Monday, May 2, 2016

Zendo is the best pyramid game

I have played a lot of games over the years with the Looney Pyramids. Hands down, the best game I have played has been Zendo. As far as I am concerned, it is the crowning jewel of the system. I have played it in many different settings with many different groups and it has never failed to be a hit.

I was once teaching it at a meetup group and an observer said 'So it's like Mastermind with Tetris pieces?' and I turned to her and said 'it is EXACTLY like that' 

Zendo belongs to the school of deduction games where one person comes up with a code or rule and everyone else has to figure it out. Mastermind is the defining game of the genre but Zendo blows every other game of its type out of the water.

One player will take the role of code maker or master. Everyone else will be their students or code breakers. The master will come up with a rule about the Buddha and then build two dioramas called koans out of the pyramids , one that demonstrates the rule and one that does not.

The rule really can be virtually anything. It can relate to the colors of pyramids, the number of pyramids, the orientation of pyramids, the size of the pyramids or any combinations of them. For instance, a rule could be that a koan has the Buddha nature if it has a large blue pyramid pointing up.

Students take turns building koans of their own and then asking the master either master or mondo. If they ask master, the master simply marks if the koan follows  the rule or not. Mondo has all the students guess what the master's answer will be before the master marks the koan. Everyone who guesses right gets a guessing stone.

At the end of a student's turn, they can turn in a guessing stone to guess  the Buddha's nature. If they get the rule right, they win. Otherwise, the master will build another koan that demonstrates the student's rule but still does not have the Buddha's nature.

Zendo is an amazing gaming experience, unlike anything else I've played and I've played a lot. While there is a 'winning' condition and it can be seen as competitive, I've always found it turns into a cooperative experience. And unlike cooperative games like Pandemic, it isn't about tension but exploration and discussion.

The master's goal isn't to stump the students. Trust me, that wouldn't be a challenge. The master's goal is to challenge and engage the students. The students are going to inevitably work together, whether they intend to or not since every turn gives new information. In almost every game I've played in, it has become intentional.

Zendo is really about communication. A game of Zendo is a conversation between the master and the students, as well as the students with each other. That gives the entire game a vibe that is unique.

You can play Zendo with just about everything. I've read about people using pocket change to play it or words or even emoticons. However, the pyramids are a very good way to play Zendo. They create a striking visual look. More importantly, they create a distinct language to have the conversation with.

Zendo is an impressive game. Each piece of the game is designed to help people not just explore reasoning but communication. Other deduction games, like Clue or Sleuth, are about find answers. Zendo is about talking to each other.



Friday, April 29, 2016

LIE - a whole lot of fun and laughter in some tiny cards

Out of all the Pack O Game series, LIE was the one that interested me the least. It just looked like a Liar's Dice variant. Plus, I was primarily interested in the series with an eye for two players and it looked particularly weak for two-players.

However, when I had the chance to play it with more players at the Rincon Fundraiser, I took it. And everyone had a blast.

Short version for anyone who wants to stop reading now, Liar's Dice is a lot of fun which makes variants of it a lot of fun too.

Like every game in the series, LIE consist of thirty skinny little cards. On each end of every card, there is a picture of a six-sided die face with every pip appearing ten times throughout the entire deck. Out of all the games the series, LIE is easily the plainest one artwise, looking pretty drab compared to the very artistic SHH. However, it does the trick.

At the start of the game, everyone is dealt out five cards. Each player then decides what die they'll use on each card. The way the cards are designed, if you hold them fan-style, you'll cover up the dice that you're not using.

Now, if you're even vaguely aware of how Liar's Dice works, you know what comes next.

The starting player makes a bid in the form of a number and pip of dice, like four ones or three sixes. They are betting that there is that number of that pip spread throughout everyone's hands.

The next player has a choice. They can either raise the bid or they can call the last players, saying they are a liar. Everyone's hand is revealed in that case and you find out who was right. Whoever was wrong is dealt one less card in the next hand.

