Tuesday, January 21, 2014

Unpub 4 - Day 1


Well, as was mentioned in my last post, I spent this past weekend in Delaware at the Unpub 4 convention.  The short version is - what a fantastic event, I loved going, I'll be back next year (more on that in a bit) - but I came out of it with mixed feelings for my game, Santa's Workshop. One big regret is that I brought my camera...and proceeded to take very little pictures.  So, I apologize for the scarcity of pictures in this post.

I drove up with my friend Paul Owen, and after checking into our hotel, we headed over to the local pizza joint for the Unpub "designers dinner".  This was basically a meet and greet and a chance to network with some folks, with a raffle thrown in (idiot that I am, I lost my raffle tickets within 5 minutes of getting them and had to beg for more).  I sat with Nathaniel Levan and his wife Anna and got to know them a little bit (although we didn't figure out until the next day that Nate and I are both Hokies).

After the dinner, we headed back to the hotel, expecting to get in some gaming with various folks.  Although at some point, we heard someone talking about their "sell sheet" - which is basically a 1 page sheet that highlights your game with a basic description and pertinent information (game length, # of players, things like that).  Basically, an ad for your game.  Paul and I looked at each other - neither of us had thought to make up one of those.  So we spent an hour or so in the hotel room furiously throwing something together...and then found that the hotel only had black and white printers.  Oh well, better than nothing, I guess.  After that we did head to the lobby for some gaming, and ran into Ben Rossett, who gave us his Brew Crafters Card Game prototype to try out.  Paul and I played a 2 player game and found the game easy to pick up, and interesting to play.  The gist of it is that you can play each card in one of two ways - as an ingredient in a recipe, or face up in front of you as a piece of equipment or worker that will allow you to brew future recipes more efficiently or for more points.  I ended up playing 10 cards face up in front of me, though in the end Paul beat me by 2 points.  We then played a 3 player game with Ben, and I claimed victory by focusing on brewing Special Reserves.  Inspired by the Dice Hate Me 54 Card Challenge, Ben created this game with only 54 cards, 8 of which were recipe and scoring cards.  My biggest concern in the end was having enough cards to support 4 players.  There may be a few other tweaks, but otherwise I think it's a solid card game.

After not enough sleep, on Saturday morning we headed over to the convention to get set up.  My family has a log cabin advent calendar, which I brought along and decorated with elf meeples in order to try and attract some attention.  That may have been more trouble than it was worth to haul along, but it did get some comments.  In any case, my first actual playtest of Santa's Workshop at Unpub ended up being with my friend Randy, who's a regular at our Tuesday night game nights at Game Parlor.  He had played a few weeks ago when I brought it to GP, and had really liked it.  When he learned about Unpub, he convinced his friends Kurt & Elizabeth to join him there for the day.  We played a 4 player version of SW, and everyone seemed to like it.  I got some feedback on a few minor things like the wording of a few cards.  We talked a bit about the # of players, and how best to restrict the number of spaces in the rooms.  We also only played a 9-turn game, as opposed the 12-turn games I originally envisioned (themed to the "12 Days of Christmas").

I spent some time playing some other designers games (I think I'll detail those in a separate blog post), before getting a group of players together for a 5-player test that afternoon.  I had Anna Rutledge, Andrew, Duane, Rob and Josh (other than lack of pictures, I also really failed on writing everyone's full name down - and getting cards from everyone).  Their 5 player game took about 2 hours, with Duane winning in the end after building and scoring the swing set.  This group used the coal cards the most out of any group that played all weekend.  Everyone seemed to like the game, and I got a lot of good feedback.  Game time was definitely an issue (2 hours, and again we only played a 9 turn game).  There was the interesting suggestion to perhaps have some of the coal cards be used for positive player interaction (instead of just "screw your neighbor" cards).  Anna in particular had a quote that resonated with me later - she said something to the effect of "I wasn't expecting much from this game, but it turned out to be really good."

