Showing posts with label YotD. Show all posts
Showing posts with label YotD. Show all posts

Sunday, March 23, 2008

Big Birthday Weekend - on the SedjCon schedule?

At 9:30 this morning the first guest arrived for my "Birthday BBQ," and at 1am the last guest left. After a round of disc golf with Rif and Michael, 13 other friends came by to eat food and play games such as:

* Race for the Galaxy
* Pandemic
* Puerto Rico
* Princes of Florence
* In the Year of the Dragon
* Louis XIV
* Railroad Tycoon
* Goa
* Leonardo Da Vinci
* Guitar Hero
* Katamari Damacy

It was a lot of fun, and maybe the best part was that a frisbee friend of mine, Anita, who never really plays games but who's come over a couple times and liked it, won both Puerto Rico and YotD - and against good, seasoned players!

I enjoyed this weekend so much that I might add it to the SedjCon schedule :)

Sunday, March 16, 2008

Ides of March

SAGA's Ides of Gaming event occurred on March 15th this month, the Ides of March. It was also the 1st anniversary of the event, so it was 12 hours long, had scheduled stuff, and was also the official announcement of RinCon, a full gaming convention which the group will be putting on over Halloween this year.

As a side note, the convention sounds pretty cool, and it's only $20 to pre-register. Check out RinConGames.com for more info.

I had a good time, and got a lot of games in. Here's what I played:

Pandemic
I'd been under the impression that Pandemic is a neat attempt at a cooperative game, but it suffers from some of the same shortcomings of all cooperative games. Namely that it's solitaire. Jim Cote wrote up a nice post on Pandemic, and my comment on that post says a lot of what I had thought of the game after 2 or 3 plays.

Until yesterday I hadn't really lost the game. Since it had seemed easy, we decided to play in "Heroic" mode, which means using 6 Epidemic cards instead of 5, making the game harder. What I didn't realize is that the game also gets harder the more people you play with. So when we played 4-player in Heroic mode, we got thoroughly squashed by the game twice in a row. Then we decided to step it back to Normal mode (5 Epidemic cards). With 4 players in Normal mode we lost twice when we would win the very next turn. Later we tried one more time, determined to win a game... we played with 3 players on Normal mode, and not only did we win, but it felt like a foregone conclusion.

My new position on this game is that the discrete difficulty levels are kinda weird. It appears that there's a significant jump in difficulty going from 3 players to 4, and of course there's a big jump going from Normal to Heroic. 4 player Heroic seems neigh impossible, while 3 player Normal seems too easy. many 4 player games on Normal appear to be lost on the last turn, which seems likely the best outcome (intense, but maybe winnable). I'd like to try 3 player Heroic to see how that goes.

I'm a little unsettled by something which I suspect is true (and which I hear has been mentioned on BGG) - that there's a certain percentage of games which, based on the order of the cards in the deck, are simply unwinnable no matter what the players do. This wouldn't be a problem if the percentage were low, but I get the impression that the number is likely pretty high with 4 players. I'd be curious to know what that value is for 4 players on Normal, and if it's "too high" (I'm not sure where I'd draw the line) I'd probably not want to play with 4 players anymore.

In the Year of the Dragon
I played another game of ItYotD, and I continue to really enjoy the game. This time I started out with a first turn Double Dragon, a play which people on the internet appear to think is the obvious first play, and is likely unbeatable. I do not agree with them, but it seemed like a good play to make anyway, so I did it. Tyler on the other hand started with a Court Lady and a Craftsman. He struggled some in the midgame while I did pretty well, so I thought I would end up beating him. In the end though I had struggled with space constraints and had to fire some people, and Tyler ended up winning by 5 points. There's some more evidence that the Double Dragon is not unbeatable!

