Showing posts with label Agricola. Show all posts
Showing posts with label Agricola. Show all posts

Monday, March 10, 2014

2014 Prezcon - Part 1

Well, another year has come and gone for my annual pilgrimage to Charlottesville, VA - home of Prezcon.  Prezcon is the first game convention I attended, way back in 2009.  Hard to believe this was my 6th year attending.  In 2009 my buddy Brian and I started on Thursday..in the last few years that migrated to Wednesday.  This year, our friend Tom had business meetings in Charlottesville on Monday and Tuesday, giving Brian and I the excuse to join him at the convention on Tuesday evening.  Which quickly turned to Tuesday afternoon.  Incredibly, the wives bought off on this.  We'll pay later, I'm sure.

The first game we settled down to was, like in previous years, Circus Maximus.  This year, GM Jake Jacoby had a surprise for us - instead of the typical oval, we were racing around a "cloverleaf" track, with a free-for-all area in the center.  Unlike the last several years, I decided to try being a "rabbit" - in other words, a light, fast chariot.  That was the idea, anyway - I had poor rolls on my setup, and ended up on the slower end of the lights, with not much in the way of stamina either (used for whipping to go faster).  I was also chosen to start on the inside lane, which meant I was the furthest back at the start.  There was not a whole lot of drama to the race as another light chariot got out in the lead and stayed there, despite the efforts of the heavies to smash him to bits.  The cloverleaf made for an interesting change, but I feel that it was to the advantage of the light chariots, as once they got ahead, it was not as easy for the heavies to get to them as it is on the oval, when they can slow down and wait to be lapped. 

Next up was Power Grid, an old favorite.  I'm always a little wary of the heavier euros as Prezcon, as there are some real sharks in the water, but I consider myself competent enough at Power Grid that I won't embarrass myself, and I could even make a good showing.  In this case, though, I simply played awful.  Actually, I don't think I was doing too terrible, but I was letting the leaders slip away, and I made the move to catch up at the wrong time, buying up to 12 houses, when the rest of them stalled at 11, which ended up killing me in turn order the following turn.  I finished in last place :(

For some reason, Brian, Tom and I decided to end our Tuesday with a game of Dungeon Lords.  This is a great game, but I hadn't played in a while, and it wasn't coming back very quickly.  Tom had never played, but fortunately Brian had played recently and got us squared away.  Again...a great game...but probably not one to start after midnight.  We were up to 2:30...starting off Prezcon with a bang.

Next morning...since we were there for a Wednesday morning for the first time, I finally got to play in the Prezcon Agricola tournament.  See my earlier comments about the euro sharks...and unlike Power Grid, I don't consider myself a very good Agricola player.  I was at a table with Tom, our friend Mike Senzig Jr., who'd arrived that morning, and Aaron Buchanan, the GM of Castles of Burgundy, and a very good euro player.  In the card draft, I tried to set myself by taking a lot of cards that helped with wood gathering and fence building.  I was doing OK at the beginning, I think, but I waited far too long to grow my family.  Mike was able to build a couple of extra rooms early on, and get to 4 family members pretty quickly, and then he was off to the races. 

Avast, me hearties!
Following Agricola, I played in the Merchants and Marauders tournamentThis is a game that got a lot of press when it came out a few years ago, and I snatched up early...but it had been a while since I had played.  In our previous plays, our group thought that the Merchants had a bit of an advantage...but what fun is that?  For the tournament, the GM lowered the speed on galleons, and allowed pirates to go into port after other players.  In my 3-player heat, we all went the pirate route.  One player had the misfortune of running into a Spanish man-o-war, which doomed him in his sloop.  I managed to upgrade to a frigate, and was doing well as a pirate, but won the game by delivering an in-demand cargo to my home port and stashing my riches.  With my win, I qualified for the final, but unfortunately, that conflicted with my first Lords of Waterdeep heat.  I enjoyed the game, but some of the nagging feelings returned - it can run a bit long, and there can be downtime while other players perform their actions - particularly in port.

