Showing posts with label Tobago. Show all posts
Showing posts with label Tobago. 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, March 4, 2013

PREZCON - Part 5

Well, this should be the last installment of my recap of PREZCON 2013.  And I thought I was going to do this in 2 blog posts.  Ha!

Sunday is always bittersweet at Prezcon...it seems to arrive too fast, and well...wait, I'm not sure there's anything "sweet" about it....just bitter.  There's kind of a frantic-ness to it as you try and squeeze in a few more games before you check out and hit the road.  There's several finals on Sunday morning, but there are typically a few heats left for some late starting game.  There's traditionally the last heat of Settlers of Catan before the head right into quarter/semi/finals.  But that's at 0800 - for God's sake, don't they know people have been up playing 2R1B the night before?!?!  There's usually RoboRally that morning, which I always seem to miss.  Brian swore he was playing that this year...didn't happen.  Lastly, there's a few heats of 7 Wonders on Sunday morning.  Two years ago, when 7W was the new hotness, I learned it on one day, and then advanced all the way to the finals (where, sadly I finished 4th.)  My luck hasn't been quite the same since, but I figured that's how I would spend my Sunday morning.  Instead, I talked a little to Ben Rosset during our Pitchcar session the night before, and spent Sunday morning having him demo his new design for me....

Brewmasters

I first heard about this prototype game when Paul Owen returned from UnPub and raved about it in this blog post.  To quote Paul from that entry, "I am convinced that "Brewmasters" stands to outshine Agricola in the worker-placement genre".

Now, I work with a lot of military personnel, and if there's one thing you need to know about the military...it's that they love their acronyms.  One that has been popping up recently is BLUF - Bottom Line Up Front, where they will give the "bottom line" of a briefing at the beginning, and then dive into the details.  So, let me give you the BLUF on Brewmasters - I agree with Paul's assessment 100%, I loved this game almost immediately, and I would pick it in a heartbeat over Agricola. 

Now, I apologized to Ben while we were playing, and I'll apologize again now for all the comparisons to Agricola, as I'm sure every designer wants their game to stand alone.  But I think a compare and contrast is very appropriate in this case.  I like Agricola quite a bit, but there a few bugaboos for me.  The minor improvement and profession cards can create an unfair advantage for a player depending on the random draw, and while blocking players from certain action spaces and having to always feed your family creates a certain tension...sometimes that tension crosses the line to outright annoyance.

But, how about Brewmasters?  In this game, you are the owner/manager of a small independent craft brewery.  Get out of here, Budweiser and Coors with your mass-produced watered down dreck!  Your brewery starts out pretty basic, with limited capacity to store ingredients and a modest production line.  You have two workers or actions (not sure what these disks represented - me, as the owner, and maybe 1 partner?) that you place on an Agricola-style board to take certain actions.  Once each action space is taken, it is blocked for other players in that round.  These actions include gathering certain ingredients, collecting money, etc.  Some of the squares will continue to gather resources if they're not used, ala some of the resource spaces in Agricola (there's that comparison again!)  However, after that, it is time to put your shift(s) to work in the brewery.  You start off with 1 shift, but can gain up to 2 more during the game.  On the brewery actions board, you can use the same actions as other players, or even use the same actions multiple times yourself (assuming you have multiple shifts).  And this is the heart of the action - where you improve your brewery, research new breakthroughs, and actually "process beer" (i.e. brew a new batch, and move anything else down the line to eventually ship).

I made sure to add a brewpub to my operation
Now, I should mention that in our game, Ben replaced one of the brewery actions (which was to grab a specialty recipe for your sole use) with instead leaving all recipes available to everyone for the entire game...with a +2 VP bonus for the first person to brew a certain recipe.  I should also mention that he has the beers split into 3 broad categories...ales, stouts and porters.  (The beer nerd in me wants to point out that beer is really broken down into only two categories - ales and lagers, and that stouts and porters are really types of ale...but Ben has put a lot of effort into this, and that may be unnecessary detail.  Or maybe a clever ploy for future expansions.).  In any case, you have to brew the basic "ale", "stout" or "porter" before you move on to any specialty recipes in those categories. 

Over the course of the game you can improve your brewery by adding more storage, increasing your production capacity, adding a brewpub, etc.  All players can add these things.  You can also hire specialty workers, establish co-ops with local famers, etc...but only one player can get each worker, etc.  These are like the professions/minor improvements in Agricola...except that they are out there on the table, available for anyone...no blind hands of cards!

In our game, Ben coached me through some initial rookie mistakes (there's a lot to take in here), and in the end I ended up winning by a fair amount (though I'm sure Ben was experimenting with different things on his side).  It's not a perfect game, not quite yet.  The difference in our score was mainly due to me increasing 3 out of 4 research tracks to the end, which got me lots of bonus VPs.  I was able to do a lot of research, because in the last few rounds, I didn't have much for my 3 shifts of brewery workers to do...and I think this was somewhat of a result of that 4th brewery action not being in the game.  Although, looking back at Paul's blog, they seemed to have that issue as well.  So, I think Ben still has some tweaking to do here.