Race for the Galaxy
I played 4 games of Race for the Galaxy yesterday, with Tyler winning most of them. They were all 3 or 4 player games, and I think I really prefer the game with 2 players. The best news was that I found out that I didn't lose a card last week at the restaurant after all :)

Qwirkle
I had played Qwirkle once before, and I met the designerl last year at a convention. I loved the idea of the game, but playing it yesterday made me think 2 things...
1. It takes a long time for my opponent to take their turn. This means my opponent is probably thinking the same thing. Maybe it was just that opponent, as I don't recall this from the last time.
2. (and this is a much bigger deal) I'm not sure how 'fair' the game is. It seems like the luck of the draw can be very swingy. In yesterday's game I didn't have a play in the world for the first half of the game, and i was getting trounced. Then later, every tile I drew seemed to match up with the board, I scored 3 Qwirkles in a row! I just wonder if the luck of the draw doesn't play too big a role in the game. I still like it, and I might like to get it as a gift for my mom (who likes Scrabble) or my sister (who likes pattern matching stuff like Set and Tetris).

Puerto Rico
I'm pretty good at Puerto Rico. I've played a lot, and I've put some effort into studying strategies and improving my play. In this game it was me, my friend John (who's also very good), Bill who plays once in a while, and his wife... who despite playing once in a while, seems to not remember what actions do what from one turn to the next (let alone from one game to the next). We also had a new player at the table, who seemed to pick things up very quickly.

Bill went first and chose Builder. As player 3 I made an unusual play (for me) - based on the thought that player 2 (the newbie) would choose mayor to get her Indigo running I chose to build a Hospice so I could then Settle a manned quarry. I felt this would be an interesting start, and since the number of 'inexperienced' players was high, I figured anything could happen and I'd have a fun and interesting game trying to keep on my toes. I spent most of the game trying to make sure I was staying ahead of John, who I figured would be my main competition. John was doing a very extreme strategy as well, he had nothing but corn plantations, a small market, and a Wharf.

One turn the new player was going to take a Prospector with 1 gold on it so she could get 2 gold. There was also a trader with 2 gold on it, and no one had any goods at all. I recommended that she take Trader instead, and explained that it's the same 2 gold for her, but taking trader makes the trade action less good for whoever ends up doing it later. In the following round, who ended up choosing Trader? Me of course :) Way to talk yourself out of 3 gold, Seth!

In the end, when John was scoring 5-7 points per Captain phase, I looked around the board on my turn and saw that everyone had 1 or no goods (John had none) so I chose Captain. While we were loading goods, I found out that Bill's wife had 3 more gods that I couldn't see before, so she made out with even more points than I did during that captain phase. If I'd seen her other goods, I would have chosen the more obvious play at the time: Prospector. In fact, when this happened, Tyler walked up and said "Who doesn't pick Prospector?"

When final scores were tallied, I had beaten John handily, but it turns out that Bill's wife (who had built 2 large buildings) had scored the same as I had... I counted up my goods plus money and looked at her huge stash of production and they were equal! Then there were a couple coins beside her player mat, which turned out to be he final tiebreaker.

Age of Gods
I have not played Age of Gods, but I won it in the raffle. I'm not too sure about it though, I have only heard that you own one of the factions, but you don't know which - and you control any faction on your turn. Over the course of the game, faction control is revealed. So maybe in the early game you don't want to damage any faction too much or build anything up too much because it might/might not be yours. I'll probably geta chance to try it on Thursday.

Monday, March 10, 2008

In the Year of the Dragon

I don't generally do full fledged reviews of games, but once in a while there's a game which attracts a lot of my attention. I've recently played In the Year of the Dragon and it has impressed me with its strategic depth, replayability, and general quality so I thought I'd take a shot at reviewing the game to explain what I like about it.

I bought YotD at OrcCon last month, having never seen nor played it. I knew nothing about it, really... all I could say is "I've heard good things," and I'm not even sure that was 100% true! But I had a few dealer dollars, the price was pretty good, and I like Notre Dame (by the same designer) so I went ahead and bought it.

