Showing posts with label Hansa Teutonica. Show all posts
Showing posts with label Hansa Teutonica. Show all posts

Friday, September 27, 2013

The New Science and Time N Space

Well, it's been some time since my last blog post.  I made the decision that I didn't necessarily need to blog about every single game I've played...that was just turning into weekly recaps...instead I'm just going to post whenever I encounter something new and different, or there's something particularly compelling to talk about.

This past Tuesday, at our weekly game night, our group played two new games that I thought I'd spend some time discussion.  Actually, we played three games, the first being one of our favorites - Hansa Teutonica.  I want to mention that briefly, because Mike R. pulled out the victory with a very clever strategy that was semi-new to our group.  Usually in Hansa, the early game tends to be a struggle over people completing routes to the city of Gottingen in order to gain extra actions.  Inevitably someone claims an office in Gottingen in order to score points on all the folks completing the route for extra actions.  In our game, the very first person - Brian - to complete that route claimed the first office of Gottingen - and shortly thereafter Grant took the 2nd office.  So, the fight for Gottingen was more vicious than normal.  But Mike...he stayed out of that mess and quietly claimed the offices all across the north, include the towns of Groningen, Stade, and Lubeck - which open up Liber Sophiae, Privilegium and "Bag" actions respectively.  When the rest of us got around to using those routes, Mike was vacuuming in the points.  We all saw it, but no one did anything to stop him, and he won by a comfortable margin.

Alright...the first "new" game we played was The New Science, from Conquistador Games.  In this game, you take on the role of one of the famous Renaissance era scientists - Newton, Galileo, Kepler, etc.  You have 3 "energy cubes" for each turn, which you place on certain actions on the side of the board - re-arranging turn order, claiming "happening" cards, increasing your influence in several tracks, and most importantly - researching, experimenting and publishing scientific discoveries.  After everyone has placed, the actions are resolved, top to bottom, left to right - very similar to Dominant Species.  The bulk of the board is taken up by the "tech tree" of various scientific discoveries, which are broken up into 5 disciplines - astronomy, physics, mathematics, chemistry and biology. 

Each discovery is represented in a box with 3 levels - one for researching, one for experimenting and one for publishing.  In order to do those three actions successfully, you have to have a certain number of points in those areas - which are dictated by how good your particular scientist is in those areas, points that you can gain (or lose) on the action track, and in the case of experimenting, a die roll.  You can also use "rest points" that you have gained by using the turn order action space.  Lastly, to successfully publish, you must meet the requirements of having influence in different areas - government, religion, enterprise and science.

Now, I called the scientific discoveries a "tech tree" earlier, and that's what it is.  The higher level discoveries depend on the player having information on earlier discoveries.  The player can get that info by successfully experimenting on earlier per-requisite discoveries...or if they have been published by any player.  That's right...when you publish on a subject, you potentially open up higher level discoveries to other players.  So why publish?  Well, that's just about the only way you gain prestige (i.e. victory points).  In fact, that's really the core of the game, in my opinion...that decision on when to publish, and when to keep your discoveries to yourself (although someone else can certainly research and experiment on the same discovery as you).

One other thing I want to mention - starting with the 2nd round, 2 "Happening" cards are available each turn.  These can be "events", which affect everyone for that whole turn, "play" cards which take affect as soon as they are claimed or "laboratory" cards which give the player who claims it a continuing advantage for the rest of the game (or until he replaces it with another card).

I should mention that this is actually the 2nd time I've played this, but our first game a few weeks ago was rushed and cut a little short.  This time we played a full game with 5 players.  I'll say right up front that I really enjoy this game.  The tech tree mechanic is pretty unique, as far as I know.  In my limited experience, it seems to me that diversity is key - I got too wrapped up in the chemistry and biology sciences, and did well there, but then I was really shut out of the other sciences.  The "when to publish" decision is critical...and that also ties in to how you take your actions, and which particular research, experiment or publish action you claim (there are multiple, but they resolve in a very specific order...it can be easy to screw up and select a publish action that happens before your experiment action...in which case you've really screwed yourself.  Everyone at our table was new to the game, and everyone enjoyed it...some of the folks were not impressed with the pastel layout of the game board, but I didn't particularly have a problem with it.  I definitely would like to get this one to the table again soon.

