Friday, June 28, 2024

Button Shy and playtesting

 Perhaps the biggest highlight of my June gaming was being part of the play testing group for Casinopolis.


As I understand it, I am allowed to discuss the game. I am just not allowed to give out the files. However, in order to be safe and courteous, all I will say is that it is definitely part of the greater Sprawlopolis family but is mechanically distinct as well. And jolly god fun.

(I do plan on posting a proper review when the game gets kickstarted)

This was not my first rodeo play testing a game but it was my first time play testing with Button Shy. And I am definitely planning on continuing to participate in their program.

Part of that is because I’m going to be buying these games anyways so it’s fun to both get a preview and contribute. A way to give back. The community is also quite nice, but I have had good luck with nice board gaming communities, on and off line. (When I first began my transition from only RPGs to board games too, I was amazed at how much friendlier I found board gamers to be)

But, frankly, the biggest reason is how accessible Button Shy has made the process. The hardest part was joining their discord server. Button Shy made it easy to find and sign up for the projects.

My gaming life has changed a lot over the years. For a variety of reasons, mostly moving to different cities, I don’t have a regular group. However, gaming finds a way. And this has been a fun way.

Wednesday, June 26, 2024

Tolkien’s vision of Faery

 If it wasn’t for the Lord of the Rings, I doubt I would have ever heard of J. R. Tolkien’s Smith of Wootton Major. That said, the novella is an interesting, thoughtful read.


According to Wikipedia, a source that can and should be questioned, the novella started life as a preface for George McDonald’s The Golden Key. I might be a coward but an entire novella for a preface feels like a lot to me. Also, I’m pretty sure the finished Smith is longer than the Golden Key.

Set in the not-too-far past, it is the story of how the titular Smith is given a magic star that lets him explore the world of Faery. Tolkien wrote it to describe Faery as a concept and a setting but there’s a character arc in there as well.


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As a child, Smith is gifted with a Faery star that ends up affixed to his forehead. It gives him the ability to travel far from the fields he knows and into Faery. But Smith doesn’t have any grand quest or goal. Really, for all intents and purposes, he is a tourist in Faery. Which makes perfect sense if the story is more about world building than plot. 

In fact, when Smith is given a task by the Queen of Faery, it’s simply to find his successor in wearing the star and traveling through the Faery lands. While it is never said, rereading the story makes me wonder if the real purpose of the star bearer is to keep humanity’s wonder and connection to Faery alive.

Which would tie in to one of the reoccurring motifs of Smith of Wootton Major, the contrast between the Victorian cute fairies and the older, more dangerous beliefs. Nokes, a shallow and arrogant villager in Wootton Major, who gets a hefty chunk of the entire dialogue, is there to represent the Victorian side of the equation. 

And the vision of Faery in Smith of Wootton Major is one of mystery and wonder and danger. It is the most Lord Dunsany of anything I’ve read by Tolkien and Tolkien’s letters make it clear Dunsany was an influence on his overall work. The fantastic but unexplained world of Faery is definitely one of the stories strengths.

Still, Smith is not a static character. We see him grow wiser as the story goes on. At the end, when he has given up the star for the next generation, Smith is clearly prepared to bring the insight he has gained from his wanderings into the mortal world.

The Lord of the Rings was possibly the biggest event in the fantasy genre. It changed the genre forever. Smith of Wootton Major is an itty bitty blip compared to it. However, it also shows Tolkien’s love of world building and history.

Monday, June 24, 2024

Why I keep playing Murderers’ Row

Looking at my records, it’s been a few years since I’ve written about Murderers’ Row. I have played a lot of Print and Play games over the last several years. I’m always curious about finding new things. So it’s hard for a game to stay in rotation. But Murderers’ Row has. It just keeps holding up.

It’s an eighteen-card tableau destroying game. You randomly create a row of ten cards and then use the cards’ special powers to eliminate all but one card. If you can’t make a move and you have either more than one card or no cards, you lose.

 

The cards all have thematic names like Swordsman or Assassin and have powers that are somehow at thematically linked to that name. When a card gets used, it gets flipped over to mark it as inactive and you can’t use that power again. 


A major factor in the game’s replay value is that you only play with some of the cards and placement matters. Most cards have very specific ranges. So you end up with a ton of possible layouts and they are all functionally different. 


Not only does Murderers’ Row not take up much space, it’s pretty easy to play it as an In Hand game so you don’t even need a table. I will admit that, sometimes, when playing it as an In Hand game, I’ll drop the number of cards, particularly if I’m tired. However, the fewer the cards in the initial setup, the more luck plays a major part in making a layout solvable. With ten cards, you have enough abilities that decisions make the real difference.


And that is also why I keep playing Murderers’ Row and recommend it. It is a tiny game and doesn’t take long to play. However, it isn’t just luck and the game doesn’t play itself. You have to figure out how to solve it.


