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.

FallCon Canadian Game Design Contest

FallCon Gaming Society - Wednesday, February 10, 2010
Time for a big announcement folks! That's right FallCon is launching a Canadian Game Design of the Year Contest!

Inspired by similar contests in France and Italy (among others), FallCon has decided to support the Canadian Game Hobby by fostering the creative talent behind the game designs. So if :

  • you've ever thought about designing your own board or card game,
  • you have an old design collecting dust in your closet
  • you've been rejected on Dragon's Den
NOW is a great time to submit your design to us. Full contest details can be read here.

We are also looking for fair & impartial judges so if you would like to participate in the selection process, give the judge duty descriptions a read and send Brent an email to let him know how you'd like to get involved.

We welcome all comments, questions and feedback. Hope you're as excited as we are about this!


Brent & Jasen
 

Reviews: Dominion

FallCon Gaming Society - Saturday, February 06, 2010

Dominion – Review

Dominion was first published in 2008 and is designed by Donald X. Vaccarino. According to BoardGameGeek.com, this game has taken the boardgaming community by storm! To date, there are two other expansions in the Dominion series that add a lot of depth and complexity to the base game. (This review was originally posted on BoardGame-Reviews.com)

Dominion:

  • Designed by: Donald X. Vaccarino
  • Published by: Rio Grande Games
  • Number of players: 2-4
  • Playing time: 30 min
  • Player ages: 8+

A Quick Overview

Each player takes on the role of a monarch of a small kingdom whose goal is to expand the size of their kingdom by acquiring the most duchies, estates and provinces in order to win.

Each turn is simple and quick and players make the best use of their deck of cards to build the most prestigious kingdom as quickly as possible.

Game Play

Dominion is a card game and the entire game consists of cards. In the base game, there are 25 different kingdom cards, of which 10 are chosen to be played with. Before the game begins, the land is populated with 10 different “kingdom” cards. Each of these cards has a cost and specific bonuses when played.

On a player’s turn, he makes use of his hand of cards to “build up” his deck into something that will generate enough coins (copper, silver and gold) to purchase estates, duchies and provinces which are the main generators of victory points (VPs).

Each player starts with the same hand of 10 cards. These ten cards are of:

  • 3 Estates (1 VP each)
  • 7 copper  (1 coin each)

The player then draws a hand of 5 cards (which may be modified by other players’ action cards) and then game play follows the A-B-C process listed in the rule book.

  • “A” is for Action; a player can only perform one action using a card with an action property.
  • “B” is for Buy; a player may only purchase one other card from the existing cards in play.
  • “C” is for Clean up; a player then discards all cards, played or not, into a discard pile.

Observations

At first, when I played it, I wasn’t too enthralled by it. I thought it was an ok game. More of a “meh” game. Somehow, the ease of teaching this game and the play time of this game made it one of my favourites.

In fact, after playing it 15 times, I decided that I had to buy it!

Since being released in 2008, I played Dominion 70+ times; I haven’t bored of it yet! There is something about choosing 10 different decks from a set of 25 to play with each time!

And the more I play, the more interesting card combinations become.

What I also enjoy about this game is that it appeals very readily to younger players. The time to play a game is very short and it keeps fidgety kids from getting distracted too easily.

Rio Grande Games is the publisher of this great card game. It is a 30 minute game for 2-4 players and it retails for about $45 US.

Inside the box that is rather similar to Ticket to Ride’s, you will find a nice insert that has nice slots for holding all 500 cards in this game! That’s right! For $45 US you get yourself a nice box and 500 cards!

I don’t use the box for this game because I think it is unwieldy. Instead, I use 3×5″ plastic bags to hold each set of kingdom cards which I place into a smaller container for easier transport. This has the added bonus (for me) of being able to more easily choose a set of kingdom cards to play with.

Happy gaming.

Reviews: Last Train to Wensleydale

FallCon Gaming Society - Saturday, January 30, 2010

Last Train to Wensleydale – Review

Last Train to Wensleydale was first published in 2009 and is designed by Martin Wallace who has designed a number of “train” games. This game attempts to simulate the movement of cheese, stone and passengers from the Dales all the while trying to make a bit of money. (This review was originally posted on BoardGame-Reviews.com)

Last Train To Wensleydale:

  • Designed by: Martin Wallace
  • Published by: Warfrog
  • Number of players: 3-4
  • Playing time: 2 hours
  • Player ages: 13+

A Quick Overview

Each player takes on the role of a director of a small railway company who attempts to make some profit by building rail track in some of the most difficult terrain in England.