The second new game we played was Time N Space by Stronghold Games.  I'm a big Stronghold Games fan, and last year at WBC owner Stephen Buonocore talked me into buying a ton of his games.  This year I resisted (well...I got Space Cadets:Dice Duel), but Stephen worked his wiley ways on Brian, who picked up TnS.  We finally had a chance to get this to the table on Tuesday.  We were fairly excited about trying this one, as the "innovative mechanic" is the use of sandtimers that each player uses to control their actions, in real time.  Additionally, the game is played to a strict 30 minute time limit (the Stronghold Games timer app for Android was very useful here...).

The theme of the game is interstellar trading.  Each player has 2 spaceships, 2 sand timers, and a player mat that has spaces which dictate how much he can produce, where to put demand tokens, and places to transport them to other players.  The goods/demand tokens are broken up into 4 different colors, and each player has 6 demand tokens of each color (3 1's, 2 2's and 1 3 demand).  The different areas on your player mat can produce goods of those colors, and you have to fly your spaceship to other people's planets, and deliver the amount of goods on their demand tokens to claim those tokens.  The demand tokens that you claim from other players are used for you score at the end of the game...but here's the catch.  You can only score for demand tokens in which you have managed to give away your own tokens of that color.  So you may have claimed a bunch of blue tokens from other players...but if you still have any of your blue tokens left, you don't get to score those.

A prototype pic I found on BGG
The sand timers are used for everything.  You move your ship - move it, but put a timer on it.  Want to create a new good?  Put a timer in that spot on your mat.  Same with placing new demand tokens an delivering goods.  You also have the opportunity to upgrade the various spots on your player mat...they start out only producing one good, or transporting 1 good etc...but you can pick up better tokens to place on your mat, but of course to place them, you have to use a sand timer.  The timers are 1 minute each...so in a 30 minute game, you're going to get at most 60 actions.

As I mentioned, we had high hopes for this game.  At the end...we were honestly, a little disappointed.  We were hoping the sand timers would drive a crazy real-time chaos-fest.  And it was chaotic, but in spurts.  I almost feel they would have been better if each player had two timers that were of different length.  Both of them being a minute long meant that you often take 2 actions right in a row, and then waited a minute for both of your timers to run out.  Our 4 player game also devolved into players A&B trading with each other and C&D trading with each other.  Which was not good, because you score multipliers based on the number of different people who's tokens you collect.  There is a lot of talking and negotiating in this game - "I need brown, put out brown, and fulfill that request for you"..things like that.  So, I dunno...I'm willing to try it again...in fact I WANT to try it again, because this game, more so than most, I think will require multiple plays in order to get a real feel for how you should do things.  That being said...I'm not absolutely clamoring for it again right away.




Saturday, June 1, 2013

Memorial Day Gaming

Not actually our incident - but similar
Every year since 1983, my family has gone camping over Memorial Day weekend.  With the exception of 1 or 2 weekends, we've always gone to Sherando Lake in the George Washington National Forest.  It is actually organized through my parent's church, and we usually get 120+ people in the group camp site.  We do all kinds of stuff - hiking, swimming, eating smores...and of course, gaming.  This year was a little bit exciting - on the way through the entrance gate, the park rangers warned us to make sure we put away our food at night.  Now...we've never seen anything much more than a racoon in 30 years at this place.  Well...ok, last year one of Brian's sons got bit by a copperhead...but beside that...  Anyway, at about 3:30 in the morning of the first night, I was awoken by the sound of my cooler being flipped over and rummaged through.  Hello bear!  I did what anyone would - made sure my box of games was safe in the truck!  Other than that bit of excitement, the only slight negative to the weekend was that it got chilly at night...actually, it got downright cold.  Which is great for curling up in your sleeping bag, but not so great for getting in some late night gaming.  Still, we managed to get a few in.