The Components: Most reviews start with an overview of what's in the box... the contents and quality of components. In YotD you get...
* a game board,
* 7 sturdy tiles for the actions,
* wooden 'scoring' and 'initiative' markers for each player,
* lots of cardboard chits for rice, money, fireworks, palace floors, privileges, and dragon shaped player markers,
* Plastic stands for the player markers,
* a set of 12 cards for each player, including the smallest player aid ever,
* Lots of square tiles for people and events (12 events and I think 10 for each person)

The board seems just like that of Taj Mahal, and like that other game, I have a hard time getting this board to lay flat once it's unfolded. Aside from that small gripe, and the super tiny text on the player aids, I have no problem at all with the components, they are on par for a nice eurogame. A friend of mine thought the art was lousy, but I guess that just doesn't bother me. There have been complaints online about the insert... it's designed alright, but the wells could be just a bit deeper so the tiles could fit in sideways. It's not unmanageable as is though.

The Rules: YotD has a fairly simple round structure. There are 12 rounds - one for each month of the year of the dragon. Each round has 4 parts... first you choose an action, then you hire a person, then you resolve the event, and finally you score points. This round structure is repeated 12 times, and then the game ends and there is a little bit of endgame scoring. The player with the most points at the end, wins.

Actions
The actions, and the action selection mechanics, aren't the most clever part of the game. When it's your turn, you simply choose the action you want. However the actions are shuffled up each round and dealt into piles, and when you take an action you put your dragon marker on the pile the action is in. It costs $3 to do an action in a pile where someone's already placed their dragon. this means going first is something of a big deal, because money is hard to come by, and if you don't go first someone might take the action you want, or even an action you don't want that happens to be paired with an action you want, and you'll have to pay. Of course if you don't have $3 then you can't pay, and therefore cannot take that action!

The turn order is dictated by an initiative track (called the "person track") in the center of the board. Each round players take their turn in order, per their position on that track. Thus if you want to go first, you'll want to find ways to advance past everyone else on the person track.

The 7 actions are...

* Get rice
* Get fireworks
* Get money
* Move ahead on the people track
* Score points
* Build Palaces
* Buy a privilege

Each of these actions do just what it sounds like, they get you some amount of one of the resources in the game, allow you to improve your standing in the turn order, score points directly, give you more palaces (which sore points and make room to hold people tiles), or buy a privilege which will score points every round for he rest of the game. The amount of resources and stuff you get, the potency of your action, depends on which people you've employed. For example if you have a farmer, then you get more rice per "Get rice" action than if you don't have a farmer.

There's a very important alternate action - instead of taking an action a player can fill up to $3. This is important because when you have less than $3 you can't take actions where other players have taken actions, and the only way to get money otherwise is one of the actions. So to make sure players don't get continually screwed, you're allowed to skip your turn to take money.

People
In part 2 of the turn you hire one of the 9 people in the game. Each player has exactly 1 card for each of the 9 people, and 2 wild cards. When you hire a person, you discard that card out of your hand, and it's gone for the rest of the game. Thus, over the course of the game each player will hire each person at least once - you can double up with the wild cards which let you pick any person). The question becomes, which person do you want each turn, or on a larger scale, what order do you want the different people (and, which people do you want to double up on)?

The people, their abilities, and their initiative value is one of the things that makes this game so interesting. Each person tile has 2 attributes, a number of symbols indicating how much they help a particular action, and a number indicating how far you advance on the person track when hiring that person. Most of the people come in 2 types, the "young" version has a higher number for initiative, but doesn't augment actions as much, while the "old" version generally augments actions more, but has a much smaller initiative value. Thus, when hiring a person, you not only have to consider which action they augment, but also where that puts you in turn order (as mentioned above, going first can be a really big deal).

These people are going to help you take actions and score points during the game, and the game complicates this process by limiting the number of people you can employ at one time. Players start with two 2-story palaces. You can fit 1 person per floor in a palace, so if you have as many people as you do palace floors, then you'll have to fire someone to hire a new person. This makes you really manage your people, as you may not want to get rid of anyone. Also, people tiles are worth points at the end of the game if they survive, so running into space constraints will cost you valuable VPs! Palace floors can be added to your board with the Build Palace Floor action.