Players obtain investment money which they then use to buy influence in the government and other national rail companies, build track and attempt to ship cheese, stone from nearby quarries and the occasional passenger.

Game Play

Last Train to Wensleydale takes place over 4 turns (5 for three players) and build a profitable rail network. Profitability is ensured by delivering goods and passengers along your rail network.

Each turn is broken into 10 “phases” which are played in turn order. These phases allow a player to:

  • Receive “investment” income
  • Bid for influence
  • Build track
  • Buy trains; Ship passengers and goods
  • Sell off unprofitable track to national railway companies

The heart of the game revolves around delivery of goods and passengers. Over the course of the game, deliveries are slowly exhausted and by later turns, you are struggling to ensure a profitable rail network.

There is also a bit of an auction element which allows players to get influence points which affect turn order in the different phases of the game.

Careful management of your rail network and selling off track to the existing national rail companies at crucial times will ensure that you will come out ahead.

This is a game of bribery and jostling to prevent other players from developing good routes across the Dales!

Do you have what it takes?!

Observations

I *love* “train” games or train-themed games so it is no surprise that I adore this game! I would very much recommend it.

After several readings of the (rather obtuse) rules and several playings, it reveals itself to be a simple game. Mr. Wallace’s prose is a better fit for a book rather than a rules booklet. If you have played other Wallace games, you’ll understand why. (It is because there are several rules’ exceptions scattered throughout the prose which a cursory reading will not reveal!)

This game is easily played in under two hours and offers a great balance of “game weight” to satisfaction. A 3 player game feels fun and “light” while a 4 player game is very tight and sweat inducing :)

It is a cutthroat game because you will discover that careful placement of tracks will cause much consternation for other players! There are lots of delightful nuances to the game that is discovered after plays.

What I enjoy about this game is the random setup for each game. However, I don’t like that the initial setup and “seeding” of the game can take a bit of time.

The board is functional yet was garish to look at. After a few plays, however, it was ok; the colours do evoke the sense of a biology textbook but that ensures that you aren’t confused about the landscape.

Every game that I have played was different and each game lent itself well for trying out new strategies for the following game. I think this game is more tactical than it is strategic but that’s not a detracting factor.

I would not play this game with younger players because there are a number of things to keep straight.

Happy gaming.

StratCon Announcement

FallCon Gaming Society - Tuesday, January 26, 2010

Stratagem

Promoting thinking skills and historical study by playing strategy games

 

Presents

Strat-Con

Stratagem’s Annual Strategy Gaming Convention

 

When:        10 am – midnight Saturday 6 February 2010

10 am – 4 pm Sunday 7 February 2010

 

Where:       The Military Museums (formerly the Museum of the Regiments)

4520 Crowchild Trail SW Calgary, Alberta

 

Cost:          $10 for the weekend, $7 for Saturday only, $5 for Sunday only

                   Donate a game (possibly to be used as a prize or auction item) and we may waive the entry fee

 

Games:       Here I Stand (GMT), Pursuit of Glory (GMT), Conflict of Heroes (Phalanx Games), Twilight Struggle (GMT), Commands & Colors: Ancients (GMT), Axis & Allies (old, new & variant versions), Origins of World War II (Avalon Hill), Victory Lost (MMP), Machiavelli (Avalon Hill),  Successors (GMT), Pax Romana (GMT), Hellenes (GMT), No Retreat! (Victory Point Games), Hannibal (AH & Valley Games)

 

We wish to thank the Sentry Box, the University of Calgary and the Military Museums for their kind support to this event.

 

For those interested in helping out at Strat-Con please call Rory Cory at 403-974-2852.

 

Join Stratagem at: stratagem.groupsite.com or for training: stratagemsolutions.ca

Seasons Greetings and an Important Announcement

FallCon Gaming Society - Saturday, December 26, 2009

As we all gather to celebrate in the holiday season, it provides us with an opportunity to express our gratitude to you for the last year. So first and foremost, on behalf of the whole FallCon committee, thank you for your support of our convention and activities over 2009.

