Showing posts with label Ticket to Ride. Show all posts
Showing posts with label Ticket to Ride. Show all posts

Thursday, August 28, 2014

WBC 2014 Recap - Part 1

Unfortunately, real life has gotten a little bit in the way the last month or two, so I've not picked my blogging back up at the pace I would like.  However, things are getting back to normal, so I hope to do this a little more regularly.  I did manage to squeeze in time to make the annual pilgrimage to Lancaster, PA for the World Boardgaming Championships from Thurs-Sunday, though.  I took some notes - but have since lost those, and I didn't do a good job with picture-taking this year (I will be glad to see Summer 2014 come to a close...it's been challenging, and I've been off my game).  So, I'm going to do my best to give a brief recap, with some thoughts on WBC in general. 

My friend Paul Owen and I headed up early Thursday morning.  We got there around 10ish, and headed in to the Lancaster Host.  I thought about playing Stone Age, however I decided to play Thurn & Taxis, which I don't get to pay often...in fact my last play was last year at WBC.  I was seated with 3 veterans, and had to ask for a quick rehash of the rules, which they provided.  The game went fairly quickly...it ended about a turn or two before I was ready and I finished in last place...however it was very close with a 5 or 6 point spread from first to last.  I was pleased with how I fared against 3 players who obviously were much more familiar with the game than I was.  Next up for me was a round of 7 Wonders.  GM Nick Ferris has a great randomizing method to seat people with unique cards he hands out to everyone, calls a row and column and everyone had their table and seat assignment.  My three opponents consisted of 1 fellow who was pretty experienced and 2 other folks who were fairly new to the game.  We played 2 games in an hour, and I finished 3rd in both, for an overall 3rd place.  In both games, I was hampered with lack of certain resources. 
 


Paul didn't advance either and I tagged along with him to the Lampeter room where he was going to engage in some Wooden Ships & Iron Men.  I took the opportunity to relearn this game, and played against one of the experienced hands in a frigate duel.  As expected my experienced foe got the upper hand, I didn't adjust to the wind very well...but his hot  dice luck didn't help any.  Next up I took part in a heat of Navegador...another game I don't get to play often enough.  I concentrated on building churches, but my lack of investing in any kind of ships in the 2nd half of the game caught up to me in the end.  Still, I finished in 2nd, about 8 or so points behind the winner.  At 9:00 that night I participated in my first heat of Conquest of Paradise, which had been expanded to 4 heats this year.  As at Prezcon, we were playing with the advanced rules and random events.  My game went very quickly...we were done in under an hour.  As Samoa I started last, and my 3 opponents each found 2 or more islands on their first turn.  I only found found one, but I consistently found islands over the next several rounds, and was able to expand my Polynesian empire for a quick and bloodless win (there was no combat in the entire game). 



After that, Paul and I wen to the open gaming area where we found Peter Gousis and his friend Jerry and played a game of Tobago, a clever little game about finding treasure, where the location of the treasures is narrowed down in a sort of logical card progression by the players.  Peter had come to our Unpub Mini and I was glad to catch up with him.  After that we all joined several other players, including T.C. Petty III for some Coup, followed by Panic on Wall Street.  With Coup, we played with the Reformation expansion, where players are assigned to the Catholic or Protestant faction, and can't act against someone in their faction...although you can change someone else's faction.  It adds another twist to an already fun hidden role/deduction game.  We had played Panic on Wall Street last year, and I was kind of "meh" on the game, though as I recall I was very tired at the time.  This time we also started late, but I got into the game more...and manged to eek out a win as a manager by riding the high-risk shares. 

Friday morning came too early (all the mornings seem to come too early at these conventions...)  I briefly toyed with the idea of playing in the Circus Maximus heat, but decided to wait for the vendors to open at 10:00.  I made a beeline to the Stronghold Games booth in order to pick up the Die Fighter expansion for Space Cadets:Dice Duel.  (About a week later I had a package arrive at home...the copy of Die Fighter that I had forgotten I had pre-ordered...DOH).  I picked up a few other things as well - a copy of Caylus Magna Carta (the card game version of Caylus), Freedom:The Underground Railroad, of which I had heard many good things, and game called Quilt Show to use as a gift for a friend that is really into quilting.  I didn't actually sit down for a game until 1:00, when I decided to try my hand at a heat of Ticket to Ride.  I enjoy TTR but I haven't played in a tournament in years because it's so popular, and it tends to conflict with other things.  One player ran away with it at our table - I finished 4th...I might have finished higher but I knew I wasn't winning so went for the Hail Mary on the last turn and drew more tickets...none of them I had complete.  But I did get a set of translucent trains just for playing. 



There was another heat of Conquest of Paradise at 3:00, but instead I decided to help Paul with a demo of East India Company he was giving to a publisher.  Now, I hadn't played EIC in a quite some time, and was eager to see the changes Paul had made.  He had streamlined it by removing the dividend track, taking out the Caribbean, removing the tariffs, and eliminating the option of using wood to build new ships.  The demo went well, I thought, although afterwards, on the drive home in particular, we brainstormed some about the game.  I thought Paul had actually removed too much, and we talked specifically about a way to add the tariffs back in, and possible some changes to how the pirates work.  Now, I will also admit that I had an ulterior motive.  This same publisher had contacted me after our Mini Unpub, specifically about Santa's Workshop.  I had sent him rulebook, but he had contacted me right after we got to WBC to tell me that it wasn't what they were looking for.  Which is fine, I'm happy he looked at it...and did take the opportunity to get his advice for 5 minutes or so after the EIC demo was done.  I specifically wanted to get his feedback on the theme...which had really gotten a negative reaction from a publisher at Unpub back in January.  This particular publisher thought the theme may be a bit of a tough sell, but he didn't think it was necessarily a deal breaker.  So, I was happy to get some feedback.

About this time, Brian made his WBC appearance, and we just decided to hit open gaming.  Paul sat down to re-teach us St. Petersberg, and we were joined by a 4th player...who also wanted to teach the game.  Once we got started, it came back quick enough.  Our 4th player won, but I made a strong showing with a building heavy strategy.  Brian and I hit the vendors for a while, and I picked up a copy of Villainous Vikings.  We had seen a demo of this game last year at WBC when designer Jeremy Stoltzfus had brought his prototype to demo.  Victory Point games had picked it up, and I decided to get a copy, including a promo captain.  Brian and I sat down in open gaming to give a 2-player game a try.  Fortunately, Jeremy was a few tables over teaching some other folk, so we were able to get quick answers to some rules questions.  We had a fun game, but were thinking it would bet better with more than 2 players.  After our game, Paul joined us along with Bill and Laurie from Nomad games.  Brian had purchased a copy of Spurs from them earlier, and we broke it out. Set in the Old West, with just about every trope you can imagine packed into the game, this was probably the purchase of the con.  The best part was watching Paul and Brian "gunfight" by drawing bullets out of their bags.  Brian pulled out the victory, I was a few points behind in 2nd place.  The last game of the night was another round of Villainous Vikings, with Paul joining in for a 3-player game.  Paul ended up running away with the game, but I did think it was better with more players.

Well, I had intended to do one short recap of WBC, but I think it's probably better to break it up into two sections....so next up, Saturday & Sunday, plus general thoughts on WBC.

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. 

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.