Here's a list of the people tiles available, preceded by their initiative value:
* 1 Lady - 1vp per round
* 2 Craftsman - 1 extra palace floor when building
* 3 Tax collector - 3 extra money when getting money
* 1 Old Farmer - 2 extra rice when getting rice
* 4 Young Farmer - 1 extra rice when getting rice
* 2 Old Doctor - Save 2 people during Contagion event
* 4 Young Doctor - Save 1 person during Contagion event
* 2 Old Scholar - 3 extra victory points when getting points
* 4 Young Scholar - 2 extra victory points when getting points
* 3 Old Pyrotechnic guy - 2 extra fireworks when getting fireworks
* 5 Young Pyrotechnic guy - 1 extra firework when getting fireworks
* 3 Old Soldier - 2 Helmet symbols (for Mongol event and initiative action)
* 5 Young Soldier - 1 Helmet symbol (for Mongol event and initiative action)
* 2 Old Monk - 2 Buddha symbols (worth points at game end)
* 6 Young Monk - 1 Buddha symbol (worth points at game end)

Events
Each month one of 6 different events occurs. For the most part these events force players to lose people unless they prepare properly. Sometimes they allow players to score some points. Here is a list of the 6 events, each one appears twice in the game:

* Peace - nothing happens
* Festival - Most fireworks scores 6vp, 2nd most scores 3vp.
* Mongols - Players score 1vp per Helmet symbol, then fewest symbols loses 1 person.
* Drought - For each palace, pay 1 Rice or lose 1 person from that palace.
* Contagion - Lose 3 people, less 1 per bowl symbol (doctors).
* Tribute - Pay $4. for every $1 you can't pay, lose 1 person.

These events are the real genius in the game design. The year of the Dragon always starts with Peace in the first 2 rounds, so players can get a head start preparing for the upcoming events. The other 10 events are shuffled and dealt randomly at the beginning of the game, making sure no event happens twice in a row. This sets the order of events for the game, and it is different every game. Players can plan based on this order of events - which events will I prepare for? Which will I ignore? You can really plan a strategy for the game based on which events occur early, or which occur late.

Scoring
In any game the scoring is what drives players decisions - it's a measure of incremental progress toward the final goal: victory. In YotD there is scoring each round, and final scoring at the end of the game. In general, a player can concentrate on scoring more points each round, probably ending up with a low endgame score because they're spending time scoring points rather than defending against events. Alternatively, a player can aim to prevent losing people to events, in which case they won't score as much during the game, but they may have a 30+ point endgame score.

The things that are worth points each round are Palaces, Court Ladies, and Privileges. Endgame score comes from people remaining in your palaces, Buddhas on Monk tiles in your palaces, and leftover rice, fireworks, and cash. The decisions faced by players as to which events to pander to, which actions to use for points vs preparing for events, and which people to hire are all very intricate, interesting, and important.

I have quickly grown very enamored of In the Year of the Dragon, it may well be my new favorite game!

Wednesday, February 20, 2008

New games!

I usually don't buy games, but I decided to get 2 games at the convention last weekend. One of them I ended up getting for about 30% off if you count the Dealer Dollars I won (I should work on winning more of those next time!). the other I got for about %15 off, but with no tax - not as good a deal, but I decided I wanted the game. Here's what I got:

In the Year of the Dragon
I've never played or even seen this game in action, and I really don't know anything about it except that it's by the guy that designed Notre Dame. I've heard some good things about it though.

Kingsburg
I played Kingsburg once at BGG.con last November, and I remember thinking that I was not as enamored as I thought I'd be. I like the idea of splitting up your dice and placing them on several spaces vs adding them all up and placing them on 1 space. I remember thinking though that the rewards were largely the same whichever way you did it. I figured that in general you'd get fewer but better rewards if you clump your dice, and more but weaker rewards if you split them up. Instead you usually get about the same number of resources, maybe +/- 1 if you split them up. It didn't seem to make a difference in the game I played. However while watching some people play this weekend and thinking about it a little, there are things you can collect that allow you to add 2 to the dice you are placing, which you can use once per placement - that would make each placement better when splitting up dice, giving the effect I was probably looking for. So I'm looking forward to trying the game again.

I guess I know what I'm bringing to game night tomorrow night!