When someone is all out of cards, whoever is left with the most cards is the winner. 

In other words, almost exactly like Liar's Dice.

There are a couple of variants that come in the rules, like playing until last man (or woman) standing. The interesting one is having ones be wild UNLESS the opening bid is for ones. For what it's worth, I have seen those variants with regular Liar's Dice as well.

There is no denying that Liar's Dice is a great, fun game. One way or another, it's been around for generations. You can finds versions played all over the globe. It's a classic and it'll be around for generations to come.

And I do think that Liar's Dice is a better game than LIE. Using actual dice creates more interesting odds and situations. Plus, there's no denying that rolling all those dice is exciting and fun. We are taking about a game that started out as a serious gambling game but works great as a party game.

However, what I didn't anticipate is that even though LIE isn't as good as a truly great game has been vindicated  by history and played on every continent except Antarctica (and I might be wrong about Antarctica), LIE is still a very good game. Holding it up to a such high standard turned out to make me not realize that LIE could still be good.

LIE's big twist, of course, is that allows for a measure of hand management. In some ways, that mixes up the way that being a deck of dice flattens the odds. With some groups, it might actually flatten the odds even more but it really does open the doors to some mind games. I even know some folks that might think that makes it better than Liar's Dice but I wouldn't go that far.

Now, I do own a good copy of Liar's Dice with color coordinated cups and dice. And if I know that it was going to get played, I'd pack it. But LIE is not just a game that takes up no room, it's part of a set of games that has become my default travel choice. LIE is a game I can easily have on me.

LIE takes Liar's Dice and makes it even more portable. It adds some control, allowing for interesting choices with the bluffing. Most importantly, it's a really fun game. I'm glad I gave it a real chance and found out that it's a strong part of Pack O Games.


Thursday, April 28, 2016

Volcano, one of the classics of Looney Pyramids

If there is a game that truly embraces the unique nature of the Looney Pyramids, it is Volcano.

There are a lot of abstract strategy games in the Looney Pyramid catalog. A good chunk of the early games, for instance most of the games in Playing with Pyramids, are pure abstract strategy games without any random elements.

Played out on a five by five grid, Volcano is a game about collecting sets of pyramids by strategically causing volcano eruptions. Some years ago, I wrote a fairly detailed review and rules summary : https://www.boardgamegeek.com/thread/202091/very-unconventional-abstract Looking back at it, I have to say that Volcano is much easier to demonstrate than to explain.

The thumbnail sketch of Volcano is that you move the volcano caps around to cause eruptions, which are basically the pyramids playing hopscotch. When a pyramid lands on another pyramid the same size, you get to keep that pyramid for scoring. You get extra points collecting  a trio of the same color and when someone gets a pyramid in every color, the game ends.

There is definitely a learning curve to Volcano. As I said, actually understanding how the game works mechanically doesn't seem to click until you see the game in action. The next part of the learning curve is figuring out how to set up good moves :D

Volcano is a game that really requires the stacking nature of the pyramids, as well as three different sizes. It clearly was developed out of the very nature of the pyramids. Plus, there's no denying that, as abstract as it is, the pyramids help it live up to the Volcano name.

Plus, Volcano is a very solid game. Definitely forces you to think in different ways so it is intellectually challenging. At the same time, causing eruptions and collecting colorful pyramids is an off a lot of fun. For such a different game, it's an easy one to get people interested.

I've been playing Volcano for years. Sadly, not regularly enough to get really good at it but I keep coming back to it. I consider it one of the games that really elevated the Looney Pyramid system, a game I'd buy and keep playing even if it was the only game in the system.


Wednesday, April 27, 2016

HUE - the gateway to Pack O Games

HUE is the first game in the Pack O Game series and, in some ways, could be considered the ambassador for the series on a whole.

Every game in the series consists of thirty cards, each one cut to about a third the width of a regular card. That means you get stick-like cards and a deck looks literally like a stick of gum.