In preparation for our 2010 convention, we recently encountered an unexpected challenge.  Much to our dismay and disappointment, we discovered we could not secure our regular gaming weekend of September 17-19, 2010.  We tried to find a workable solution to retain our usual date but to no avail. Unfortunately, our existing venue is not in a position to accommodate us on this date and other venues that meet our standards are simply outside the bounds of fiscal responsibility when considering the size of our convention. Therefore, we need to announce that our new date for next year’s FallCon is October 15-17, 2010.  Note that only the date has changed; the location of the Calgary Marlborough Community Hall still remains our venue of choice.

We are well aware that your gaming plans may be disrupted by this news, especially those of you who travel from outside of Calgary to attend our convention.   We are also aware that we will likely miss seeing some of the regular faces that make our event so distinctive. And for that we are truly sorry. However on the other side of the coin, we are also excited that the new date may bring many new faces.  Bottom line, FallCon is continuing forward and we have already secured both September and October dates for 2011. Based on attendance and your feedback, we will take this opportunity to see which date will be more attractive to you.  An announcement of that date will be made after our October 2010 event.  Comments and concerns are always welcome in our Contact Us page or on our Blog.

May the spirit of Christmas, the laughter, the fun and the gathering of family and friends surround your gaming table and home.   We look forward to a new year with anticipation and hope that we will see you across the game table sometime soon in 2010.

Merry Christmas & Happy New Year!

Steve Zanini - Head FallCon Elf

Reviews: Roll Through the Ages

FallCon Gaming Society - Saturday, December 19, 2009

Roll Through the Ages – Review

Roll Through the Ages was first published in 2009 and is designed by Matt Leacock who also designed Pandemic. This game attempts to simulate the building of a civilization from the early Bronze age to the present in about 30 minutes! This review was originally published on BoardGame-Reviews.com.

Roll Through the Ages:roll-through-the-ages-1

  • Designed by: Matt Leacock
  • Published by: Gryphon Games
  • Number of players: 1-4
  • Playing time: 30 minutes
  • Player ages: 8+

A Quick Overview

Each player is the leader of a civilization starting out in the Bronze Age. Through the use of dice, players accumulate citizenry and food, build monuments and cities and develop technologies to advance their civilization.

Of course, civilizations are not prone to disasters such as war, drought and pestilence.

As a leader of a new civilization, do you forsake your citizenry and force them to develop monuments and cities? Or do you slowly advance and ensure a peaceful development?

These are a few of the questions you need to ask yourself while playing this game!

Game Play

At the beginning of a turn, a player:

  • Rolls special dice
  • Feed the populace
  • Collects commodities
  • Builds cities
  • Purchase developments

The dice in this game are the fun part! They are oversized, wooden, six-sided dice and have beautiful carvings on them. Each side provides an important aspect for a cvilization’s growth.

Dice can be re-rolled up to two times unless they are disaster icons (shown by a skull and crossbones) or a specific development is purchased.

After the dice are rolled, players then make the best use of the items on the dice to advance their civilizations. Of course, the populace needs to be fed and it is important to keep an eye out on the food stores.

Observations

Roll Through the Ages is a quick game. It comes in a compact box and is very heavy owing to the cribbage-like, wooden player boards and dice. Included are many sheets to keep track of your civilization’s progress.

It is a nice twist to “simulate” civilization development through the use of dice but it is not satisifying for players who enjoy civilization type games.

One of the things other players have suggested to me is to extend the game ending conditions just a little bit to give a “fuller” experience of the game.

The last round is typically the round where five developments are bought. By extending this from five to six developments, players can feel a bit more satisfaction to the end of the game.

I like this game. It’s not as challenging to play and player interaction is limited. However, my younger gaming group (11 and 13) love it! They love rolling the dice and allocating resources and goods and feeding their populations.

There is a solo-play option to this game and it is satisfactory; I prefer playing with others over the solo-play.

For use as an introductory game or as a nice way to start (or end) an evening, I would recommend it.

Happy gaming.

Thushyanthan