Shortly after that playtest, I was scheduled to give a 10 minute pitch to Game Salute.  Paul had gone in earlier, so I knew a little of what to expect - about 3 minutes to describe the game, 3 minutes or so for questions from them, and then 3 or 4 minutes of feedback.  I brought just the game board, a player tableau, and some sample gift and coal cards.  I was a little nervous, but I think I did a pretty good job in getting through most of the rules and play style of the game in 3 minutes or so.  The rest of the "interview" took me a little by surprise, as they almost exclusively focused on the theme I had chosen.  In a nutshell, their concern is that with such a "light" theme as Santa's Elves building gifts, a family might buy this game expecting something that very young kids could play, and be shocked when they got home and found a more complex game.  That is, if they bought it in the first place, because with all my pieces and such, the game would probably retail in the typical $40-$50 euro game price range.  On the flip side, they thought gamers - who would likely enjoy the complexity - wouldn't pick it from the shelf because they would think it was a light family game.  On the positive side, they did say they liked a couple of the mechanics of the game, and I should perhaps think about re-theming it.

So, I was understandably a little disappointed coming out of the sales pitch.  My first reaction was to think that they were wrong, and there was room for a game that could satisfy both families and gamers.  (I have plans to include rules for more family-friendly play).  But I couldn't help but think that Anna's reaction to the game only backed up their point - she didn't think there would be much to the game, and was pleasantly surprised when it was deeper than she anticipated. 

That was it for playtesting SW for the day.  I played some other games(more on that later), and then
 we headed back to the hotel for some more late night gaming that night.  Paul and I got in a few 2-player games -
Mr. Jack Pocket and 1955:The War of Espionage.  Mr. Jack Pocket has become one of my favorite games to play on my tablet or phone, and I wanted to introduce Paul to it.  I've not played the original Mr. Jack, though Paul has, and he said it had a similar deduction feel, if much different mechanics.  As for 1955, Paul brought it because he don't get a chance to play it at home much.  This is a sort of "tug of war" game as you try to gain influence in various countries.  I thought it was a mildly interesting game, with some interesting card play, but ultimately too long for the type of game it is.  I had picked up Gravwell at the Unpub vendor, after hearing a bunch of rave reviews.  Ben Rossett joined us, and explained the game, as well as a 4th player who's name is escaping me (must. write. down. names.)  It is indeed a very elegant game, with easy to learn rules, and a depth of complexity that has you trying to get in the head of the other players at the table.  For me, I think it may be a victim of it's hype - I very much liked it, but I'm not sure I would rave about it as much as others have.  At the very least, it serves as a good reminder that an excellent game need not be Agricola-like in complexity.  Lastly, we got in a couple of 5-player games of Coup with myself, Paul, Ben, Matthew O'Malley, and Doug (Who's last name I can't find for the life of me).  This was my first time at Coup - I don't know if I like it better than The Resistance, but it is a very fun game.  And I think Ben Rossett is lying when he says he never lies during the game.


Next up- Day 2...a few more playtests of SW, and my overall thoughts on Unpub...

Monday, January 13, 2014

Getting Ready for Unpub

First...wow, what happened to December?  I haven't posted a blog since November 24th, and I'm way overdue.  Perhaps I'll go back in a future installment and revisit the games that were played over the holidays.  But for now, I want to talk a little about the big event that's starting in just 4 days :




That's right, this Friday, January 17, is the start of Unpub 4.   In a previous post, I talked about how I thought I'd missed registration, and then got in when Darrell Louder opened up some new seats.  Well, now the time is almost upon us, and I find myself frantically getting ready.  I've had a few more play tests of Santa's Workshop since that first one back in November - my brother and sister tried it out over Thanksgiving.  My buddy Tom came up for a gaming weekend in December and we got in a 3 player game with my wife.  However, up until that point it had all been my family and Tom, who is one of my oldest and closest friends.

Last week at our weekly game night at The Game Parlor in Chantilly, Virginia, I had a chance to get it in front of some of the regulars there.  Now, these folks aren't exactly strangers, and some of them I consider close friends, but I thought there might be a little more "honesty" than I get from my family.  We only had time to get in half a game (and that does play to my game length fears a bit) - but it was a pretty good success.  Everyone seemed to like it, my friend Paul Owen wrote a bit about it in his blog, and I received a very nice email the next day from Traci, one of our regular gamers about how much she enjoyed the game.  That was all a very nice boost of confidence heading into Unpub.