HUE is the tile laying member of the family. Every card is divided into three squares and three different colors, although about half the cards have the colors divided the long way, making them skinny lines.

Everyone gets five to six cards, including one with a poison symbol in the middle. Special rainbow cards are set out to start the board and then everyone takes turns placing a card on the board. Cards must share at least one edge with cards already out but they can cover one square of a previously placed card.

Now, here's the good bit. You don't play the last card in your hand. You score with it. For each color on the card, you score points equal the largest area of that color on the board. You score double points for the color in the middle of your scoring card. But any area that has a poison symbol is zeroed out and doesn't count for scoring.

The biggest hurdle HUE has to overcome is that there are a lot of time laying games out there and there are even a lot of pocket-sized ones. The Clever Pipe Game and Aquarius were two of the first games I picked up, before I even started collecting games seriously. It takes a lot to stand out in the pack.

But HUE does have a twist that makes it interesting. Your last card being your scoring card, particularly when you get your whole hand at the start. It gives you an end goal at the very start but also gives you the flexibility to change that goal if you have to.

Mind you, HUE doesn't fire Aquarius or small tile laying games for me. However, the more I play it, the more I enjoy it. It keeps growing on me. I don't think I'd turn down a game (it doesn't hurt that the playtime is so short)

None of the first series of the Pack O Game games reinvent the wheel. They all use tried and true mechanics, with just a couple twists to give them their own flair. By being a part of such a large family of tile-laying games, HUE doesn't stand out as much as some of the others like BUS or TAJ. But it is still a solid, well designed game.

HUE really is a good introduction to Pack O Games. It is easy to teach, even to non-gamers. However, the scoring makes it interesting, even for serious gamers. Honestly, the fact that it comes in such a portable package is just gravy.

https://boardgamegeek.com/boardgame/159143/hue

Tuesday, April 26, 2016

Pack O Games continues to prove itself to me

Whenever I go to a convention or any other gaming event, I always take along some games. Truth to tell, I used to always have a game or three in my courier bag until I converted it to a diaper bag :D

When I went to the April 2016 from fundraiser for Rincon, I just put the plastic case that holds the first series of Pack O Games games in my pocket. (I don't wear a coat or jacket much in Tucson but cargo pants do the same trick as far as pockets are concerned)

And, over the course of the fundraiser, I ended playing three different games from that plastic case.

Which really just proves how the Pack O Games really does look to potential of being a game library that can fit in your pocket. Your cargo pants pocket. :D

While I still need to play SHH and GEM (which some folks have said are two of the best games in the series), I have gotten in a decent number of plays of the other six games.

If I were to strip my judgment of these games of their footprint and portability and playing time, I would say most of them are B+ games. None of them are amazing games that are going to become my new favorite game. However, with the exception of FLY which really isn't in a genre I'm interested in, they are all games I am happy to play.

However, when you take the fact that they are incredibly portable with small footprints and short playing times, that is what really makes these games shine. And accessibility, a virtue I've come to treasure more and more over the years. They are easy games for me to teach but they are still satisfying games to play.

In the post Love Letter world, it's not enough to just be small or quick. Micro games aren't just about being small or filling five to fifteen minutes. They have to be actual good games. 

The Pack O Game games are definitely portable but the fact that they are genuinely good games is what matters. Having a library of good games that I can take anywhere, that is nice.

Monday, April 25, 2016

A fundraiser lets me go to a tiny little convention

One of the really nice things about the Tucson gaming scene is Rincon, the little gaming convention in the middle of the desert. While it's hard for me to gaming conventions back in the Midwest, Rincon not only gives me a local convention but a couple of fundraisers every year, effectively giving me a couple more mini-conventions.

I have been to a lot of conventions over the years, from giant ones like Gencon to tiny local cons. Rincon's one day fundraisers, taking up about three meeting rooms at the hotel, isn't even the smallest one I've been to.