Hansa Teutonica

On Friday night (pre-bear visit), Tom, his wife Kelly, my sister Cathy and I broke out a favorite - Hansa Teutonica.  Cathy had not played before, and it had been a while for Kelly.  We had discovered recently that we had been doing end-game scoring incorrectly.  For the "keys" - you score for the number of offices in you largest chain of cities...not the number of cities.  I went with the strategy of claiming an office early in the city of Gottingen, hoping to get lots of points from people claiming routes there in order to increase their number of actions.  That worked for the most part - I got out to 7 or 8 points before anyone else started scoring.  I also claimed the office in Stade, scoring points when people wanted to increase their privlegium.  I wanted to then create a chain of cities between Lubeck in the east and Groningen in the west, but Cathy and Kelly both started claiming offices in Hamburg.  I decided to try and clear all the spots on my player board (for 4 points each), and get some points from the Coellen table.  Tom, meanwhile was creating a massive chain of cities in the south.  I knew he was getting points here and there, but I wasn't that concerned until he announced that he had connected Arnheim and Stendal, getting the 7 point bonus.  After that he was only a few points behind me.  At the end game, I got some fortuitous placement of "dinner plates" by Kelly that allowed to grab extra actions, and clear my player board.  I ended up in the neighborhood of 80 points, winning the game.

Spartacus

Tom had specifically requested to play Spartacus over the weekend - and we rounded up Brian and my brother Craig on Saturday night to throw some gladiators into the fighting pits.  I suggested we started at 4 influence - the "standard" game.  Considering we didn't get going until close to 10:00, and it was cold, we probably should have started at 7 for the "quick" game.  We had a good game, although considering everyone else in the campground was asleep, and how our voices carried, I'm sure there were some campers wondering what exactly we were doing.  I don't thing anyone exclaimed too loudly about the "Jupiter's Cock" card.  At about 12:30 or so, cold and tired, I requested we just make the next round the last one.  I thought Tom was running away with the game.  Turns out we had lots of intrigue in the last round.  I managed to shoot from about 7 influence to 11, and Tom and Brian got to 11 as well, with Craig at 10.  One more round and we would have had an absolute winner, although several of us had essentially turned in all of our slaves and gladiators to get to 11 already.  Basically, whoever was able to buy the Host card on the following turn would have won.  Good game...but maybe not late at night with the temperature in the mid-30s.

Caylus

At the Game Parlor
This year, at the Prezcon auction store, I picked up Caylus for $15 or so.  I had heard good things about Caylus, in relation to Lords of Waterdeep.  I had heard Waterdeep called a "light" version of Caylus.  Tom and I played a "tutorial game" - or about 1/2 a game on Saturday to get the rules down, and then Craig and Brian joined us Sunday afternoon for a full game.  Wow - this is a great game.  I only see the vaguest resemblence to Waterdeep - in that you can buy building that other people then use - but, while I love Waterdeep, Caylus is definitely a deeper, more strategic game.  The key to the game, I think, is the manipulation of the "provost" - which dictates which buildings will be activated that turn...after people have placed their workers on them.  Manipulation of the provost definitely provides a "screw your neighbor" element - if you're willing to pay for it.  I think we had a number of rookie mistakes in our first game, particularly in how we built buildings - but Tom and Craig seemed to grasp it a bit quicker, and fought to the end, with Tom eeking out a victory.  I was neck and neck with Tom at the beginning, but had a disastrous turn where some of my buildings didn't activate, and never recovered.  As an addendum, this was played again on Tuesday at our regular game night - myself, Tom, Traci and a fellow named Randy.  I was much smarter about which buildings I built when - and used the kings favor track much more effectively, and managed to get a victory.  This is one I want to introduce to the rest of our group soon.

