Monday, December 31, 2018

Obligatory year end wrap up blog

Well, 2018 is wrapping up and I have to say that it’s been a very interesting year for gaming for me. In some ways, one of the more significant ones.

Back in 2014, we moved across the country with our newborn son. And, other than Yucata, my gaming life pretty much went into hibernation. Because, seriously, priorities.

As he has grown older, I’ve slowly been getting more and more back into gaming. I have attended enough local events that I’m getting to know the local community. And our son is getting past the point of just dexterity games like Don’t Spill the Beans.

However, what had the biggest impact for me was really embracing Print and Play and solitaire games. Usually by making my own solitaire games :D

I was already moving towards that direction in 2017. As embarrassing as it is to admit, the key thing I started doing was properly storing my PnP games. It wasn’t getting a reliable printer or a laminator. It was treating PnP games as something more than disposable objects.

And a key factor in embracing solitaire games was acknowledging what I call parent break games. Games that take little time or space or thought but do give me a short mental coffee break. I explored a lot of parent break games in 2018 and I had fun doing it. And I’m not going to be ashamed :P

Print and Play, solitaires. A few years ago, I’d never have given them much thought. 2018, they were awesome.

Thursday, December 27, 2018

But nothing beats the printing press

I spend a lot of time ruminating about the development of games and milestones in gaming. A lot of the time, that involves looking at specific games and game mechanics.

But sometimes, it’s also worth noting technological and social changes. I mean, how much of a debt does gaming owe to the printing press? And clearly Kickstarter has had a big effect, although, let’s face it. It’s no printing press :D

Two developments that I found myself thinking about over breakfast  were the internet and international shipping.

Okay. The global and cultural effect of the internet is way beyond any easy summary. It is the subject of countless books and thesis (the plural is theses but, man, that looks funny) It has changed the world.

How this applies to game development really struck me when I first read Gamut of Games by Sid Sackson. In addition to the actual games, he discusses collecting games and corresponding with other game designers (who designed some of the games in the book) In the post-internet world, developing a network of designers would have be mind boggling easier!

And while it seems to actually becoming more difficult than it used to be (I might be wrong but I swear shipping rates are going up faster than the price of games) but being able to actually get games from across the Atlantic that weren’t available in the U.S. was amazing back when I first started looking at games (and Fred Flintstone was part of my gaming group and brontosaurus ribs were a table snack)

Okay. The internet is the bigger deal. But, at least for me, the internet and international shipping made a powerful combination when I was first really discovering the broader world of gaming. I could have never found about so much without one and couldn’t have gotten ahold of so much without the other. 

Ten years earlier, I could not have had the same experience.

The world of gaming has changed and is changing and a big part of it is that the world has changed period.

And the printing press, that was a big deal.

Monday, December 24, 2018

Atlanteon is an abstract is basically just good enough

I hadn’t thought about Atlanteon for years until I was looking through my abstracts. And now I want to play it some more :D

In Atlanteon, each player has eleven tiles numbered zero to nine, plus a king tile that’s also a zero. They take turns placing the tiles on a five by five grid that has three neutral castle tiles that they took turns placing at the start. When a tile is surrounded on all four sides by other tiles or the edge of the board, it’s scored. Whoever has the most value in tiles around it gets it. Opponent-claimed tiles still count for their player for claiming the tiles they’re next to.

Atlanteon can end in three different ways. You can win by capturing your opponent’s king or by capturing all three neutral castle tiles or by capturing eleven tiles and having your king on the board. 

I’ve skipped over some rules (you place a disc in captured tiles but don’t get to do that for the two white castles and the black castle has its own, quirky set of rules and there are tie breakers for capturing tiles so I think it’s impossible to tie the whole game) but that’s the basic idea of Atlanteon.

While the game has the theme of undersea warfare, the theme has absolutely nothing to do with the gameplay. Atlanteon could work with just about any theme or no theme at all. A cyber punk hacking theme would have done pretty well and given us better artwork to boot.

