Aaron Lawn: BGG.con Musings
Another BGG.con has come and gone, marking the fourth year that I’ve traveled to Texas. This year marked the first year that I actually felt like the con has passed a milestone, transitioning from a small to a mid-sized event. I felt the first hints of it last year, but this year it was definitely too much to expect to recognize most faces. With over 900 attendees, there are many more people bustling about than I could track and remember.
Don’t think that is a bad thing – the venue handles the crowds quite well, with enough side spaces and large halls that a quiet nook can be found if needed for a game like Space Alert. And experience has shown that the ‘hot’ Essen games are absolutely free of crowds at about 2am every day.
I did play several of the more buzz-attracting titles over the long weekend, and found a wide crop of very strong mid-to-heavy weight games. Even the supposedly lighter titles like Tobago felt like they were middleweight games. There’s a plethora of information out there on most of these, so I’ll just give quick notes on my thoughts.
The Thinkers
Dungeon Lords
I continue to enjoy Chvátil’s designs, and this one feels much closer to Through the Ages than his more recent designs. In some ways this is the halfway design between TtA and Galaxy Trucker, lots of theme merged with gamer mechanics. As stated elsewhere, this is going to go slowly for your first couple game, but should speed up and you find ways to shortcut some of the piece movement and admin.
At the Gates of Loyang
One Play1 leaves me mediocre. Perhaps good, perhaps just okay. One thing that I find worthy of note about the last 3 Uwe designs is that they all work as 2 player games as well as multiplayer. Unusual.
Power Struggle
My favorite thinking game of the weekend, this game of managers, boardrooms, money, and bribes reminds me a bit of Tribune. Primarily because victory required you to achieve 4 of 6 different conditions. The shining star mechanically is the bribe system, where bribes are passed back and forth to gain special powers.
Two things cause the bribe mechanic to shine. First, the rules/process are clear and concise . Just like I often call the auctions in Princes of Florence “auctions for those who hate auctions”, the bribes in Power Struggle are negotiation for those who hate negotiation. There isn’t dickering over amounts – bribers get a second chance if their first is rejected, but otherwise the bribes are simply passed around the table. Secondly, all players have concrete in-game reasons to accept and place bribes. The powers that are passed around the table improve drastically once bribed away, so the value to the briber is higher than the value to the initial holder of the power. There are small repercussions to refusing a bribe, including the fact that you aren’t advancing on the corruption track… one of the victory conditions.
Carson City
My first impression of this game wasn’t great, and the second game improved it, but I still haven’t managed to play with absolutely all the rules. My only comment at the moment is that five players has a huge amount of conflict, causing your guns to become extremely important. Is the a problem? Who knows. Worth playing if you like worker placement games and don’t mind direct conflict.
Vasco da Gama
Worker placement with a neat time/cost mechanic and some fighting over special powers/roles. I enjoyed the game and would gladly play again, but is it groundbreaking? No.
Tobago
You might see this game placed as a lightweight. Well, you aren’t playing with insane gamers like my friends. There’s a ton of potential calculation here. Fun? I guess so, but the feel and play of the game is going to change drastically based on the people at the table.
Greed, Inc.
The latest from Splotter is a better game than last year’s Duck Dealer. It still isn’t a return to their crazy genius of Roads and Boats, but it is a strongly compelling game, especially for 18xx fans like myself. Trash companies early and often. Several times over the weekend I heard the same comment re:Greed “I’m not sure if I liked it, but I want to play again..” I think that sums it up.
Conclusions?
Most of the Thinking games this year are the type of game that it is almost impossible to figure out what to do initially. Halfway through the game the process clicks in, and the temptation to play again starts up. Greed is probably the most extreme example of this, but Loyang, and Dungeon Lords are also strong examples of games that will change drastically the second time through. Generally, that’s the mark of a potentially strong game. The next test would be the third and fourth game.
Overall a very good year of releases for this category. I didn’t get a chance to play some (Shipyard, Colonia, Factory Manager), so there’s plenty of options for the game group that likes heavier games.