Ticker to Ride - Asia

Sunday night Tom, Cathy and I played a game of TTR on the Asia map.  I had not played the Asia map yet - which includes mountain passes (essentially discarding train pieces for points) and a bonus for most cities connected (slightly different than the usual TTR bonus of "longest train").  I managed to complete 5 routes, and just beat out Tom for the most cities bonus to win the game.  Not much else to say about the game - it's TTR, which is good when you want to pull out something that's easy or a lot of people know - and easy to play on a camp table.  I have not yet played the flip side of the Asia board, which is a team game - I'm eager to try that.




Friday, March 22, 2013

An unexpected day of gaming

As usual, I was anticipating our regular Tuesday evening game night at the Game Parlor, when I got an unexpected email from my buddy Tom last weekend.  One of our Prezcon cohorts, Mike Senzig Jr. was coming up the D.C. area on Tuesday and staying through Thursday on a business trip.  Tom was thinking about tagging along if any of us would be willing to free up a day for some gaming.  Let's see...skip work for some gaming...SOLD!  I did have to work on Tuesday due to some offsite meetings I had setup, but I arranged for Tom to borrow my extra car, and meet us at Game Parlor that night.

Is five gladiators too many?
I got to Game Parlor a bit early and found Tom their perusing the rules of his newly bought copy of Spartacus.  Grant arrived within a few minutes of me, and I offered to run them both through a game.  We went with the "quick" game, starting at 7 influence each.  I was the first host for the arena, and invited Tom and Grant to send their gladiators in to battle.  I told them both that speed was critical, in order to win initiative, as well as move around the arena.  Grant may have followed that advice too much, as he sacrificed defense dice too liberally in the first attack.  Tom also had the gladiator (Onemous...something like that) that eliminates the other gladiator's special ability.  Tom won the first battle.  Our game only went about 5 rounds or so...and I'm learning that this game can end faster than you expect.  Be wary once someone gets to 9 influence or so.  Tom had slowly been building his stable of gladiators, slaves and guards, and used his Dominus (Solonius) special ability to turn in a horde of his retainers for 3 influence points.  I tried to use a reaction card to stop that, but we were unsure if using your house' special ability counted as a "scheme".  Grant was able to play a scheme to knock Tom back to 11, but he horded his money to ensure he won the right to be the next host, thus earning his 12th influence point.  I have a feeling we will see this game back on the table soon, particularly if Paul O. has anything to say about it.



Not our game...but don't they all look pretty much like this?
While we played Spartacus, some of our "regulars" filtered in, including Mike R., Carson and Brian 2 (gah, can't remember his last name right now....).  We were also expecting Mike S. to join us once he got out of his business meeting...but while we waited for him, we decided to play a game of 7 Wonders, using both the Leaders and Cities expansions.  We also decided to thrown in the Mannekin Pis and Catan expansion wonders, but no one drew them.  As it turns out, I forgot to shuffle in the Cities expansion wonders as well.  In any case, I had played with Leaders and Cities before, but not both in the same game.  Wow...there's a lot going on if you use both expansions.  It's almost like a different game from the original.  I think the expansions make the game better, as they open up even more paths to victory.  For my part, I went with the tried and true method of collecting blue cards.  Usually I pair that with military, but this time I stayed out of that...in fact, in Age II I used a "peace" card to avoid military conflict altogether.  I ended up collecting over 30 points from blue cards.  My leaders, wonder points, and few guilds pushed me up to 69, where I barely beat Mike R. with 68, including 48(!) from science cards. 