In many ways, Murderers Row reminds me of Scott Almes Food Chain Island. Similar idea and mechanics only you are just working with a line instead of a grid. And frankly, Food Chain Island is better but Murderers Row is still a damn good little game. It’s been part of my travel box for years and I don’t see it leaving.

Friday, June 21, 2024

Dipping a toe back into contests

 Sometimes, it feels like every design contest has some easy-entry-point entry. A game that doesn’t have a ton of rules or a ton of construction or components. As a rule, they usually aren’t the ‘best’ games but they let you get your foot in the door, let you participate.


In the 2024 9-Card contest, at least one of those games is Guards & Goblins. It’s a solitaire so I don’t have to find anyone else. All it takes is the nine cards, no other components. Heck, it’s even low ink.

And it’s a tile-laying game, which is a blessing and a curse for it. On the blessing side, that means it was easy to learn. On the curse side, there are a lot of micro tile-laying games out there. And when you’re competing against the Orchard family or the Sprawlopolis family, you are up against some top tier competition.

And, no, Guards & Goblins doesn’t measure up to those games. 

Every card has one guard, one goblin or hobgoblin, and two houses. You get a hand of three cards. You need to connect each enemy with a group of two to four guards.  You can cover or tuck parts of cards but you can’t cover enemies or both houses.

(My first glance at the rules led me to think that you placed a card and then slid a card. A mechanic I do think would be interesting)

What Guards & Goblins really reminds me of is Micro Rome, an ‘older’ tile-laying micro game. Micro Rome is also about the interaction of symbols. However, it has a lot more symbols and twice as many cards not counting an expansion. So, a lot more going on.

All of that said, Guards & Goblins is still a pleasant little nine-card experience. I am pretty sure it can be reliably won by creating a conga line of guards touching all the goblins and hobgoblins and I’ll probably play it off and on until it feels ‘solved’

But it’s real value to me is playing a contest entry that isn’t just printing out a R&W sheet (which I do like doing) I really haven’t done that in over a year and it’s nice to do that again.


Wednesday, June 19, 2024

Chi’s Sweet escape from reality

You would think that I’d been meaning to read Chi’s Sweet Home because I am a life long cat lover. But no, I decided to pick up Chi’s Sweet Home because I saw so many students reading it, including students who I really didn’t expect to read anything at all.

Spoiler: I quickly realized that there isn’t much actual reading involved in Chi’s Sweet Home. And that’s the last mean thing I will say about it.

Chi’s Sweet Home is a slice-of-life manga about a kitten who gets adopted by a family after she gets lost. It is so soft and gentle that it makes Ai Yori Aoshi look like Berserk. (Or if video game analogies are more your thing, it makes Animal Crossing look like Dark Souls)

The last cat-centric manga I read was A Man and His Cat, the story of a widower who adopts an unwanted cat and how they ease each other’s loneliness. I haven’t finished the first volume of that because it’s hard to read when you’re crying that hard. It’s beautiful but has serious feels.

I was worried that Chi’s Sweet Home would also be emotionally rough. However, at least in the first volume, it wasn’t nearly so traumatic. Yes, Chi gets lost from her mother and still dreams of her. However, the stories are more focused on sweet life moments.

Amusingly, Chi’s Sweet Home is Seinen, the young adult men genre. (Not porn but the next step up from Shonen) Because it is published in a Seinen magazine. While it is as child friendly as Bluey. Which is just further proof that genre categories are garbage.

That said, part of its strength is that it can be quite frank about daily life. Chi’s struggles getting litter box trained (she is a very young kitten) and her stress visiting the vet are clearly conveyed. As a pet owner and a parent, Chi’s Sweet Home rings true.

But the reason to read Chi’s Sweet Home is how it celebrates the quiet joys and tiny victories. It is a refuge from the big, scary world. And it’s a series I know I won’t binge but I will keep going back to.

Monday, June 17, 2024

Beards and Booty is a beer and pretzels joy

I went into Beards and Booty with meh expectations but I was pleasantly surprised by how it played out. Nothing in Beards and Booty is original or innovative but it all came together in a way that really worked for me.

Beards and Booty is a game about pirates fighting other pirates or sea monsters. It’s a Print and Play game where all you print out are play mats. No other construction necessary. Just add dice and a few tokens.

The game comes in a few different modes. The original multiplayer mode just has everyone grab their own pirate and beat each other up. You add in the sea monsters for solitaire, semi-cooperative and fully cooperative mode. 

Each pirate and sea monster has their own play mat. Pirates have tracks for reputation/health and gold, a menu of dice driven actions, spaces for tracking rolls and special gold driven powers. Sea monsters just have a health track and a menu of dice powers.