I've been spending the last few days making last minute changes - updating some cards, updating the board, adding some more dice to the game, so we're not just reliant on one set, etc.  I've never been one to sleeve the cards in my games - however I need to do that for Santa's Workshop since I'm just printing them out on card stock.  I'm on my 4th or so iteration of the "Coal Cards" in the game...and let me tell you unsleeving and resleeving 50ish cards that many times is a freaking chore.  Not to mention cutting the cards out.

Cards Cards Cards!  At this point, my next design will be card-free...

So, right now the major thing that I have left to do is a rules re-write to have a decent document to bring to the con, and to upload to the Unpub site.  However, I've taken a few steps besides just working on the game itself.  I've heard on a few different podcasts that it can be "unprofessional" to give out an obvious personal email such as "keith@gmail.com" (that's not my email address, by the way) - so I went to the effort to set up my own domain - "Fergusongames.com", and get an email address there.  Then I went and had business cards printed up with all the pertinent information.  I figure that the networking at Unpub will be at least as important as the actual game testing, so I thought I'd best be prepared.


For an extra fee, I was able to add my portrait to the card.  I think it turned out well.

I've got a note with a list of things to bring with me - I'm living in fear that I'm going to forget something important.  But really, I'm just looking forward to getting there at this point.  I've talked to Paul a few times, and I think the hardest part may be balancing demoing my own game, and play testing others.  The list on the Unpub site is impressive, and I want to play way more than I'll have time for.  Unpub has also set up a "Speed Dating" sort of thing for designers to meet for 10 minutes with Game Salute - I'm a bit nervous about that, but I hope to get some honest feedback, good or ill.  Well, that's about it for now...next post will likely come on the flip side of Unpub - if I rage quit this whole blog, you'll know things didn't go so well...

Sunday, November 24, 2013

The First Revision(s)

I mentioned last post that I had my first playtest of Santa's Workshop, and I took a bunch of notes.  Well, I continued to write down thoughts at the they occurred to me during the week, and for the last several days I've been working on implementing some changes.  So, Santa's Workshop 2.0 is underway... or maybe it should be v1.1...nah, I think the first changes count as "major".

My notes since the 1st playtest...need to type them up!

The old board
One of the things I learned is that graphic design is really important.  On my first board, I had the coal mine (and it's cards) right next to the mail room.  When we took a card from the mailroom...almost every time, we flipped a card from the coal deck to fill in, instead of from the mail deck.  So, change #1 for the board, was to move those two decks of cards far apart from each other.  This change actually took up some space, so I went from four 8.5x11" pieces of paper to six.  (Actually, since PowerPoint puts 1/2" borders all the way around, when trimmed, they're 7.5x10".  Which reminds me...I have to figure out a better way to do this than in PowerPoint).  I also made some changes to the Reindeer scoring track, and how the Training Room works, and reflected that on the board.  Lastly, I wanted a better quality board.  My first attempt, I literally just scotch taped my four sheets of paper together.  The scotch tape didn't take to folding too well.  So...I decided to make an honest to goodness board.  I purchased some thick (0.05") chipboard, and some book binding tape, and hinged together six chipboards, and then taped my six sheets of paper on top using double sided tape.  It's not professional quality - not by a longshot - but it's a vast improvement.  (Word to the wise - make sure you plan out your hinges in advance!)

The New board
It even folds properly!












Another thing I tackled was making the language on the Coal Cards (which allow you to "cast spells" to help yourself or hinder your opponents) less ambiguous.  It was not at all clear when some of the cards should be played.  And cards that should be played in similar circumstances were sometimes worded differently "Play when in the Wood Shop" and "Play when producing wood", for example - so I went through and tried to make everything clear.  There will also be a section in the rules where I detail each card, because I think some of them are tricky enough to need more explanation than can fit on the card.

Speaking of the rulebook - my previous rulebook was 2.5 pages of essentially just reminders to myself.  I've now written an honest to goodness first draft of an actual rule book.  I think it's at 7 pages now...but I need to add the Coal Card descriptions.