Middleweights2
BasketBoss
This Cwali title is pretty much a pure auction game with a basketball theme, and qualifies as one of the few lighter games I played. I enjoyed it, and would recommend a play to any fan of auction games. Don’t like auctions? Stay away.
Thunderstone
First, I am not a person who feels that Dominion suffers due to lack of theme. This game is custom tailored for people who feel that what makes Dominion fail is the lack of strong theming. If that is you, run out and try this game. Me, I’ll stay away. I think Thunderstone contains some stellar ideas that have been neutered. Possibly in an attempt to get the game out quickly, possibly because the designers didn’t see the full potential. If the core ideas of Thunderstone were taken to the next level, merging a board game with building a deck that represents your adventuring party, pulling the game another step removed from Dominion, you might have a truly great game. As it is, this is a Dominion clone. Personally, I believe the mechanics are flawed, and the cardset doesn’t provide the interest and balance that Dominion can3. An inspired miss.
Havana
An economic engine game that left the engine at home, leaving a completely tactical exercise in grabbing cubes and converting to VPs. The card-play is interesting, but overall the game fell flat for me. Not hateful, but not inspiring or interesting.
The Silly
I love silly. Just saying. So when I say that I highly recommend a game here, remember what category of game you are reading about.
Aargh!Tech
Brilliant. Thank you Eric and others for inspiring me to search out this game in the library. The best 60 minutes of the convention. I cried. I laughed. We hit each other with inflatable clubs. We have no shame. Will it pale? Probably. This is a game that will work twice a year with the right group. You’ll have the best time ever. And with the other groups, in the wrong place, it should stay on the shelf. Hopefully you’ll know before you bring it out.
Tarantel Tango
I love the cockroach games (poker, soup, salad). This is the newest design, and we’ve progressed from cockroaches to tarantulas. The idea is to get rid of all your cards while saying the appropriate animal noises and playing the cards in the right spot. Good times, and probably better than soup and salad, since the rules are slightly more complex, so you don’t have to play extremely fast to create errors.. which you need to have a game. I think this replaces Cockroach soup for me.
Bunny Bunny Moose Moose
I’m torn. This is a good game. But it is a silly -middleweight- game. There’s a ton of thinking/figuring required for a game that has you sticking your tongue out. Most silly games require the same mindset from all players, and this game is a more limited mindset than most. Good fun, but probably hard to find the sweet spot of attitude and group. Liquid libations won’t help this game, they’ll probably break it. At least if you have to explain the rules.
Fast Food
Slap the hamburger. Get the bacon. Fast reaction slapping for various burger fixins! Saved by a squeaky hamburger and cute storage containers for your lettuce. Don’t wear rings4. Otherwise pedestrian.
Beer & Pretzels
Best light throwing things game I’ve played in several years. This hits just the right spot of quick and easy, while still providing a nice bit of choice and player-screwage. Though it isn’t mentioned in the rules, if you choose to play on a surface that isn’t a table, be prepared for a different game. Highly recommended.
Police Alarm
Strong kid’s game from Haba that will provide a short bit of entertainment, but probably not more than once per person. Probably good for kids. Very glad we played, but won’t come out again with adults5.
The failure.
Insula
Pretty. Not much game.
“I don’t understand what I’m supposed to do?”
“There isn’t anything. Move towards that tile over there. Then the game will end.”
If you’d hoped for pithy analysis, my apologies. I went for generic overviews of everything. Plus, pithy analysis needs more than one play most of the time.
Until another day.
--
2Not many choices on middleweights this year. Or lightweights. Or perhaps there were just so many thinking games that I never got around to the light ones.↩
3Basically, one of the three games of this I played just didn’t work. We did a random set following all the rules, and would up spending half an hour before we could actually kill any monsters (thus earning victory). It was boring, sad, and frustrating. The other two games I played were better.↩
4Obviously. This applies to all these style of games.↩
5Unlike Klondike or Trotofant, two Haba games that bear multiple plays for adults.↩
© 2009 Aaron LawnWant more posts like this one?
