Wednesday, October 25, 2017

So how did Bubblee Pop strike me?

Every once in a while, I log onto Boardgame Arena to see what games they’ve added and maybe learn a new game. In my latest wandering over to that site, I tried out Bubblee Pop, mostly because their internal news blurb said it had been really successful on the site.

Okay. Here’s Bubblee Pop in a sentence. A board game Bejeweled where you get to mess with the other player.

In the two-player game (there’s also a solo option), each player has their own area with a sky section in the middle. The sky is where all the action is. You fill in empty spots with stones, swap stones and then drop them down into your own area, trying to get three of a color in a row to clear spaces and get points.

Honestly, I’m glossing over the rules a lot but it’s one of those games that you play one turn and the mechanics all click. If you’ve played a three-in-a-row video game, it all makes sense.

The most interesting element of the game is that each color of stone has a special power. Make a set and you get to use that power. And over half of them involve messing with your opponent. 

Seriously, for a game that looked like a multi-player solitaire game where you were working on your own puzzle, Bubblee Pop really involves a lot of interaction and direct confrontation. My first couple games were real eye-openers in how much pain my opponent could bring to me.

While I will probably play the game again, I have to admit that I am more impressed with the designer making a game that is a legitimate game that feels like a computer game than I am with Bubblee Pop. It is a very light game that has room for tactical play but is too random to make any plans more than a couple moves ahead. Which isn’t necessarily a bad thing but it’s not something to look for either.

I also haven’t played Potion Explosion, which came out earlier and also explored three-a-row game style. From what I’ve read, it is a much better game. I have a feeling I would be less impressed by Bubblee Pop if I had played Potion Explosion.

While learning the game was interesting, my real take away is being reminded that Boardgame Arena is a place that’s good to pop into every once in a while.

Tuesday, October 24, 2017

My October Print and Play projects

Over the last few days, I’ve gotten back on the print-and-play wagon. While I sadly make any of the big projects I dream of, I still continue to make small projects on a fairly regular basis. Once or twice a month, I get the drive and do some crafting.

A tiny game from ButtonShy kicked this latest flurry of activity. Chill Pill is a 1-card adaptation of their earlier 18-card game Fever Chill. I got it as a Patreon backer (and, let me say, so much fun stuff from backing them) 

I really made it to be a wallet game, since it’s just one card and only requires a couple of tokens that can be anything. I honestly suspect it will be just one step up from Bonsai Samuria but I figured it would be fun if only for the novelty. I might make more for Christmas presents that will fit in an envelope.

And once I did that, I decided to try making Autumn. It’s a simple tile-laying game with pretty cards of leaves. However, it’s use of the pie rule made the game seem a lot more interesting to me.

Yeah, I know that the pie rule is nothing new. I’m not sure we even know when or where it first got started. (Oh, Wikipedia says 1909 for a Mancala game) However, it can make a huge difference in making a game fair and interesting.

After that, I decided to make A Blorg in the Midwest and Pocket Landship, which are two different 9-card solitaire games. In large part to practice making cards and because it’s easy to test drive solitaire games. But Pocket Landship, a game about WW I tanks, looks like it might be a decent game and worth more than a test drive.

And I printed out some more games from GenCan’t’s Roll and Write contest. Which does count as Print and Play, probably the most literal you can get really, but doesn’t count as a contruction project. (For anyone who cares, I’ve gotten in some plays of the winner, Welcome to Dino World, but want to get in some more before I write a review. I have been happy with it, though)

One thing that I have noticed, in this particular bout of game construction, is that I am actually getting better at making cards. And some of my old shortcuts aren’t as appealing as they used to be. Modern laminators mean that I can laminate and then cut. However, that isn’t as aesthetically pleasing and doesn’t have as long of lifespan. I’m sure I will still do it when I just want to quick and dirty copy but my standards are growing.

Which, of course, means that I have to work harder to make a good copy.

Friday, October 20, 2017

Is BSW still a thing?

Whatever happened to BSW?