Hows that for a 1st player marker?
The most recent thing I've been working on is overhauling the scoring mechanic for actually creating gifts.  The idea behind making the gifts is that they would be constructed from 3 main materials - fabric, wood and metal.  Now, I've borrowed an idea from the game Colosseum.  In that game, you are staging shows in Imperial Rome, and various shows have required elements - however you can choose to be skimpy on your show (and earn less VP) by not using all the required elements.  In Santa's Workshop, I have a mechanic that allow the player to use plastic in place of some of the materials.  I want there to be a decision that the player has to make - make the toy our of quality material, and score more, or use plastic, finish faster and start working on more toys.  In our playtest, no one ever opted to use plastic.  And we all went for toys with lots of metal parts.  That's because I was basing the score on worth of material - Fabric=1, Wood=2, Metal=3.

The turn marker...and friends
I felt that I needed a new scoring formula, and Tom and Becky had some suggestions.  I've now reworked the scoring formula - I've bumped up the base 3 materials by 1 pt each, and made plastic worth 1 pts (after all, even plastic toys bring joy to children).  I've also added a scoring element for the number of different materials used (to reflect the amount of effort that goes into gathering the materials), and the amount of time it takes to assemble the gift will affect the score.  So, now I have an honest to goodness formula that I'm using.  I don't know that it's perfect, and I'm sure I'll tweak it, but I feel that I have a good basis for it now.


Working the spreadsheet....

I will also be reworking the gifts in terms of the materials needed to make them.  Like many games, my scoring track wraps around the board edge, and goes from 0-100.  I had been keeping the scores fairly low on my gifts previous, in the 2-12 range mostly.  But that meant I didn't have a lot of flexibility to play with the amount of material that it took to build a toy.  I was trying to keep the scores around a 100 or less, and sure enough in our playtest, Tom won with 101 points.  In order to get more flexibility on the components, I think scores are going to go up, which means scores will be well above 100, maybe above 200.  And you know what - that's fine.  I'll just add in a couple of "+100" markers for each player.

Alright...that's enough for now.  Time to get back to working on formulas and graphic design....

Wednesday, November 20, 2013

The First Playtest!

How's it look?  (note...NOT MY GAME!)
I have yet to talk about my board game design on this blog, mainly because I've taken my sweet time in getting around to working on it.  I've had the idea for the theme for well over a year, and in fits and spurts I'd written several pages of notes on game play, but I'd procrastinated on actually getting around and working on it!  As a married father of 2 young children, I'll blame the usual suspects - wife, kids, house work, etc.  What I really needed was a bit of a kick in the pants.  But let me back up a bit...why did I decide to throw my hat into the game design ring?  After all, it seems that at every convention, half the people there are talking about designing their own game.  And from listening to various podcasts, and hearing publishers, it's obvious that they're getting no shortage of submissions.  Add in the Kickstarter phenomenon, and I get the feeling that the market may even be a little glutted (or maybe a LOT glutted). 

So why jump in the fray?  Well, I'll blame my good friend Paul Owen a little bit.  Paul was fortunate enough to get his first game, Trains, Planes & Automobiles published in 2011.  Since I'm often hanging out with Paul at the two main board gaming conventions I attend, Prezcon and WBC, I started seeing some of the "inner circle" as Paul would socialize with other designers, throw ideas back and forth and even playtest some new games.  The enthusiasm and creativity amongst this group was contagious, and I decided that I'd like to give it a shot.  As the dad of two younger children (currently aged 6 & 9), my first inclination was to create a game that they could enjoy - but also that adults would like.  At some point, I hit upon the idea of having the players control teams of elves as they build presents in Santa's Workshop - and I tentatively titled the game just that - Santa's Workshop.  As I mentioned, I would scribble down notes to myself now and then, and eventually had a bunch of papers tacked to the corkboard by my desk.  But I was procrastinating on actually putting something together.