Following M&M, it was time for my annual game of Formula De.  I like this racing game a lot, but I dread it at Prezcon a little bit, because the GM Doug Gallulo will run up to 10 players on a board.  That's too many, in my opinion.  Sure enough, in our race we had 9 players, although I was lucky enough to be drawn starting in 3rd position.  I grabbed the lead halfway through the first lap, but miscalculated on the back stretch, as I was trying to set myself up to use the 30-sided die coming out of the next turn.  I stayed in 4th when I should have gone to 5th, and was promptly passed.  2 turns later as I desperately tried to make up the difference, I spun out, and that was it.  This game can be unforgiving if you make one mistake, or get one bad roll.

I'm trying to pay my debts...
Wednesday night it was time for Game of Thrones.  By random draw, I ended up with the Lannisters - I should have asked to redraw, as I think in every game except for one, I've played the Lannisters, and that put me off from the get go.  The game progressed fairly normally for the first 2 or 3 turns, but the player to my right, as the Tyrells was clearly coaching the younger Martell player to his advantage.  The were putting a pounding on the Baratheon player, who was very young and pretty inexperienced.  Instead of helping Baratheon, I sensed blood in the water and tried to take my share.  I should mention that we had turned up several muster cards, but nothing had come up to adjust our supply yet.  I had captured a bunch of barrels on the board, but without the supply action, I could not take advantage.  The Tyrell player eventually took the land area between our capitals, and also The Reach, which contains two barrels - and he threatened to take Lannisport from me by using the Ser Loras cards which allowed him to carry his attack token with him.  I had to quietly accept my losses - and THEN the supply card came.  Of course.  By this point, with Baratheon effectively out of the game, the Starks, Greyjoys and Lannisters had essentially an alliance against the Tyrell-Martell block.  There was some baiting of the Martell player, accusing him of being a pawn for the Tyrells, which caused him to make at least one bad move, attempting to "prove" he was playing his own game.  In the end, the Starks made a play to clean up the last of the Baratheon holdings, the Tyrells turned on their Martell lackey, and used that Ser Loras card to attack the Starks.  In an equal battle, it came down to the draw of the "Tides of Battle" card, the Tyrell player got a +1 to Stark's "0", giving him the victory.  The game didn't end until 2:30...which was WAY too late for that to go on...

Next up...part 2 of Prezcon 2014

Monday, July 15, 2013

Vacation Gaming

Over the first week of July, my family and I took a vacation to the mountains of West Virginia.  Joining us were my good friend Tom and his wife Kelly....and later in the week, their daughter Sarah and her husband Matt.  Tom is one of my oldest friends, and we've been playing games for almost that whole time, and this was no different.  We squeezed in a lot of gaming this trip, although we didn't quite get to all the games we brought along (ok, I was probably optimistic bringing two full rubber bins full of games...).  I'm not going to cover every game we played, because we played a lot of favorites, but I thought I'd talk a little about the games that were new to me, and my impressions of them.  I will mention that we took day trip on on the Cass Railroad...and I couldn't resist pulling out my phone and playing a game of the Ticket to Ride app...while riding a train.  Now that's meta-gaming! 

(I'm going without pics in this entry because I'm way behind, and already have some additional gaming to blog about...)

Last Night on Earth

 I've mentioned before that I'm not a big fan of the zombie genre.  I'm ready for this current fascination with all things zombie to come to a close.  I wasn't a particularly big fan of Zombicide when we played it at Prezcon, although lack of sleep and food probably affected me.  However, Tom had brought along a copy of Last Night on Earth and wanted to give it a go, and I agreed.   Unlike Zombicide, which is cooperative, this game is played with one side playing the human survivors and the other side playing the zombies.  There are several different scenarios, and the map is more or less randomly generated by picking from different boards and assembling.  Each faction has a deck of cards that they draw from in order to get resources, or enact events.