Actually, I know the site still is there but it seems like I never hear anything about it. When I first got back into board games, which was around 2002, BSW came up a lot and I spent a lot of time there.

And I know why I stopped playing on the site. First of all, it was easier for me to work turn-based games into my schedule. Real time games online and real life just became incompatible.

But another factor was device. When we got our first iPad and when I got my first smart phone, those became my principal tools for computer-based recreation. The laptops quickly became just for work and other practical matters.

And java-based BSW doesn’t work on iPads. Almost every other site I played board games on worked on the iPad but BSW was shut out. And, for me, that was it. If I could have played BSW on the pad, I’m sure it would have gotten the odd visit but when I couldn’t use my primary recreation tool for online stuff, that pretty much meant BSW was a closed book for me.

Even now, thinking about revisiting the site, I know I’m going to have to find a time when I can sit with the laptop uninterrupted. And that it’s not as easy as it used to be :D

I don’t actually know if BSW has fallen on hard times. If it really has and it isn’t just a figment of my imagination, I wonder if it because of the shift to tablets.

Thursday, October 19, 2017

Why playing Button Men online was important to me

Gaming online was a big part of how I started playing board games, something that I kind of find more than a little ironic. And BSW was a huge part of that, both exposing me to a lot of different games and a broader community of players. It was also a way for me to play games from home and without worrying about the particular hour.

However, another site that was a big part of my early gaming life was the original Button Men site, which was a very simple way to play just one particular game, Cheapass’s Button Men. And, looking back at those experiences, I think it was a bigger influence on my playing than I thought at the time.

Button Men is a simple two-player game where players are trying to capture each other’s dice. Each ‘character’ is just a collection of different types of dice. The basic ways of capturing are either power attack (using a die with a larger pip) or skill (using one or more dice to exactly equal the captured die’s value)

Part of what makes the game so brilliant is that there are different types of dice. X Dice that you assign a size to at the start of a round, poison dice that are worth negative points, shadow dice that do reverse attacks and the list just goes on and on.

Really, about half the interesting part of the game is in the set up but each round would still have interesting decisions within it. And, in person, the game plays out very fast. It has a great depth of play for time spend playing return rate.

But the site was one of the first places that I regularly went that was turn-based. BSW is real time, which was great for my back when I was a bachelor. It was almost like playing face-to-face. But though it was more flexible than actually going somewhere to game, I still had to schedule a block of time to to play.

During peak seasons at the job I had at the time, almost all my gaming went in hiatus. They had to play without me at game night (I loaned the group a chunk of my library so they didn’t miss me as much :P) and I even stopped playing on BSW since sleep was more important.

I wasn’t the only one who did this, by the way. I used to game with an accountant who would disappear during tax season.

During these times, though, I still played Button Men online. Being both turn-based and having simple turns, I could still work it into my schedule. It became my gaming outlet when things were really crazy.

These days, Yucata, also being turn-based, has taken its place. When my schedule gets crazy, I just switch to lighter games like Just 4 Fun and Roll Through the Ages.

I recently learned that the powers-that-be are working on a new version of that old Button Men site. Apparently it’s in perpetual alpha. While it wouldn’t fill the same role it has for me in the last, I’ll still have to check it out.

Wednesday, October 18, 2017

How to fire Carcassonne

A couple of my friends have said that they feel that the Isle of Skye has fired Carcassonne for them and rendered it obsolete. 

And most of the time that I hear folks say things like this, I find myself thinking really? I’m not saying that I’ve never done it. After I played Steam, I was done with the crayon train games.

In this particular example, other than being tile laying games, I just don’t see the resemblance. Carcassonne is an area control game on a shared tableau. Isle has individual tableaus with money management and set collecting. I honestly would compare it more to Alhambra.

Okay, if you don’t play games, then all three games are alike. And if you’re looking for a family weight game, all three will probably do just fine for you.

And make no mistake, I have enjoyed my few plays of Isle. It is a good game and it has interesting and legitimate interactions between the players. Arguably the strongest interactions out of all three players because you cannot escape interacting with other players. Isle of Skye might well have the legs to still be getting played ten years from now.