Earlier this year, I had the vague thought of having something ready to go by the next Unpub convention.  Again, I had heard Paul talk about his experiences at Unpub 3, and I thought that would be a great place to get good feedback.  But I hemmed and hawed, and summer turned into fall.  For some reason, I thought Unpub was in the Spring...but a few weeks ago I discovered that it was happening in the middle of January.  Cursing myself for procrastinating, I asked Paul how "finished" a game should be, and he indicated that many of the games there were roughly in the middle of the design process, still needing a few tweaks, but well on their way to completion.  I was a little dejected at this, because I didn't think I would have anything even "halfway" done by January.  I reached out on Twitter to the guys running Unpub, and the response I got from T.C. Petty III was that "notebook paper is fine...it's probably good if you've at least played it a time or two".  With that in mind, I decided I wanted to go for it, and not regret that I had to wait another year for the next full Unpub convention...and I promptly found that they had sold out their tables.  Convention director Darrell Louder gave me a ray of hope when he said that they were looking to add a few more tables.

Not the view from our seats
With that in mind, I set to the task of getting some kind of working prototype by the weekend of November 16-17.  My wife and I were traveling to Blacksburg, and my good friend Tom was going to be there, and I thought that would be a great chance for a first playtest.  So, over the course of a week or so, I put together a rough board, printed a bunch of cards, and ordered a bunch of meeples and wooden cubes.  By the time came to leave on Friday, I had a prototype!  Now, while in Blacksburg, I got the word that Darrell was opening 5 more tables, going on sale at 5:00 Saturday night.  I was at the Virginia Tech - Maryland game...and it went into overtime...causing me to stress that I wouldn't be at a computer at the 5:00 starting time.  Fortunately, the game only went one overtime - unfortunately, the Hokies lost :(.  However, we made it back to our lodgings in plenty of time.  When the time came to register, I promptly flailed as I forgot my Paypal password, and had to figure that out...by the time I did, and tried to register, I got a "sold out" response, and my heart sunk.  Contacting Darrell via Twitter, he assured me that I had indeed registered - and apparently somewhere in the flail, I had actually registered twice.  He kindly refunded me the 2nd registration fee, and refrained from mocking me.  So, after all that, I was in for Unpub!  But...did I have anything worth bringing? 

I didn't think to take a picture until we were done!
After a quick dinner, I sat down with Becky and Tom and broke out Santa's Workshop.  A quick explanation of the rules, and we were off.  The game is essentially worker placement, as you use your elves to gather resources to build gifts.  There are a few other things the elves can do, such as feed the reindeer, and dig for coal (after all, there are the naughty kids to "deliver" to).  Although I'm a fan of euro games, sometimes I can find them wanting for player interaction.  I had long had the idea of having cards that would give players benefits, or allow them to hinder other players. However, in the week or so leading up to the playtest, I had the idea to add some "counter" cards to allow players to counter the cards of opponents.  I envisioned something along the lines of "Wiz-War", with players casting spells at other players, who in turn might deflect them back at the originator, or even other players...all while doing your worker placement actions as well.


A little closer view
As expected, the questions about rules came fast and furious...some I was prepared to answer, others not so much.  By the end of the game, I'd taken a page and a half of notes - and jotted down a bunch more on the trip home on Sunday.  I learned the importance of not having vague wording on my cards.  I got a lot of good feedback, and some interesting suggestions for rules changes.  I have a lot of ideas on how to fix some things...and some of those ideas conflict with each other...  I'm planning on getting in more playtesting prior to Unpub...but I'm at least comfortable that I have something that I won't embarrass myself with there.  Will this eventually catch a publishers eye?  I don't know...but I'm excited to finally be doing something with my idea, and I look forward to seeing what will happen!

Friday, November 1, 2013

Firefly

Well, this past Tuesday night, we had the chance to break out Firefly again.  This was my third Firefly experience, after my first game (detailed here) and a two player affair that my friend Tom and tried out one night.  The first game was the very first for all the players, and the 2-player game was started at 10:00 at night after a long day of college football, while camped in front of the TV, so I'm not so sure that was a fair shake.  I was eager to try it again, after getting some experience, and with another larger group.  In fact 3 of the 4 of us were the same players as from that first play, and everyone had had the chance to get a few plays under their belt.  Our 4th player was Brian, who was a rookie, but had been eager to try the game.

We hemmed an hawed a little about which scenario to play, but finally settled on "The King of All Londinium", which is the suggested starting scenario - but has also been roundly criticized for taking MUCH longer than the estimated 2 hours.  (Note - Gale Force Nine has released a new "beginners story" on their website - "First Time in the Captain's Chair")  The thing about "The King of All Londinium" (and the reason that it takes so long) is that it forces you to try and get the full experience of Firefly, as you have to not only earn money, but get a crew that is proficient at all the skill sets in order to succeed. 