In our scenario, my human survivors had to get to the truck, and escape town.  However, to operate the truck, they needed to find keys and gas, and then survive one round at the truck with those items.  Now, as luck would have it, I drew a keys card at the very beginning of the game, and was lucky enough to have the gas station come up on the map not too far from my survivors.  3 of my survivors started in the center of town, with one at the farmhouse, on the opposite side from the gas station.  Since I had keys, and knew where the gas was, my survivors made a beeline to the gas station, and then back to the truck.  Tom, playing the zombies, got his own luck in several card pulls that essentially enabled him to get all the zombies on the board in the first few turns.  He also pulled a card that stopped me from performing actions for one turn, which ultimately led to his zombie horde overrunning me one turn prior to my escape.

Last Night on Earth didn't particularly do anything to sway my opinion on all things zombie, but I hesitate to judge the game too quickly based on a scenario where lucky draws (on both sides) seriously compromised the main flow of the game.  I never had to split my survivors up to go scrounging through different buildings...never really needed to use any of their special abilities.  I'm not sure this is a particularly "deep" game, but Tom made a good point that it is fun to step away from euro games and play something a little more frenzied now and again.  If you like zombies, this one may be up your alley...and it comes with a soundtrack!

Ticket to Ride:Asia

I've owned the Asia expansion for TTR for some time now, and I had played the "Legendary Asia" side, which is essentially TTR on a new map.  What I had not had a chance to do yet was play the "team" variant on the other side of the map.  In this version, you pair with a teammate, and you can share some of your tickets and train cards.  You don't share everything, and by rule you're not allowed to just blurt out to your teammate what you have hidden in your private hand.  I think this is a little bit of a problem at the start of the game, when you are choosing your initial routes - and there's not way to communicate...you could end up with routes on totally opposite sides of the map.

Once the game gets going, I did enjoy this variant on traditional TTR.  Having a partner can be very helpful, as you take your turns back to back, and if you're on the same page, you can really start laying down routes quickly.  We managed to get this in twice during the trip, once as a 4-player (2-team) and once as a 6-player (3 team) game.  In our 4 player game, I played with my son Liam as my partner, and I continue to be amazed at how quickly he's picking up on games these days (sorry, proud dad moment).  We didn't win, but it wasn't for lack of trying, and as an 8-year old, he played as well as many adults that I've seen.  I teamed with my wife Becky in the 6-player game, and unfortunately we came in last by quite a bit.  Part of that was due to me drawing new tickets near the end, and keeping some I should have discarded because I read the city names incorrectly.  Grrr.  In any case, I really do like this variant, and it may make things interesting for those that have cooled on TTR in general. 

Dominant Species

I had heard of Dominant Species, and new it was highly regarded, but this was my first time trying it.  In this game, you take on the roll of one type of animal (insects, mammals, birds, reptiles, etc.) and you attempt to assert your dominance by multiplying and adapting to new landscapes as the map grown in front you.  You establish dominance in map hexes by being best adapted to the elements that are located a the corners of the tiles.  This is more or less a worker placement game, as you place your action pawns (APs) on various actions the side of the board, and then resolve those actions in descending order. 

On our first attempt at the game, 4 of us played only 3 rounds as we learned the game.  Fortunately for me, we called it short as it got later, because I started at the mammals, and I did not recognize the need to take the "adapt" action early enough to add new elements to my species, and when my one element got wiped from the board, I was in bad shape.  But hey...that's why you play a learning game, right?  The 2nd time we played this game, I came out with a narrow victory as the insects, when Matt - who had taken over the mammals from Becky - almost randomly chose some creatures to remove from the board due to an card he played on the last play of the game.  He took some of Tom's critters, denying Tom the "survivor" bonus in the last round, giving me the win. 

This game is very good...and very deep.  From 1.5 games, I can tell that there are multiple paths to victory...and you really have to be on your toes to form a coherent strategy.  I'm not doing it justice with a quick blurb in a blog entry focusing on multiple games played over vacation.  Suffice to say I'd like to play it some more...and with WBC coming up, and I can see myself swinging by the GMT booth for that convention discount....

