the trading, moving the robber or rolling the dice. Mind you, these kids have played other games prior to playing this and they know how to get around games.

What I liked about Simply Catan was that setup was much faster; the board was very pretty and everything was laid out quite nicely. The playing pieces were nice plastic models of bridges, cities and towns.

If you don’t already own Catan and you would like a flashier version of the game, then I would highly recommend this game for its pleasing production.

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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