It's Mustache March!
Mike S. showed up a little later, after an unfortunate GPS gaffe had taken him halfway to the location of the former Game Parlor in Woodbridge.  Grant took his leave, so we still had 6 players.  6 players is a bit of quandary.  Most games these days go up to 5 players, but once you get to 6, the options drop off dramatically.  While we debated about whether to split up, Mike R. opted to sit out, and we were able to get to the table one of my recent favorites, Hansa Teutonica.  I had learned this game last year a Prezcon, and bought it almost immediately.  This is definitely a "Euro Game", complete with wooden cubes...but it just may be the Euro with the most player interaction.  You are competing with other players to complete routes in medieval Germany (home of the Hanseatic League).  As you complete routes, you can establish offices ("kontors") in various cities, or at certain cities, improve your various actions that are laid out on your player board.  There is generally a rush at the beginning to complete the route that allows you to increase the number of actions you can take each turn.  VPs are earned by various means, including whenever a route is completed on which you have an office.  Someone will typically grab an office in that town which helps you increase your number of actions, since everyone is going for it...it can be painful to watch that person gain VP after VP.  In our game, I made the decision to try and max out all my abilities (you get points for maxing them out), and to gain points on the "Coellen Table".  However, I only established one office until the very last turn, and that hurt me in the end...as I didn't get many points from people completing routes on my city, and I got little to no VPs from having offices, or on my longest chain.  I continue to be enamored by this game, though.  Mike S., who was learning the game, came in 2nd to Carson (I think), who was playing his 2nd game ever.  So much for experience....

Please don't ask me to explain what's happening here.
Lastly, Brian introduced us to Ginkgopolis.  I'm not exactly sure what to say about this game...You're building a "tree city" by laying down tiles...you can either build up or out, and depending on the cards you have, you get certain resources for doing that.  You can also play a card without a tile, just to get resources.  You score points during the game if someone builds over your tile, and by a few other means, but you do most of your scoring at the end.  In particular, you want to have control of "neighborhoods" of linked colors of buildings.  In the end, I pulled out the victory based on a 9-point card I managed to play, and taking control of a "blue" neighborhood on the last round of the game.  This is an interesting game, but I don't feel terribly compelled to get it to the table again soon.

So...that was it for regular Tuesday night gaming.  On Wednesday, I took a "staycation" day in order to get in some gaming with Tom.  First game we broke out was Arkham Horror.  I'd heard good things about this game, but had never had the chance to play.  Tom and I played a "4" player game, with each of use controlling 2 characters.  For those unaware, this game is set in the "Cthulu" universe, and your job as "investigators" is to go around town and try to prevent the "Ancient One" from awakening.  If the Ancient One awakens, you have to fight it to win, and Tom tells me that that is not a likely proposition.  The Ancient One is just a generic name for the final "boss monster", which you pick randomly from a deck of monster sheets...and the different Ancient One's can have different effects on the game.  Meanwhile, during the game portals to other dimensions will open...and the main way to win the game is to close a certain amount of portals.  These portals bring with them "minor" monsters which you may have to fight and defeat.  You can also pick up various items, spells, NPCs and such at the various locations around the town.  The characters appear to be stereotypes from different genre's...in our game, I was playing the film-noir type Private Eye, and a Professor - Tom had an Indiana Jones clone, and Traveling Salesman. 
Yeah...there's a lot of bits & pieces in this game...

We got a good start, closing 2 portals early on, and were getting lucky in that new portal cards listed sealed areas or areas where there were already portals...so no new ones were opening.  Unfortunately that didn't last, and at one point we were one new portal away from losing the game...but got fortunate, and were able to close the 6th portal to win.  Of course, we then discovered that we had been "cheating", and the Ancient One that we had draw had supposed to have been making it harder to close portals.  Oh well...perhaps he was feeling "off" that day...it happens to the best of us.  All in all, I liked this game very much, and would definitely play again.  The one drawback is the length of the game...which should be no surprise, I had heard that it can stretch on.  Our game lasted about 4 hours...and we were playing at a fairly quick pace.  It felt about an hour or 45 minutes too long.  With more players (and if we'd been playing properly), it would have stretched longer.  So, set aside several hours for this one...  According to BGG, there's no less than 8 expansions for this game!  And with the sheer number of different Ancient Ones, and player characters, there's a lot of replay value here.  There are a lot of bits and pieces to this game...mainly cards.  There's probably 12 different card decks...but once you get the game going, it doesn't feel overly fiddly. 