Roll Through the Ages

Roll Through the Ages is a quick little civ builder game that I picked up on a whim at my local game store a few months ago.  Finally had a chance to pull it out, and I quite enjoy it as a "filler" game.  You roll a number of dice equivalent to the number of cities you've built (you start with 3), and get a number of rerolls each turn.  You use the outcome of the dice to build cities/monuments, buy civilization advancements and feed your cities...the more cities you have, the more dice...but the more you have to feed.  The game ends when all the monuments have been built, or when one player gets to 5 advancements.  In our games, we found that they took 30 minutes or less.  It's light, it's quick...and yet that civ builder feeling is still there.  I recommend it if you're looking to fill that niche.

Agricola:Farmers of the Moor

I'm a big fan of Agricola, but had yet to play the Farmers of the Moor expansion.  Tom, Matt and I sat down to play a round.  Even though we were playing with Farmers of the Moor, we still played "family style" (i.e. with no occupations or minor improvements) because Matt was a bit rusty on Agricola.  For the base game, I had been waffling for some time on whether I liked the full game of the "family" game better - I have just not played with the cards a lot, so I don't know them well, and I always feel a bit overwhelmed.  However, last time I had played "family style", I really came to realize how limiting that was, not being able to play minor improvements and occupations that will allow you to help feed your family, etc.  However, with adding the expansion, I was happy to not have to worry about such things this time around (in fact, my friend Paul Owen recently told me that he prefers playing Farmers of the Moor "family style" ). 

With a lot already going on in Agricola, I was afraid that adding more stuff would really cause a dilemma of how to use your family members.  As it turns out, they've added some action cards that allow you take the "moor" actions without necessarily using one of your farmers, and that's a big help.  Not only can you use the cards for "free" if they're still available on your turn, but you can pay food to use them if another player has already taken them.   We had a very close game, with Tom pulling out the win with 39 points compared to 37 for both Matt and I.  I nearly ran out of peat to heat my house, but converted to a stone cottage just in time (although I'm not sure that I realized you could use wood to heat your house...and we had the wood spaces getting up to 12+ pieces of wood at one point).  I'm eager to try this variant again, and see how adding the minor improvements and occupations affects things.

Pandemic On the Brink 

Pandemic is a favorite of my wife's, and I like it well enough - but we haven't played much with the On the Brink expansion.   To be more precise, On the Brink is something like 4 expansions in one.  We'd played with some of them, but one I really wanted to try was the "bioterrorist" expansion.  Becky, Tom and Kelly agreed, and I volunteered to be the bad guy (I have never been the traitor in Shadows of Camelot or Battlestar Galactica, so I wanted to try it out...although you're not a "traitor" per se in Pandemic).  Our first game did not go well - for anybody.  It was fun sneaking around the board and planting purple cubes, but the other 3 players made a concerted effort to cure and then eradicate my purple disease...thus eliminating me from the game.  Unfortunately for them, the "normal" diseases used their inattention to reach critical mass...and they lost in the "regular" way.  We played again a day or so later, and added in the "virulent strain" cards as well.  This may have been a bit much for the good guys...as they got a virulent strain that forced them to remove a red cube every time they passed through a city with a red cube in it.  I used that to plant a bunch of purple cubes alongside the red cubes, knowing that they were forced to deal with red first.  This eventually led to me being able to trigger a purple outbreak, getting all the purple cubes on the board, giving me the victory.  I liked the bioterrorist expansion quite a bit...although maybe that's because I was the bad guy!  But still, I think it spices up a game, that for me, had gotten a bit stale. 

Thursday, April 4, 2013

Sea Monsters, 17th Century Farming and Citadels

Well, once again we had our weekly Tuesday night gaming.  This week there was 5 of us - Brian G., Mike R., Tracy, Tom and myself.