Is that a VivaJava Coffee Porter?
But, I think he's close...real close.  And Ben can't take my money fast enough to reserve a copy of this game.  At the end of our demo, he asked me a very specific question, about which decision areas I liked most in the game.  I hemmed and hawed a little, and don't think I gave him a very satisfactory answer...mainly because I was still taking it all in - I liked it all, dang it!  I've been thinking about it since, and I'm not sure I have a more specific answer.  I like the fact that there isn't hidden cards like in Agricola...and I like the fact that the brewery actions are always available.  There is still the tension of decisions like in Agricola, without the overbearing worry that someone else will take a key spot.  The theme really calls me to more than medieval farming (although Ben may have a hard time competing with little wooden animeeples in terms of visual appeal).  I liked the decision space between trying to brew massive amounts of basic recipes, or going for larger point-value specialties, and how to allocate your brewery improvements.

Not sure the next time I'll run into Ben, but I'll be eager to try Brewmasters again, hopefully with more than 2 players.  This is a good one....cheers!

Tobago, Shadows Over Camelot (The Card Game) & Spartacus

Somehow in all my blogging about Prezcon, I missed a few games that Brian and I played in open gaming.  Early on in the con, we borrowed Shadows Over Camelot - The Card Game from the library and tried it out.  I'm a big fan of the board game version, which really kicked off the current cooperative genre...particularly the "coop with a traitor" variant.  I had heard the card game had come out, and put it on my wishlist.  After one playthrough, I'm a little "meh" about it.  However, we only had 2 players, and with only 2 you do not play with a traitor.  This is basically a memorization game, where each player takes turns flipping cards from the deck, which represent different quests, and have point values.  When you think a certain quest is in the sweet spot of 11-14 points, you stop, and reveal all the cards that have been flipped.  If you're right, you get a "white sword", if you're wrong, you get a "black sword", or maybe several depending on how off you were, and what other quests had accumulated points.  There are some clever twists to try and prevent you from memorizing everything, such as variable point cards, and a "Morgan" card that made us count out loud as we flipped more cards (to presumably mess up any point totals we were trying to remember).  I'd like to try it with more players, but right now, it's off my "must own" list.

Tobago is clever little treasure hunting game.  Brian had learned it from the Selzig's, and sat down to teach me.  The clever mechanic is the gradual narrowing down of treasure locations based on cards drawn during the game.  I would categorize this as a light family style game, and while I wasn't head over heels for it, I would like to try it with more than 2 players.




A game I had picked up a few weeks ago based purely on description and reviews (thanks again, D6Generation) was Spartacus:A Game of Blood and Treachery.  Gale Force 9, the publishers, had a presence at Prezcon and were selling the game, in addition to giving demos.  In fact, there was a Spartacus tournament this year, but I had too many conflicts to try it out.  I did get a demo from the GF9, but I think he focused on the wrong thing.  He really focused on the gladiatorial combat - which from what I understand, is really a sideshow to the meat of the game, which involves political maneuvering, wheeling and dealing, and betrayal of alliances among the players.  Paul seemed to have similar thoughts, which he posted in this blog entry.  I'm still looking forward to getting this one to the table. 

Final Thoughts

Well, another Prezcon has come and gone, and I'm already counting down to the next one.  I'm a wee bit jealous of my friends Glenn and Grant who started on Monday...but I'm not sure I'll manage that until the kids are grown and gone.  I'm a little on the fence about my GMing experience.  I'm glad I did it, and I already volunteered to run Waterdeep again next year, but I did feel I missed out on some gaming time for myself, especially when it got to Saturday night.  Perhaps I can ask not to be scheduled on Saturday night...but I don't want to make Justin's job any harder. 

As for the other changes, I'm kinda neutral on the change they made to have the auction on Thursday night.  I usually had more time on Saturday to make it the auction, but I understand their desire to deconflict with the vendor hours.  And I'm not a big auction buyer anyway.  I think the change to have an open gaming area downstairs was a huge success, which led to less overcrowding in the main ballroom.

I can't have a Prezcon blog without talking about the loot I got.  From the auction store, I picked up Caylus.  On more than one occasion, including at Prezcon, I had heard Lords of Waterdeep compared to Caylus, sometimes being called "Caylus-lite".  So when I saw a copy in the auction store, I snatched it up.  As I mentioned before, I picked up a copy of TC Petty III's VivaJava in the vendor area.  For a while, I thought that may be it.  But then I succumbed to the Mayfair booth.  I picked up a copy of World Without End, the "sequel" to Pillars of the Earth.  This was primarily driven by my enjoyment of Pillars, and the same fantastic artwork.  But Mayfair also had a sale going on some game stock they were trying to get rid of.  Buy 1, get 2 more of lesser or equal value for free.  So, I picked up Amazonas, The Dutch Golden Age, and Gangster.  Amazonas I had looked at hard once before as a family game, so I pulled the trigger and picked it up, and selected the other two games based purely on theme.  I got $150 worth of games for $50...not bad, and if I really don't like them, maybe they can be yours at next year's auctions!

Well, I think that about it wraps it up for me on Prezcon 2013.  One thing that dumbfounds me is that we managed to miss out on playing Citadels, which has become our go-to late evening game.  Ah well.  I will mention that our car/travel issues continued right until the bitter end.  Somehow - Brian must have been regaling me with stories of his Julius Caesar adventures, I missed the regular turnoff on our way up Rt. 29.  We ended up coming out on I-66 about 15 miles further west than normal.  Ah well...it could have been worse...I could have come home without a plaque!

What's up next?  Well, we have our regular Tuesday game night at the Game Parlor in Chantilly, so I'm sure I'll post about that.  I need to spruce up this blog with a better background, and more links and such.  And then I need to get working on that game idea.