Monday, August 15, 2022

My earliest Sandman memories

 With The Sandman having been turned into a TV series, that’s taken me down memory lane. Probably enough for two or three blogs lol


I have heard a number of folks say that there was nothing like Sandman before it came out and there hasn’t been anything like it since. Which seems pretty extreme but, at least as far as comic books are concerned, I’m not sure they are wrong.

But, I have to say, I didn’t get that impression with my first experience with it.

It was issue 7, Sound and Fury, the issue that wrapped up Morpheus’s quest for his tools and his duel with Doctor Destiny, an old Justice League villain of all things. Without any context, it didn’t make much sense. Why did the pale guy turn into some kind of God at the end?

If I had the issue before, the nightmare 24 Hours, or the issue after, the charming Sound of Her Wings, I’d have been sold. But issue 7, possibly the worse issue to start with out of the entire series.

No, I wouldn’t get interested in Sandman until I found and read the Doll’s House graphic novel. And this was back before graphic novels and collected editions became an industry standard. And this was also when they still included the Sound of Her Wings. 

Then I was hooked. I started getting every issue with #19.

And I still recommend friends who haven’t read Sandman start with Doll’s House. If they like it, they will be good for the whole ride. And if they don’t, they can be done.







Friday, August 12, 2022

A bear of very little brain rolls some dice

Winnie-the-Pooh in the Honey Heist (which I’m just going to call The Honey Heist from now on) is a Print and Play Roll and Write, one of those ones that any number of people can play as long as they have their own play sheet.

And, yes, it’s themed around the Winnie the Pooh with artwork that definitely evokes E. H. Shepherd’s art. Because a certain major corporation  has a pack of lawyers that will rip out your throat and leave your pockets empty if you use their trade marked version :D

The actual board consists of four seven-hex ‘circles’ (is there a proper term for that? Seven hex grid?) The center hex in each grid already has a number in it. You will be filling in numbers in all the other hexes over the course of the game. Also, each grid comes with one honey drop and one bee that can be worth points.

So, here’s the idea: each turn you roll two dice. One of them is Pooh’s die and you just write in that number. But, although he is a bear of very small brains, he is also a bear of huge heart, he gives the other die to one of his friends. 

Each pip is a different character from the books and has a different effect. For example, Piglet, the one pip, either copies Pooh’s die or gives you a three. Christopher Robbins , the six pip, let’s you either use a 0 or a 7.

Twelve turns. Twenty-four numbers. And you’re done.

There are four ways of scoring points. You get points for making sets of numbers or runs of numbers. And individual numbers can be part of more than one grouping. You get points for covering honey drops with low numbers and bees with high numbers. And you get points for using the same friend multiple times.

Let me get this out of the way first. The implementation of the theme is half the value of the game. Not only is the idea and art adorable, the mechanics work with the theme. Of course Pooh shares his dice. And some of the pip powers reflect their characters. Eyore subtracts value from dice, for instance.

The mechanics are interesting. Each friend power gives you two options so there are choices. There’s more going on than just rolling two dice and using those numbers. At the same time, the friend powers are specific enough that I do find them limiting.

I do wonder if luck is what really decides any given game of Honey Heist. At the same time, I also don’t think there are obvious choices. The game puzzles with you, not plays itself.

Honestly, at the end of the day, I feel like Honey Heist has decent mechanics. (How much can you really expect from 12 rounds?) But, it doesn’t just have a cute theme, it embraces it. 


Wednesday, August 10, 2022

The fascination of Initial D

 LBack when TokyoPop was first releasing translated Manga (which was a golden age of Manga reading for me), I latched onto Initial D. I bought and read volume after volume of it. And I never could quite figure out why I enjoyed it so much.

I recently had the chance to read the first third of the series again. And I really enjoyed it a lot. And I still can’t figure out why it’s so enthralling.

Initial D is a sports manga about street racing. The cars are beautifully drawn but the people are kind of ugly. And static images of cars racing shouldn’t be exciting. It would make more sense if I was into the anime. That would bring the cars ignoring physics to life and the sound track is legendary.

I know that I’m showing my age when I say that my default  Shonen standard is Dragon Ball. (And I’m sure it says something about me that by the time it became Dragon Ball Z, I was getting bored )  The formula of the underdog coming out on top by a combination of character and last minute tricks is a familiar one. And, to be sure, with Takumi being an unbeatable underdog,  Initial D holds to that formula.

What I think makes Initial D sparkle is that the appearance of being realistic. I am far from an expert but I am sure that the techniques range from terribly impractical to utterly impossible. And, in between, Takuma should be ripping the wheels off his car and dying in a flaming wreck. But he’s not leaping into the sky and lobbing fire balls so it feels realistic.

Initial D is a well packaged piece of wish fulfillment. Takuma is driving a family car and beating street legal race cars. As the series goes on, it becomes modified beyond belief but it’s still the kind of car readers might be able to own. 

And maybe that’s why it works. Because it embraces wish fulfillment without being too obvious about it.

Monday, August 8, 2022

Genesis is a keeper after all

Genesis is relatively obscure Knizia game. I was surprised to find it in deep storage since I thought I had gotten rid of it years ago. And I was glad to see it since it’s remained stuck in my head, despite having not played it very much.

It’s one of his tile laying games. And, while the theme is all about life emerging in the deep past, the theme is completely arbitrary. While I don’t think Knizia is as guilty of paper-thin themes as he is accused of, the paint on this theme is so thin, you can see the wood grain on the other side.

It’s a tile-laying game where you roll two dice to determine what color tiles you can place. But two of the faces are wild and you can choose to ignore the dice and just place one tile of any color. When you only have three empty spaces, groups are scored by size.