Melf Pelts appear to be in demand

After a lunch break, we decided to break out the one game that might have more components than Arkham Horror -  Fantasy Flight's recent re-print of Merchant of Venus.  As mentioned, this game has a boatload of bits - mainly because this is 2 games packed in one - FF's revised rules (called the "standard game") and a reprint of the "classic game".  I had only played the classic edition at various conventions, so that's what I taught Tom.  I like this game quite a bit, and the graphic design of the board is great - but I'm not so sure it's at it's best with just 2 players.  I ran away with the game, but I was getting pretty lucky...it seemed as if every civilization I discovered was buying what I had just picked up.  With 2 players, you are essentially getting 2 turns in a row every time because of the 1st player card passing.  This somewhat negates the whole "having to wait for unlimited trades" aspect of landing on a planet.  Also, with only 2 there's not as many people buying up resources, so there is not a ton of player interaction.  Tom made the observation that there was no way to really affect the other players money...it was obvious that I was getting way ahead...but he had no way to knock down my net worth.  So...I'm not sure I would recommend this with only 2 players, maybe not even with 3.  It likely plays best with 4 (and if you provide your own bits,you can play with up to 6, I think - the old version you could).  I will have to try Fantasy Flight's new "standard game" to see how that stacks up - there appears to be more dials (literally and figuratively) to play with....
The galaxy of Merchants of Venus



Watch out for the trolls!!
My family came home soon after our MoV game, and while my wife was getting dinner ready, we sat down with the kids for a game of Castle Panic.  This is a light co-op game, good for playing with your kids that may get a little to distraught when they lose a game.  You are basically trying to survive a wave of monsters that are attacking your castle.  If you survive the game with at least 1 tower intact, you win.  We have yet to actually lose this game...so maybe it's not quite hard enough.  But we had a good time...my 8 year old son really likes it, and "gets" the game...planning ahead and helping with strategy.  My 5 year old daughter needed a little more coaching. 

After dinner, and getting the kids to bed, Mike S. came over and joined Tom, Becky and I for a game of Lords of Waterdeep.  I drew the lord that wanted piety and commerce quests.  On the first turn, I went to Cliffwatch Inn and drew the 25 point commerce quest.  I thought I was in good shape, and would complete it by the end of the 2nd round...and then Becky put a mandatory quest on me, which screwed me up for a few rounds.  Later in the game, there was a building which gave you extra points if you drew a quest and completed it immediately.  I got frustrated by collecting the adventurers and gold needed for certain quests, only to see someone else grab it or sweep the Inn.  In the end, I completed two more high value quests - an 18 pointer, and a 20 pointer, but I only had 2 other lesser quests...and I came in dead last.  I never built any buildings, and I probably should have gone after more lower value piety and commerce quests.  I also never completed any "plot quests", which give recurring advantages.  So, all in all, I had some bad luck, but I made bad decisions as well...I should have abandoned that 25 point quest when it became obvious I wasn't completing it quickly.  Oh well.




My farm, with my yellow farmers
One other note...earlier in the week I taught Becky Walnut Grove, for which you may recall I earned the champion plaque at Prezcon.  In her first game ever, she promptly beat me by 4 or 5 points.  Sigh.  I do like that game quite a bit though...it's quick, and I think it scales very well to 2 players.  The only downside to lesser players is that there's less competition for spaces in the town, so that's not quite as tense.  But otherwise, it plays pretty similarly to a 4 player game.