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I am associating myself with the comments of several other Essen attendees these days. This crop just is not wearing well. First is length. Whatever pendulum on this subject exists in design, someone gave it a hard shove in the direction of longer. Whether its Loyang, Dungeon Lords, Colonia or Shipyard, we seem to be playing longer games with familiar mechanics. Not that this makes a game a failure, of course. But if you have to commit more than 2 hours to a game, it needs to really shine. It seems like too many designs this year took the two hour time frame as a casual committment. Ordinarily a new Splotter release would stand out from the pack in terms of time committment, not this year. Second is complexity. Naturally, this is related to the first concern, but it also has its distinct issues. Frank Branham has declared the Euro game dead. The complexity of this crop has me nodding my head a bit. In part, I think European designers are trying to capture some of the narrative feel and story arch that is more prevalent in Ameritrash designs. There efforts tend to involve more layers of interlocking mechanisms. Colonia illustrates the problem perfectly in my book. Essentially, we have taken the perfectly charming Alhambra, and added 3 more currency exchanges to it. Ugh. Sadly, this kind of complexity does not really satisfy in the same way complexity wedded to meaningful theme does. It seems like complexity for complexity’s sake. Third is too much of a good thing. If one rondel is good, 8 will be great? If two currencies in a game is fun, 5 will be fantastic? I am all for exploring where the edge of a mechanic may go, but it seemed like every designer was on this same wavelength at the same time. So, we end up with a lot of reports that “all the Essen games are good, but none great.” I’ll go one better. All the Essen games are functional, but none is memorable. Length and complexity are triggering an instinct in gamers that there must be layers worth exploring. My guess is 9 months from now, we won’t be exploring much from this crop. That’s not to say there is nothing worth playing. Our crew really liked Endeavor and Peloppones. I personally enjoyed Homesteaders and (much to my surprise) Hansa Teutonica. But these games buck the length and complexity trend to offer other innovations. To me, that elegance and novelty of mechanics is really what Eurogaming is all about. If I want complexity and length, I have shelves full of really good wargames that will scratch that itch better. Jason Posted by Jason Matthews on Nov 28, 2009 at 01:10 PM | #
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In fairness to Thunderstone, Dominion has the same dysfunction problem. About 10-15% of games of Dominion I play are boring and/or dumb to due lousy card mixes, usually due to mis-priced or unbalanced cards (Pirate Ship is a huge offender in Seaside; until then, I thought Thief was pretty bad in terms of changing and severely narrowing gameplay). Once the Pirate Ship hits the table, 75+% of the other cards become irrelevant. I liked Thunderstone. It is pretty close to Dominion, but I think it’s targeted at a whole different audience. The one I thing I do wonder about is whether there should be some mechanism to make sure a few weak monsters are the ones up front first. As it is a couple tough monsters in the front rank can gum up the game for a while. It doesn’t *break* the game per se, but it does make it somewhat less interesting. Oh, and the other thing I found disappointing was that they didn’t improve the communication design more. Dominion was such a complete train wreck in this respect, clearly demonstrating how *not* to do it, and Thunderstone has improved things somewhat (no single lines of 6-point type in giant text boxes), but not enough. Posted by Chris Farrell on Nov 28, 2009 at 02:21 PM | #
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I’ll have more to say about the games I played at the con in a day or two (suffice it to say that my impressions are somewhat rosier than Jason’s), but for now, let me make a couple of comments on Aaron’s fine summary. Your group is really subjecting Tobago to heavy analysis? I’m just not that sure how that can be done and I think I take the game more seriously than most (for example, I like to be the one who puts the final clue down for a treasure). What kinds of calculations is your group performing? And do you really think anything you’re doing can really overcome the inherant luck in the game (I myself have gotten insanely lucky with the treasure cards in my two games)? When a game’s foundation rests on a fairly high luck base, I question subjecting it to too much analysis. I like Tobago, but strictly as a middleweight. Now for a blast from the past, based on one of your comments. You call Princes of Florence an auction game for those who hate auctions, which is a