I feel like every time I go to a Rincon event, fundraiser or the actual full con, I keep on having a better and better time. If it isn't well organized, they hide it well. Everyone is friendly and even the fundraisers have good game libraries. 

I didn't have any problems finding games to spend the entire afternoon playing. When one group that I was playing with had to leave, I was able to find another to sit down with. Highlights included finally getting to play both Forbidden Desert and TAJ. The low light was Konexi.

While I honestly think that Forbidden Island has a definite place in my collection as a really easy cooperative to teach with plenty of eye candy, Forbidden Desert definitely takes the mechanics up a notch as well as the narrative. It definitely is not a simplified version of Pandemic, which I think is a reasonable description of Forbidden Island. Incidentally, we all died of thirst pretty quickly, which brought back memories of Outdoor Survival.

TAJ is one of the more complex and gamer-oriented games in the first series of Pack O Games. I haven't played GEM so I don't know if it is the most complex. It is a game of hitting goals and price manipulation as you try to get your favored rugs to be worth the most.

While I did enjoy it and I am glad to have gotten in the three player game, since I think two player game would not have done it justice, I was left wondering if actually had too many moving parts, mechanically speaking, for its short playing time. On the other hand, I would cheerfully play it again a few more times before deciding that.

Konexi is a dexterity game and a word game. It definitely has a nice toy factor with the large and stackable plastic letters that you to use. However, I felt like you were really limited in your choices. I also thought that including letters like Q and X made it harder to make words.

Rincon in its various forms continues to not disappoint. 

What I got out of rereading Goodbye, Mister Chips

On a whim, after being reminded of the book by some graduation announcements, I reread Goodbye, Mister Chips by James Hamilton. 

It's been a good twenty years since I last read it, when I went through a phase of reading a bunch of books that you are forced to read in high school English classes in order to hit some of the ones I hadn't been assigned to read.

I remember that I went into the book expecting it to be depressing, something like a British Death of a Salesman. Instead, I remember finding it a relaxing, even uplifting little read. Mind you, I didn't actually remember much more until I reread it.

Truth to tell, I liked even more now, having lived a bit more life.

Goodbye, Mister Chips is the story of an old, now retired teacher, looking back at his long career and how many boys he taught and helped. What I personally got out of it was that it was the story about how a man, with the help of age and humor, learned how to become the glue that held a school and, in a sense, England together.

It's a pretty sentimental piece but Hamilton makes it work by underselling it to us. Brookfield isn't a top of the line school but a good second tier school that turns out its share of good Englishmen. Mr. Chipping, the titular Mr. Chips, is likewise depicted as having an second rare degree and not even being that good at reaching Greek and Latin. 

However, he is good at building community.

Hamilton wrote the entire book in a passive voice, telling about what happened in Mr. Chips' life as opposed to showing. Even the death of his young wife in childbirth is undersold, although it is still a tear jerker.

The book does work itself up to a climax, World War I, when Mr. Chips is asked to come out of retirement and help the school. When the headmaster dies, he has to step up and run the school during a war that is shaking the foundations of society. Which, of course, he does.

His crowning moment is calming a class of boys during a German bombardment by having them translate a quote from Caesar about the German tribes. It's a nice moment of believable courage.

When Mr. Chips inevitably dies at the end, which you could see coming from the first chapter, it isn't a tragedy but a testimony of all the lives he's touched and improved.

The moral of the book might be that the old, traditional ways are best or, as per the influence of Mr. Chips' short-lived but progressive wife, that traditional ways need to be tempered by modern ideas. Heck, it might just be that Hamilton really liked his school years.

What I took out of Goodbye, Mister Chips is that the elderly continue to make a valuable, even essential, contribution to both community and society. Long after he retires and even on the night before he dies, Mister Chip continues to be an important part of the life of the school. 

The world we live in today is changing even faster than Hamilton's world but I'd like to think that still rings true.