It's actually the first goal in "The King of All Londinium" that seems to take the longest time, as you not only need to build a decent crew (in particular, with the negotiation skill), but in the first goal, you need to have at least $7000 in order to succeed (you can chance it with $5000).  It takes some time to build up that kind of cash, as your crew takes their cut for each successful job.  Note that we all still played a bit conservatively, as no one was risking a disgruntled crew by not paying them.

Without giving a detailed overview of our actual game, I'll just cut to the chase and report that Brian won, beating me by one turn in completing the 3rd goal.  Remember, Brian was the only player with absolutely no experience with the game.  Randy finished 3rd, having completed the 1st goal a few turns prior the end, and Carson never completed that first goal.  It took us about 3 hours.  Which wasn't bad considering, the first time around, we called it at 3.5 hours, and only one person had completed the first goal.

What I really wanted to talk about is my impression of the game after 3 plays now.  I love the Firefly universe as much as the next geek.  I want to love this board game.  But I don't.  I like it - quite a bit.  But I don't love it - I don't think it's worthy of the hype it's been getting - although I feel like there are some more criticisms creeping out there.  So, what are the issues for me?  The biggest one is player interaction - there is very little.  Yes, you can potentially send the Alliance or Reavers after other players, but you need to be a little lucky to do that - that typically only happens when someone is moving through space and flips a card that allows the player next to them to move the Alliance/Reavers.  And then the moving person already has to be only one space away for anything to happen.  For other interaction - you can potentially trade with someone in the same space, or steal their disgruntled crews.  We never had that happen - disgruntled crew was rare, and besides everyone was just trying to complete their jobs rather than spy out what was happening on other players ships.  Brian said it best after the game - "I had little idea what anyone else was doing during the game." I almost wish - and I've had vague notions of trying to home-rule something like this - that multiple ships could be working the same job, and there was some kind of race to see who completed it first.  However, I would also want some way to try and hinder the the other players trying to work the same job as you - perhaps some way to force a misbehaving card on them?  Hmm...

Then there's the luck factor.  This turns up mostly during the travel, as you flip the Alliance and Reaver decks.  Poor Carson in our game got hammered by this - having the Reavers pop into his space on several occasions.  I probably would have won the game if Zoe hadn't been snatched from my crew by the Alliance, forcing me to find a replacement for her.  In fact, we had a run of bad luck where it seemed the Alliance was finding anyone with a warrant.  Randy must have tried for 4 turns to complete that first goal before he was able to, just due to the cards that popped up - the misbehave cards can be easy or difficult, and there's no good way to build your crew to handle them - they could require any of the skills.

One other issue I wanted to mention is that if you get behind in this game - there seems to be little chance to catch up.  Brian and I were fortunate enough to complete the first goal at relatively the same time.  Carson and Randy were not able to do so, and it quickly became apparent that they wouldn't catch us.  Since this game tends to run long, that can be an issue for players if they know they're out of it, and there's still 2 hours of game to go.  Perhaps that's mainly a problem with the Londinium story, though - as I mentioned, I think the first goal is the hardest.  Once you get past that, it's relatively straight forward to try and optimize your crew skills for the 2nd and 3rd goals.

Ok...all that said...I still like the game, and I'd be happy to play it again.  Another quote from Brian - "I was never bored".  It's just that it's almost like 4 players playing solo games on the same board.  Another quote, from my buddy Paul O. - I don't remember if he said this when I was describing Firefly, or we were talking about another game - he talked about it sounding like an "experience game".  I think that's dead on here.  You play the game to have the experience of "living" in the Firefly universe for a little while.  To that end, I think a little role playing may help out - really read the flavor text on the various cards, don't just look for the skill check numbers and roll the dice.

Well, that's it for now...despite my misgivings, I'm sure I'll shell out the money for the expansion cards that are due in a month or so.  Until then, keep flying....

Thursday, October 24, 2013

Blinded by Science

Well, our latest Tuesday night session was all about science!  We got in another play of The New Science, but before that, we tried out an eagerly anticipated arrival....