But I have already gotten more than ten years of regular play out of Carcassonne and its family. I don’t see it getting fired.

HOWEVER, Carcassonne:Hunters and Gatherers kind of fired regular Carcassonne for me a long time ago. That and the Castle are what have stayed in my collection and what I prefer. 

Sooooo... Carcassonne may have been fired/refined by itself.

Monday, October 16, 2017

Riding on Ticket to Ride: Europe

I was remembering how, long ago and far away, I used to play with a group that played Power Grid almost every week. Enough that, even though I think it is a profoundly brilliant game, I got burnt out on it. However, the other game that you could pretty much count on always being played was Ticket to Ride Europe and I never got burnt out on that.

When I first started really playing board games, which was back around 2002, it felt like Catan and Carcassonne and Puerto Rico were the three pillars of board gaming. Almost everyone in the hobby knew and play those games. You could just count on it. And Ticket to Ride ended up becoming like one of those pillars, a position that I think it still holds to this day, better than Carcassonne and Puerto Rico in fact.

I haven’t played a lot of the new boards yet but I feel that if you are only going to buy one Ticket to Ride Product and call it quits after that, Ticket to Ride Europe is that one box.

There’s really two reasons I feel that way. I feel that only distributing the super long routes at the beginning and the stations help flatten the randomness of the game and make it a little more forgiving for new players without dumbing the game down. It’s still tense game that I’ve seen lots of adult language used during.

Mind you, I didn’t stop at one box so I don’t own the Europe board :P In fact, with the 1912 expansion, I like the US map better. Although I still think the Europe board is the best for easing new players in before the knives come out.

For a game described as a family game, Ticket to Ride can be a vicious game :D

And, it has been a long runner for me.

Friday, October 13, 2017

Fumbling my way through making an Eldritch Knight

Okay, I am in my first fifth edition campaign and I have just hit third level. Second level didn’t involve choices but now I have to actually make some decisions, which I haven’t had to do since I rolled up the character months ago.

Now, I played a decent amount of first and second edition, an unholy amount of third edition, and some fourth edition, not counting Iron Kingdoms and Pathfinder. I’ve had a lot of experience with Dungeons and Dragons but I also know the nitty gritty is in the details.

Because I was also using Roll20 for the first time, I intentionally chose to play a fighter to keep things simple. Although it’s not nearly as simple as second edition was :P Picking the protection fighting style pretty much determined my tactics in combat.

Third level, I have to pick a Martial Archetype. And I’ve chosen Eldritch Knight.

Which, to be absolutely clear, is not an optimal choice. If I wanted a more efficient fighter, a different archetype. However, I felt it made sense with my character who is a scholar turned slave turned warrior. 

The schtick of the Eldritch Knight is that they get some wizard spells. At first, that’s two cantrips and three first level spells. Cantrips, by the way, have kind of taken the role of At Will powers from fourth edition, a default attack for spell casters to use over and over.

Mechanically, a big part of my choice being Eldritch Knight was getting the damn light cantrip. With lighting actually being enforced by Roll20, I’ve been stuck in the dark too much. It is actually a critical concern.

And picking out the first level spells wasn’t that hard either. Let’s face it. I’ll do more damage with a sword than with a spell. I’m already tanking a lot so Shield and Protection from Good and Evil are spells that will reinforce my fighting style.

But I still want a damage option, when I need another option in combat. Considering that saving against me won’t be hard, I’m going with Thunderwave. Area of effect, still does damage if they save and it might push them away. Downside is that it lets everyone know you’re there. 

Actually, the tough choice is the second cantrip. True Strike was an option but it takes an action to cast and I would rather attack twice. And it kind of bores me. I was thinking of Mage Hand for all the out-of-combat uses but if the game goes long enough, I’ll get to use a cantrip and attack. (So True Strike might be my third cantrip when i get one)

So now I’m mulling over actual damage cantrips. Something to can use at range and does a different type of damage is what I’m thinking about. Haven’t made up my mind yet.

And I bet I will make some kind of mistake in my design :D