I’ll be honest. There’s nothing particularly special about Atlanteon. It’s a little quirky but the overall structure is basic stones-on-the-board, count-the-numbers. However, it ticks off a number of boxes for me.

It’s a short abstract, probably around fifteen minutes, and it’s a dynamic one. With only eleven moves each, every move count and every move changes the board. Atlanteon isn’t a slowly developing game. It’s a knife fight in a phone booth that someone just tossed a hand grenade in.

And there is the simple thing that the game works. All the pieces fit together and it all balances out. And the variable starting positions of the castles helps keep Atlanteon from getting too formulaic and too quickly solved.

Last of all, I own the thing. I got Atlanteon when I was in my buy everything stage. I don’t know if I’d buy it now but it’s not leaving my collection. It’s not a brilliant abstract but it’s a nice little snack of one. It’s comfy.

Atlanteon is a workman-like game that honestly isn’t anything special. It’s definitely not one of Knizia’s best games. Wow. I went this long before mentioning it’s a Knizia. But it does what I imagine he set it out to do. Be a quick little game with real if light choices.

Friday, December 21, 2018

Abalone - a perfectly good abstract I have no interest in

I was actually introduced to Abalone  by a  D&D buddy before I got into designer board games. (He was the same guy who would later introduce me to Carcassonne and Puerto Rico so has serious mentor credit) At the time, I thought it was a really neat game. But that opinion hasn’t really held up. Although, it’s really about my tastes than the game’s fault.

Abalone is a perfect information abstract. The board is a hexagonal marble board with special grooves so you can roll the marbles from one hole to another. You can push up the three marbles when you make a move. The goal of the game is to push six of your opponent’s marbles into the gutter on the edge of the board.

The game was apparently inspired by sumo wrestling and it’s really easy to see that. However, it also reminds me of just playing marbles and trying to shoot your opponent’s marbles out of the circle :D

Abalone is a very methodical game with a lot of discrete moves. At the level of play that I got to, there is a strong focus on defensive play, setting up marbles in groups that couldn’t be pushed and waiting for your opponent to make a mistake. And once a mistake was made, games tended to turn into a death spiral for whoever made that mistake.

What that ended up happening was that my plays of Abalone tended to be very slow with very static boards, punctuated by a few exciting moments. 

However, my tastes in abstracts shifted towards ones with very dynamic game play where individual moves could really change the board. Games like Hive or the Gipf Project took my fancy and have held onto it. Plus, I’ve also come to really love abstracts that aren’t perfect information or totally determined, like Ingenious or Qwirkle.

There are still games that are slower and more discrete that I really enjoy. Go is the prime example of that but Go is also an example of a board that is constant developing. There’s no going back in Go. And I also like the Blokus family, which is also an example of a constantly developing board.

None of this makes Abalone a bad game. Intellectually, I think it’s a very good game. It’s just not one that interests me.

And I also know that if I had played Abalone more, I probably would have come to understand and appreciate it more. I also understand that are alternate starting positions that would address some of my issues with Abalone. AND you can play with more than two players which also might have changed the experience for me.

The game that really killed Abalone for me was Oshi. It has similar ideas but a much more wide open board. To be brutally honest, Oshi is a lighter and definitely simpler game. Abalone clearly has more depth. By many measurements, Oshi is the worse game. But I have more fun with it.

I can see how Abalone is a good game. I just don’t have any interest in it.


Tuesday, December 18, 2018

Rosenkonig - a little abstract that doesn’t quit

Rosenkonig or The Rose King or War of the Roses. This game has more names without changing anything and it also started out life as Texas so you know that the theme and the mechanics have so little to do with each other than they communicate with semaphore. Every time I look at this game, I think eh, it’s not that much. But, you know, I keep going back to it. And it’s survived a lot of purges of my game collection.

So there’s something there.

Rosenkonig, as I think of it, is fundamentally an abstract. The theme really is just there for the art. Abstract doesn’t have to mean two-player but it usually does and Rosenkonig is no exception. 

The players take turns using cards to move a single pawn across the grid that is the board. You get to place a token in your color’s side  on the space where you land the pawn. The game ends when either you run out of tokens or no one can make a move.