It has been many years since I last played Genesis, hence the very vague rules description. I remember before I played going in with two impressions. That the board was wide open and it was going to be random since there were since there were dice.

And I remember in my first play both of those things were very wrong. The board turned into a maze of bottle necks very quickly. And 1/3 of the die rolls being wild and the ability to ignore the dice by dropping a placement really moderated the luck.

The other thing I remembered is that I enjoyed Genesis and wanted to play it more. And now I found out that I can!

Simple doesn’t always means good. But Knizia has a good track record of making simple good and Genesis is one more example.

No, it isn’t Tigris and Euphrates or Samurai or Through the Desert or Ingenious (Knizia has made a lot of games, tile laying or otherwise) I still look forward to playing Genesis again.



Friday, August 5, 2022

Wheat & Ale is an Arcadia building game

What made me pull the trigger of Wheat & Ale was that it was by Robin Jarvis. Between the Legends of Dsyx and Paper Pinball, they have given me hours of Roll and Write fun.

Wheat & Ale is billed as a Tiny Civilization Game. It’s not. Civilization games, no matter what size, have to have a big scope of time and space. I also want a tech tree but I’ll listen to arguments. Wheat & Ale is about creating an agricultural village along a river. 

It’s a Tiny Arcadia Game. And that’s just fine.

It’s one of the draw things on a grid Roll and Writes. The grid is actually a hex grid, the kind where it’s squares in a brickwork pattern. They may not be hexes but it’s a hex grid. And a line serving as that river I mentioned run through it. There’s actually two different maps and the difference is the path of the river.

The game lasts ten turns. Each turn, you roll three dice. You can do two diffeeent types of actions: build buildings or use buildings. You build by using spending a combination of dice that is equal or greater to the bullring value of the building. (Yes, it could be one die if the building is cheap enough) You activate a building by spending a die that is LESS than its activation number.

(One rule question I have is if you just get one action per turn or use all three dice as a pool for multiple actions. I prefer to the latter because it gives you more options. And makes the just build strategy I mention later less optimal)

Anything built on the river gets plus two to its production ability, tripling it. So the river is going to be central to the development of your tiny Arcadia.

And, as the title suggests, you are growing wheat and turning it into ale. That is how you turn an empty river valley into a community.

Okay, I have to admit the game does have a potential degenerate strategy. Ignore wheat and production and just build big buildings since they are worth points. It does depend on you rolling highish numbers but beating the goal of twenty points isn’t unreasonable.

But playing that way isn’t fun or interesting. I know people who will latch onto that strategy to prove the game is ‘broken’ and, more importantly, they are smarter than the designer. But that’s not my idea of fun.

You could just ignore that strategy. (It’s a solitaire game, after all) You could house rule it that you need to build the buildings in order. Houses need farms and so on. (And I’ve kind of just added a tech tree with that suggestion) OR you keep a tally of how much you’d earn in just buildings and try to beat that (I like that one)

Wheat & Ale is a very short and simple game. It’s no Roll Through the Ages and it’s not like that game is any kind of heavy. The strategies are pretty obvious and the entire game is setting yourself up for one, maybe two, big moves. 

All the same, I do like Ale & Wheat. I like that you aren’t just jotting down symbols one a grid but they actually do something. However, what really makes the game click is that it honestly is a coffee break game. Very little time, very little thought and I feel refreshed.

I think that Wheat & Ale is a game that could be built on, room to be developed to be  deeper and more complicated game, possibly even multiplayer. But it works well for a quick coffee break.


Wednesday, August 3, 2022

My July gaming

When I actually looked at how many games I tried out in July, I was surprised. It wasn’t a crazy amount but it was a crazy month. (To be fair, I have a lot of crazy months)

Aquaducts was the only Print and Play game I put together in July. It’s also the only game I learned that I couldn’t play on a clipboard.

I have been playing a lot of In Hand games and Roll and Write games. And I love both those genres. But playing a tile-laying game for the first time in ages was very refreshing. I downright binged the game.

I also tried out a lot of games from Chris Anderson’s Tempus system. I am pretty sure that Tempus Infinitum is still in the prototype phase (and might not go beyond that) and was interesting but had issues. You could have setups that just don’t work.

I also played the first eight Tempus Quest episodes. Almost entirely on airplanes. The Tempus system games work well in limited spaces. No dice or cards. Just a pencil and a watch. The Tempus Quest games were better balanced than Tempus Imperium and explored what you could do when the system.

I didn’t think I was going to actually learn a Roll and Write game that actually used dice during July. Than I tried out Wheat & Ale and Rallytaire.

Wheat & Ale is about building an Arcadian community in a river valley. Very simple but I like how it isn’t just drawing stuff on a grid. There is actually a bit of engine building going on. 

And I finally have tried Rallytaire. It is like someone decided to remake Formula De as a Roll and Write that uses regular six-sided dice. For one player. I think there’s limited replay value but I love that it exists.

(I also wonder if you could revise it for multiplayer if you lived in a place where you can’t get Formula Dr)

I have no idea what August holds.

Monday, August 1, 2022

My July PnP

wasn’t sure how much crafting I’d get done in July. I knew that I would be doing a lot of traveling so there was a good chance I wouldn’t get much time for crafting and I was right.

What did I make:

A black and white copy of Aquaducts.

That’s it.

It is big enough for me to call it a ‘big’ project, which is really something big enough that a publisher would publish it. And I’ve been playing it a lot.

(I also printed out a bunch of sheets for Tempus system but that’s not crafting. There would be wiggle room if I had gone and laminated any of them but not just printing)

I think it’s safe to say I’ll be making more stuff in August.