That sea monster in the lower right just ate my ship  :(
Tom was running late, so we started - like last week - with a game of Tsuro of the Seas.  Tracy had seen us finish up our game last week, but had not played.  Once again, we opted to not play with the Sea Monsters, so it was just "regular" Tsuro.  With only 4 players, and a 7x7 grid...I'm not sure that the game is terribly exciting.  We all spent the first 75% of the game away from each other until of course the tiles forced us together.  I was the first one out, followed by Tracy, and Brian finally won...and once again we nearly filled the board with tiles.  Tom arrived near the end, and we decided to play another game, and this time we added the monsters.  It's certainly a more tense game, with the random luck factor added in.  We played it correctly this time around (I think), so there was less fiddleness, but I have to say that I'm still not sold on the monsters.  It just seems like too much luck.  Maybe if we took out one or two...we started with 5 in our 5 player game.  On the other hand, as I mentioned, it does create some tense moments.  Brian was surrounded by two monsters at one point, and had to survive everyone's dice rolling until it came to his turn again.  Not only did he survive...he went on to win the game...again.

Little sheep...where are your boar and cattle buddies?
I had brought a few games that hadn't made it to the table in a while...and when Tom got there, he immediately zeroed in on my copy of Agricola.  This, of course, is one of the classics of the eurogame genre, but it's not necessarily for beginners.  Tom had heard about the game, but had yet to play it.  Tracy also had never played it.  Bearing that in mind, we opted for the "family game" where we played without occupations and minor improvements.  I immediately went down the path of expanding my home, in preparation for later family growth.  At one point, I noticed that the fireplaces and ovens were going fast, so I grabbed one before there were none left to be had.  I had also gathered enough clay to upgrade my house.  I was gathering a lot of resources, but I wasn't actually putting anything on my farm.  No animals, wheat or veggies.  I managed to fence in a nice 3X2 pasture at one point and got some sheep going, and also managed to purchase the well.  I never got my food engine going so that I was comfortable adding another family member.  I made a terrible mistake at one point with wood, passing on building more fences because I wanted to gather more wood to build an even larger pasture.  I completely missed the fact that I didn't have enough fence pieces left to build that larger pasture...and had to resort to filling squares with stables.  Brian was the only person to perform family growth fairly early in the game, but he also missed the opportunity to get anything that could cook animals...so he had feeding problems, and had to take a begging card.  I thought this would hurt him...but in the end he won by 9 points.  He had 28, Mike had 19, I was at 18 and Tom and Tracy were in the 11-12 area.  That extra worker really made the difference for Brian, even though he had to feed him.

I've been torn in the past about occupations and minor improvements.  In some respects I feel like it's too much.  But I have also been in the position many times of teaching the game to new players, so we default to the family game.  I now wonder if that's the smart thing to do.  I am wondering if the family game is harder than the regular game, in the sense that you don't have those extra cards to help get your production engine going.  In the family game, it's hard to keep your family fed each turn, and actually do things on your farm.  So, in the future, I think I may lean towards playing with the cards, even with new players.

I'm the Warlord.  Or I would be, if I hadn't been assassinated.
Last but not least was a game of Citadels.  This game has become our go-to for the last year or two as a end-of-the-night game.  Especially at conventions, where it's not unknown to be playing Citadels at 1 or 2 AM.  Somehow we didn't break it out at Prezcon, though, and it's been a while since we've played it after work.  I had been sitting between Tom and Tracy, and I had the uncomfortable moment where Tom insisted that they had played this game before, and Tracy absolutely denied it.  However, it got a lot more uncomfortable when we started playing, as I kept getting assassinated.  Four times, I believe, three of them in a row.  There's a number of people that don't like this game because of the fact that you can get assassinated or robbed quite a bit.  On Tuesday, it was my turn in the barrel.  I really like this game as a 3-player, because you get two roles to play each turn, but I like it even with only one role each.  The people that tend not to like it seem to think that it's very random, but I disagree.  This game is all about getting in your opponents heads...and figuring out which role they've picked, and making them think you've picked a different role than you really have.  Unfortunately, we did miss one rule in the game, as Tom declared victory, we noticed that he had 3 of the same buildings in his "citadel"...but hey...we should have caught that when he played the first duplicate.