Yes, our old friend Yahtzee is back to be the driving force behind the game. Which I am completely fine with. Yahtzee, as a standalone game, only works in my opinion as a solitaire. It is too dry and turns take too long to work as a multiplayer game. Multiplayer solitaire games work best with simultaneous turns. However, when you add theme and additional mechanics to Yahtzee, then the limited dice control that you get becomes interesting.

Beards and Booty makes one twist in the Yahtzee formula. While you roll all five dice at the start of your turn, each dice can be rolled up to three times. There are spots on the mat to help you keep track of how many times you’ve rolled each dice. So you can roll more than three times. This usually hasn’t been the case for my plays but this does give you a chance for Hail Mary plays.

I recently learned another game that uses Yahtzee as its base, Roll Crawl. However, Roll Crawl uses a smaller dice pool and a very limited number of actions per character. Beards and Booty uses the full range of Yahtzee combinations, although the more powerful actions require specific pips which vary depending on each pirate.

You can do damage, heal up damage and get gold. Gold is used to pay for special actions. Every pirate has a different set and that’s the only real difference between pirates.

Sea Monsters work differently. Whatever dice you don’t use for a dice combination becomes their dice pool which gets rolled once. Each monster has a different menu of attacks so each one has its own feel. They also each have three levels of difficulty and the higher levels are legitimately harder.

So why do I like Beards and Booty? Chuck dice and do damage. That’s pretty much standard operating procedure for what have to be hundreds, if not thousands, of games.

It’s because it has such a rich Beer and Pretzels vibe to it. Between the big, goofy pictures of the pirates and monsters, the big menu of options and the special powers which, at the right time, seem too good, Beards and Booty just has a strong sense of fun. It’s not a game for serious play but it definitely clicks for silly, casual, trash talking play.

More than that, Beards and Booty does it with very few moving parts. In my experience, Beer and Pretzel games have a big stack of cards and/or chunky plastic pieces. Which awesome because experience is a big part of Beer and Pretzels. But cramming that into a few sheets of paper, plus some dice, that’s cool and convenient.

I would be lying if I said that Beards and Booty was the game I didn’t know I was looking for. Because I have been looking for a casual, take that, Beer and Pretzels, print and play game. All of the likely candidates that I have found he involved making thick decks of cards. Finding one with minimalist components that I think really works, that’s just ideal. I bought it with solitary play in mind, but I can really picture getting all the play sheets printed in color and laminating them so that I have a game I can put into a folder and take anywhere.

Beards and Booty is a niche game. There are a lot of people I wouldn’t play it with and there are a lot of times I wouldn’t pull it out for the folks I would play it with. However, it is a game I’m glad to have found.

Friday, June 14, 2024

The Last Lighthouse - Tower Defense and Nameless Horror

 The Last Lighthouse is the sixth game in Scott Almes’ Simply Solo series. As someone who has stumbled into Print and Play, solitaire, and Button Shy, the Simply Solo series is one that I eagerly look forward to every new entry.


The game consists of eighteen cards (which I have been told is how many cards fit on one professional printer’s sheet) Two of them are your light house and a way to keep track of its health. The rest are duo-purpose monster/trap cards. Monsters are trying to destroy your lighthouses and traps are how you destroy monsters. 

The game consists of a queue leading to the light house. Monsters get added from the deck and you add traps from your hand. Monsters attack your lighthouse and your traps. Traps attack monsters.

Here are the two really clever bits. Both traps and monsters have special abilities that either go off when placed or when defeated. And managing special powers are a big part of the game. And, after your initial hand, you don’t draw any more cards. The only way you get more traps in your hand is by defeating monsters and getting those cards.

I hadn’t thought of The Last Lighthouse as a tower defense game until I saw other folks use that description. Trying to protect a lighthouse against a column of monsters? By Jove, it is totally a tower defense game!

My first two plays of the Last Ligjthouse were terrible experiences. That was because I got a rule seriously wrong. I had assumed that traps were one use and got discarded after taking out a monster. Even at easy level, that made winning neigh impossible. Then I realized that traps stick around until destroyed by monsters or the tide.

After I got that straightened out, the game got a lot better. In fact, I think that the mechanics are a treat. Games get tight quickly and there’s room for clever moves.

Most of my issues with the game are actually about the theming. In particular, with the term traps. Because traps implies a one-shot item and the traps are functionally work just like monsters, only on your side. A term like drone or automaton would have made a lot more sense.

I also wish traps had more theming.  The monsters don’t have names but they get creepy imagery. And being nameless may make them more dreadful. Traps don’t get a name or a picture, just numbers. It’s a level of abstraction that pulls away from the theming. 

That said, the mechanics carry the game and mechanics are the real deciding factor.

After a really bad first impression, The Last Ligjthouse is really growing on me. After I got the rules straight, it fits the Simply Solo mission statement. Easy to set up, doesn’t take too long to play while still having some meat on its bones. It went from ‘why am I playing this’ to ‘this is coming out on the regular’