Earlier this year, I finally jumped on board the Kickstarter wagon, backing a number of projects.  One of them was the latest iteration of Alien Frontiers...so I wasn't exactly going out on a limb with that one.  However, one that I backed sight unseen was Compounded, from Dice Hate Me Games, by designer Darrell Louder.  Now, I decided to back this for a number of reasons.  First, I've gotten to know the folks at Dice Hate Me a little bit, and I've enjoyed the games they've been putting out - and I'm always happy to help a small independent publisher.  In fact, I met Darrell at this year's Prezcon - and marveled at how he restrained from throttling some younger players during a game of Pitch Car.  Second, I loved the theme, I'm a science guy - though I'm more comfortable with orbit mechanics than chemistry - and I loved the idea of a game based on science.  Third, the game got a thumbs up from my buddy Paul Owen, who had played a prototype at one of the UnPub events.

Well, as fortune would have it, Compounded arrived on my doorstep this past Monday.  I punched the pieces, and put on the stickers that night, but falling victim to an oncoming cold, I didn't get a chance to read the rules.  Not wanting to miss game night, I went to work snuffling and sneezing, and I threw Compounded in the game box, "just in case".  After medicating myself, and buying some hand sanitizer in an attempt to not spread my disease to my fellow gamers, I showed up at the Game Parlor, and since Paul was also joining us, and knew the rules, we quickly decided to give Compounded a try.  Setup was fairly quick, as I had each players components sorted into the test tubes (centrifuge tubes, really) that came as part of the Kickstarter campaign.  Paul quickly dealt the various chemical cards that would initially be up for play. 

My initial start with in 1 hydrogen, 1 carbon and 2 oxygens
The game consists of four phases per turn - "Discovery", in which you draw "elements" (i.e. plastic colored "jewels") from a bag - and importantly, make deals with other players; "Study", where you lay claim to chemicals that are in play; "Research", where you play your elements onto chemicals; and "Lab" where you can score for completed chemical compounds, and perform some actions to set you up for the next turn.  As you complete chemical compounds, not only do you score points, but you can increase your prowess in the various phases of the game, and also collect tools that will be useful.  But beware - hidden in the deck are Lab Fire cards, which will cause certain compounds to catch on fire, possibly exploding, scattering their elements to other compounds.  In such cases, it is always handy to have completed your fire extinguisher (needing carbon and oxygen).

Completing my extinguisher early in the game
So how would I rate my first Kickstarter "blind purchase"?  In short - a resounding success!  Everyone at our table enjoyed the game - there were several quotes along the lines of "this is a lot funner than I thought it would be!"  As for my part, I really enjoyed the game.  The game components are, for the most part, top notch.  The artwork and graphic design is fabulous, as one would expect from Dice Hate Me - using the Periodic Table as the score track is brilliant! The wheeling and dealing that happens during the Discovery phase is chaotic fun - more chaotic, than Settlers of Catan for example, since it's a free for all - and I see the chance of the game getting bogged down a bit there...but I think it's critical for player interaction.

If I had a couple of nitpicks, it would be that I found a few things to be on the small side.  The game is nice and compact - I was expecting a Ticket To Ride sized box, instead it measures a hair under 9" square - which is in itself fine, it just necessitates that everything else be a little smaller.  Specifically, the text on the player boards is tiny - although after a few plays, I doubt you'd be relying on that text.  The flame tokens to place on compounds after a Lab Fire are very tiny - make sure you don't lose them.  The centrifuge tubes that came as a Kickstarter bonus are a little overkill - they take up too much room in the box for the amount they store.  However, that's the nittiest of nitpicks, considering they were a bonus, and the folks at Dice Hate Me went through quite an ordeal to find something that they promised during the Kickstarter campaign.  In fact, from fragile materials, to size issues, the test tube issue seemed to cause the most headaches, and they very well could have just canned the idea, but they stuck with it and delivered on their promise - and I can't help but respect that.  In fact, for my first Kickstarter experience, I can't help but feel this is the way it should be done - constant updates, explanations for hiccups (i.e. the test tubes) - I never once worried that my "investment" was in trouble.  Now...bring on Brew Crafters!

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.