You see, you normally can’t land in space that already has a token. Each player can land on an opponent’s token and flip it five times per game but those five times will go by fast.

You score each group (orthogonal counts but not diagonal)  of tokens by counting them up and squaring the number. 1, 4, 9, 16, 25, etc. As you can see, it escalates quickly. Being able to flip a token to either break an opponents group or increase one of yours is a big deal.

While there is a variant to play with hidden cards, the regular rules of Rosenkonig have you play with open cards. So you know all of your opponent’s possible moves. Limiting what they can do is a huge part of the game. You have to keep looking at least two moves ahead.

I bought it at the first GenCon where I was actually looking for board games. Man, that was a magical GenCon, where the purchase that really rocked my world ended up being Bohnanza. But Rosenkonig was also something I picked up and it’s stayed with me.

If memory serves me correctly, I actually bought it from the Mayfair booth. One of the folks at the booth went through the scoring and convinced me to buy it. I got the German edition with a print out of the rules in English :D (I have no idea who distributed the English edition but I’m assuming there must be one)

So memory lane is part of why I’m fond of Rosenkonig but that’s not the only reason. While it has elements or other games (Flipping over tokens does bring Othello to mind), it is still pretty unique. I can’t think of another game really like it. And while it’s easy to teach, it’s full of lots of ‘aha’ moments. It rewards exploring the game and it plays quickly enough that replaying it isn’t hard.

Rosenkonig isn’t a game that really jumps out at you and, lets face it, you have to at least kind of like abstracts. But it’s got staying power.

Thursday, December 13, 2018

Why dancing bears matter

I was in the mood for something different but the holidays have fried my brain enough that I also really wasn’t up for thinking. So I dusted off Not Another One, a roll and write that didn’t impress me much back in February.

And it impressed me even less this second time. While there are some decisions, the dice will trump careful choices every time. At the same time, i know that it’s something I will occasionally pull out. Because it is kind of different and it is quick and easy and my brain doesn’t have to participate that hard.

There’s an old expression that we don’t watch a dancing bear because it dances well but because it dances at all. And there are definitely some games out there that are dancing bears. When I’ve paid money for a dancing bear, that’s aggravating. 

But when a dancing bear is a free PnP, that’s another thing. I’m cool with being a play tester for someone’s wacky experiment. Heck, that’s part of the process for how better games get made. 

I am under the string impression that, over the last three or four years, that more and more PnP games that are more dancing bears. This might be because I am much more interested and paying more attention. I think it might also be because of Sturgeon’s Law. More stuff is getting designed so the ten percent of good stuff is a larger number.

My primary goal with PnP is to find that ten percent, to find and play those games that really are good. However, I don’t want to overlook dancing bears. They can be fun and amusing. More importantly, they don’t represent a finished product but a step on the way. 

Wednesday, December 12, 2018

Further thoughts on Tussie-Mussie

I’ve already posted a review of Tussie-Mussie on boardgamegeek, particularly since it didn’t have one. However, I’ve found myself continuing to play the game as a solitaire, even though I think that’s probably where the game is weakest.

My first impression of Tussie-Mussie was that it was a set collection game with bog standard mechanics and a pleasing theme and very clean graphic design. My further plays have only reinforced this impression.

And stating that the theme and layout are the strongest part of the game isn’t a jab at Tussie-Mussie. They are the difference between making the game a bland experience and an enjoyable one.

Frankly, I think that Tussie-Mussie is an ideal casual game. Very easy to teach and short to play with some things to think about. Luck definitely can be a deciding factor but that’s not a game killer for a short, casual game. 

These days, there are a lot of really solid casual games. I do hope Tussie-Mussie gets published but I don’t know if it will stand out. I do wonder how it would have done if it come out ten years ago.

Tussie-Mussie is one of the rare games that I seriously thinking of going the extra step of getting printed in color, going beyond our black and white home printer. Because that’s what will make non-gamers interested (we are talking pictures of flowers and ribbons, after all) and I think one play will make them want more plays.