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FallCon Review: 7 Wonders

FallCon Gaming Society - Friday, August 12, 2011
7 WondersName:  7 Wonders

Designer: Antoine Bauza
# of Players: 2-7
Playtime: 30 minutes
MSRP: $59.99 CDN
Link to Rules
Synopsis
: Can you lead your people to become the most powerful civilization in the world?

7 Wonders was the smash hit at the 2010 Essen Speiltage (the largest game expo in the world) and with good reason: designer Antoine Bauza takes the card drafting mechanic to the next level in this award winning game. Each player starts with 1 of 7 (double-sided) civilization boards, each with its own Wonder to be built and associated special attributes. The remainder of the game revolves around card play. Cards represent resources or cultural developments (military, scientific, economic, civil/architectural) that players must either choose for their own civilization or opt to pass to their neighbouring opponents. The tension in the take-it-or-pass-it-on mechanic is the genius stroke that makes this game sing.

7 Wonders has become the default superfiller* in many of the groups I play with. The main reason: this 30-minute game can accommodate anywhere between 2 to 7 players. That’s right! A SEVEN-player game in 30 minutes! Since play is simultaneous, the number of players has very little effect on how long the game takes. There are very few games that play so well, in such a short time with so many players.

7 Wonders is also very easy and quick to teach, which furthers its likelihood of being selected in a diverse group or in between games to fill the time. I have taught this game to diehard gamers, newcomers, and even to cosplaying convention goers at the Calgary Comic Expo. Without fail, they have grasped the game within one play and always come back for more!

And wonder of wonders, the game stands up very well to repeated plays. The variety in the civilization boards as well as in the cards lends itself to multiple paths to victory. Consequently, there is a lot of replayability and there’s a drive to better your score by playing “just one more time”.

Designing a short, fun, interactive civilization game is a holy grail of sorts for many designers. Antoine Bauza has done just that and the numerous awards 7 Wonders has collected over the last year are a reflection of the incredible work he’s done with this game. 7 Wonders is a game I unequivocally think deserves a spot on your shelves.

*Filler = games that “fill” the space between games or other activities
*Superfiller = fillers that have greater depth than expected, considering their typical short length.

Darren

 




FallCon Review: Alien Frontiers

FallCon Gaming Society - Thursday, August 11, 2011
Alien FrontiersName:  Alien Frontiers

Designer: Tory Niemann
# of Players: 2-4
Playtime: 60 minutes
MSRP: $59.99 CDN
Link to Rules
Synopsis
Alien Frontiers is an Area-Control game with a dice-based worker placement mechanic.  The theme is well implemented in its retro sci-fi theme and the production quality is incredible.

This game plays really well with 2-4 players and can be taught in 10 minutes to a wide range of players.  You receive points for the colonies that you place on the planet and a bonus if you have the most colonies in a region.  Whoever has the most points when one person runs out of colonies, wins!

The dice mechanic is not as luck-based as others of its ilk, as it isn’t important that you roll high numbers.  The various ‘stations’ require different combinations of dice (for example a pair of dice is needed to build a ship at the shipyard, or in the Solar Convertor, you get different amounts of fuel depending on what value you place there).

Alien Frontiers stormed onto the market in late 2010, spurred on by a number of podcasters who fell in love with the elegant mechanics and superior graphic design.  It was also one of the first games to use a consumer funding system called Kickstarter

The mechanics of Alien Frontiers aren’t new – you will see the legacy of a number of classic games in its offering.  For example you can credit El Grande for Area Control, Settlers of Catan for scoring, Kingsburg for its dice mechanic.  What Alien Frontiers does, is mix these concepts together with a great theme and brilliant graphics to make an excellent game.

Newer players can jump right in by rolling some dice and play them as they see fit, and the game will move along nicely.  More experienced players will begin to see how the interaction of the various stations and the order in which they are played, can really bring this game up to another level!

Alien Frontiers was chosen on BoardGameGeek as the 2011 FallCon People’s Choice game so if you want to get into a game, sign up soon, as I’m sure that the slots will fill up fast. Don’t worry though - it will also be available in our library to enjoy the whole weekend!

Darren



How to Teach Games: General Tips (Part 2)

FallCon Gaming Society - Wednesday, August 10, 2011

Here’s the scenario:  You plan to attend the next board game meetup, and you’ve been asked by one of the organizers to teach a game to a group of new people.  Of course you’re excited, but what are some of the things you should think about:

    1 - Know the Game

Maybe this is stating the obvious, but it’s important to know the game well before you teach it.  If it’s been a while since you’ve played, reread the rules and/or read an online review before teaching.  More and more online reviews, including great video reviews, are becoming available on the web.

