Monday, March 11, 2013

7 Wonders Review


7 Wonders was released in 2010 by Asmodee Games, and was designed by Antoine Bauza.  It is a game I've frequently been rather hot or cold about.  I'll go through periods where I desperately want to play it more.  Then I'll get bored of it rather quickly again.  A part of me wonders if this is because the game doesn't have enough meat on it's bones for me, or because I haven't delved deeply enough into it?

Thursday, March 7, 2013

Ingenious Review

Ingenious is probably one of Reiner Knizia's more accessible games.  Published in 2004, it was an immediate hit.  On a personal level, it was one of the few abstract games I enjoyed at the time.  Many abstract games seemed overly complicated and obtuse at the time I was first getting into board gaming as a more serious hobby.  So, years later, here are my thoughts on it.

Monday, March 4, 2013

Battle Line Review

Battle Line was released in 2000 by the ever fantastic GMT Games.  It was designed by the illustrious Reiner Knizia, although it was a retheming of a game called Schotten-Totten.

Battle Line is a very quick two player card game.  It falls in the same category as Lost Cities and Dragonheart among others.  In theory it is set during Alexander the Great's conquest of the Persian Empire, but you'd only know it because two of the special cards in the game are Alexander and Darius, and they cannot be played by the same person.  So here is what I think of it.

Friday, March 1, 2013

Kingdom Builder Review

Kingdom Builder was released in 2011 and was designed by Donald X Vaccarino of Dominion fame.  It won a few awards, and has been received by people either quite well, or quite poorly.  Since it came from the same wellspring as Dominion, expectations may have been running a bit high.  That said, I've found it to be a very enjoyable light to medium abstract game.

Monday, February 25, 2013

Player Elimination? Is it ever appropriate?


First the Bad.


On the extreme end of purely adversarial games, is a mechanic that many people dread.  Player elimination.  Losing is one thing.  But being eliminated?!  And then everyone just plays on without you!  About the most pure example of a mechanic which is fun so long as it never happens to you.  And especially not if you are first.  Of all the stories of rage quitting that I've heard, an early player elimination is the most common theme.  Especially when the average length of the game in question is basically an entire day.  Nobody wants to be kicked out of the game, with the prospect of having to wait hours, all alone, for a chance to play with people again.

Some games are awful because they were designed around player elimination concepts, but don't have player elimination.  Instead of players being eliminated and the game ending, players are forced to continue on, in some sort of zombie state, until the end of the game.  They get to do a single default action, over and over, every turn.  Like taking 2 resources.  Or placing a single combat unit in a single area of the map.

Sunday, February 24, 2013

Commands & Colors: Ancients, Part 2

Long term strategy, short term strategy, both or neither?


In terms of trying to concretely plan ahead, I'd have to say this game rewards thinking ahead about two or three turns.  Three turns is just the most you can really count on.  One turn to prepare.  One turn to launch the attack.  Then one more turn to try to follow up with that attack if they aren't destroyed or driven off in a counter attack.

Longer term planning can be helpful.  Getting all your troops into a mutually supporting formation or good terrain for the assault you know must be coming never hurts.  And it always helps to have a vague awareness of how many troops you want in each section, and trying to maintain cards in your hand to command them.  But that comes down to more of an intuitive feel for the game than anything you can discretely logic out.

In the short term, the positioning of your troops and the order in which you attack can have profound implications.  I'd say the bulk of the strategy is in the short term pairing up of troops to assault one another, the order you choose to execute their attacks.  I've seen even the best laid plans fall apart because someone allowed the enemy to escape before their strongest attacks could be brought to bare.  Which often results in a crushing counter attack.

Friday, February 22, 2013

Commands & Colors: Ancients, Part 1


Commands & Colors: Ancients came out in 2006 from GMT Games, and was designed by Richard Borg as part of his ever growing Commands & Colors series.  It is one of my favorite games.  I suppose I shouldn't qualify that.  It is my favorite game.  No exceptions.  I've logged over 50 plays, and I can perceive of no point in time where I will have gotten board with it.  But that does not spare it from my critical eye.