One special circumstance that may make this more challenging is where a game is brand new and you haven’t played it before.  In this situation, reading through the rules a few times combined with some mock solo play and a review of online resources is probably your best approach.

2 - Time is the Enemy

This is an area that many gamers don’t seem to appreciate.  You have at most 10 minutes of one-way explanation before you start losing people (less time with children).  After that your audience will start to become impatient and antsy.  You need to get them ‘doing’ something within that timeframe.  The doing can include Q & A, having a look at some of the components to test for understanding, or getting started on the first round of play.  I’m also a big fan of the “let’s plan to play a few learning rounds and then restart” approach for more complex games.

3 - The Learning Game

Here’s another scenario I see all too often.  Right after the explanation, the teacher switches hats and becomes a fierce competitor.  Get over it!  Resign yourself to the fact that if you are teaching a game to people who are new to it, you will remain the teacher through the whole game.  Throughout the game you should be making recommendations, providing advice, and even talking through the logic of your own moves and decisions openly.  So put away the competitor hat until your fellow players have one or two plays under their belts.

4 - Know Your Audience

There’s no point in saying “this is a worker placement game” or “it’s a bit like Puerto Rico” if your audience doesn’t have that context.  Teach to the lowest level of background.  And the only way to know what that is to ask what types of games your fellow players know or like.  Be prepared to flex your delivery depending on the audience. There’s a big difference between teaching to the “I’ve only played Trivial Pursuit” person versus the “I own 563 games, have hand-painted all my components and whose bumper sticker reads ‘Free the Meeple’.

5 - Be Enthusiastic AND Patient

I was helping out at the Calgary Entertainment Expo a few weeks ago, and overheard one of my colleagues teaching a fantasy miniature game to a group of young teens.  He was jumping up and down, speaking loudly, and animating every laser blast and explosion.  And the teens were eating it up, sharing in the contagious emotional energy.

At the same time we need to be patient.  People learn at different rates and in different ways.  Take your time, pause for questions and feedback, and be prepared to repeat.  The goal is not to deliver the lecture, but rather to transfer the understanding of the game.

6 - Have a Plan

Recognize that the process for teaching a game can be different in structure to playing it or to the way the rules are laid out.  I’ve seen many game explanations that start with, “so here’s what you do…” and launching into player actions. This is the wrong approach, and in Part 3 of this series I’ll share a teaching structure that has worked well for me in the past.

So if you are passionate about non-electronic games, recognize that you will be wearing the teaching hat from time to time.  It’s an important role, don’t take it too lightly, and consider investing a bit of time in honing your skills to become a better teacher of games.

Stay young – keep playing games!

Tim




RPG to Boardgame Crossover Appeal?

FallCon Gaming Society - Monday, August 08, 2011
D&D
One question I regularly get from prospective attendees every year is:

"Why doesn't FallCon feature any roleplaying events?"


FallCon has historically shied away from hosting RolePlaying Games (RPGs) for a number of reasons. With its roots in Canadian Wargaming, FallCon never felt that RPGs were in its wheelhouse comfort zone. While some members of our core organizing committee dabble with RPGs, we still feel a little out of our league when it comes to this genre of gaming. So when it comes to organizing events for the convention, we'd rather focus on the things we enjoy most, that we personally are knowledgeable about and that we know we can pull off well. We'd rather focus on our strengths than spread ourselves too thinly by covering gaming genres we personally aren't as passionate about.

But that's us, not you! We know there are RPGers out there who play boardgames too. And I'm personally curious how many of you are out there. So I've got a little crossover promotion to entice those dabblers among you to register for our convention this year.

As part of an initiative to get the Calgary Boardgames Meetup members to try out D&D Encounters, the kind folks at Wizards of the Coast sent me a bunch of 4th Edition goodies including:

If you register by the Early Bird deadline of August 31st (or have already registered) and express an interest in these items, I'll put your name in a draw for them. You can show interest by either emailing me directly, or by responding to this post in the comments below. Be specific as to which goodies you're interested in as I will try to make as many people happy as possible.

Jasen




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 14-16, 2011


Commonwealth Hall
3961 52nd Avenue NE #1177
Calgary, AB

Info At A Glance

Weekend Pass - $50

Family Weekend Pass - $80

Friday Pass - $20      5:30pm-12:00am

Saturday Pass - $30   8:00am-12:00am

Sunday Pass - $20     9:00am-4:00pm

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