good description. But as someone who LOVES auctions, I’ve never understood the reason for the processional auction rules given in the game (first player must bid 200, the next bids 300 or passes, and so on). It can’t be simplification; this is a very involved game and I can’t believe they would bother cutting corners here. So can this procedure be manipulated by clever players? When my group first played the game, the procedure struck me as so silly that (at my behest), we played it as a straight around-the-table auction, with players free to bid whatever they liked. In more recent plays, my opponents have insisted on using the original rules, but I honestly don’t see the purpose of them. The design is still one of my all-time favorites, but I was wondering if some of the game’s many fans could help me understand why they think the auction rules are the way they are. Posted by Larry Levy on Nov 28, 2009 at 02:59 PM | #
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Interesting summaries Aaron, thanks for the write-up. I completely agree about Bunny Bunny, definitely seemed like a game with too much figuring for a game where players were sticking out their tongues and such. My other issue was that most of the group ended up each round with the exact same configuration on their heads, which I suppose is inevitable but makes the game less interesting. Also enjoyed the comments by Jason, Chris, and Larry. Good point Jason about the trend for many games this year to stuff more into their games on the theory that more is better, definitely seemed to be the case with Colonia, and perhaps with Shipyard, although it worked more for me in Shipyard, but perhaps just because I enjoy rondels, and perhaps because the game just feels overwhelming at first and thus makes you think it’s worthwhile. I certainly agree that complexity can trick us into thinking a game needs to be played a lot and is deep and thoughtful when at its heart it’s really not, but arriving at that conclusion for any given game after a single play is difficult, and giving each game sufficient plays is even more difficult, so it’s a conundrum. I very much agree with Chris about the need for ordering the monsters in Thunderstone with a sorted shuffle like in Lowenherz or Tikal, for instance. An A, B, and C deck of monsters that are shuffled and placed on top of each other would improve the game immensely in my mind as it would make the beginning more interesting with the decision of whether to fight or purchase, and the end more interesting as you’re actually using your improved deck to beat harder monsters. Lastly, as Larry says, having played Tobago a few times now and with different groups, I can’t possibly imagine how it could be a game with “a ton of potential calculation.” I definitely wouldn’t want to play it like that, and I love other games that involve a ton of calculation, but this one is so random and light that it would be miserable for players attempting to calculate the incalculable. I’m glad I didn’t end up in a game of Tobago with such players accidentally as it would have likely ruined this fine family game for me, then again that would have saved me the $35 that I’ll soon be spending on it… Posted by Tom Rosen on Nov 29, 2009 at 02:08 AM | #
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Larry, here’s a conjecture about the Princes of Florence auction: maybe it’s so that if you know someone who wants what you want has 300 florins, you can’t open the bidding at 300 florins to screw him? On the other hand, the rules say that money is hidden, so this is less likely to work anyway. (I’ve always played with money public, not realizing that the rules said hidden until fairly recently.) Posted by Doug Orleans on Nov 29, 2009 at 12:44 PM | #
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I don’t know, Doug, bidding 300 florins when that’s all you have sounds like good strategy to me. Besides, you could always convert a Prestige Point if you really needed the cash. But I guess that’s my problem with the rules as written: they’re forcing me to act like an automaton when bidding instead of playing the game situation, like any other auction game. No one else seems to have an issue with this, though; hence, my question. Posted by Larry Levy on Nov 29, 2009 at 01:42 PM | #
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re: PoF, I’ve always felt that the auction restrictions was just an add-in to keep the complexity down. Possibly also to prevent easy overbidding, since the different objects have pretty wildly ranging values. I doubt I’d object to playing with typical auction rules. re: Thunderstone… well, there’s much I could say about it, (and maybe I will if I wind up with another chance or three to play it) but the short version is that I’m much more critical of games that are clearly trying to ‘fix’ another game. The staging of monsters falls into the ‘easy fix’ category that I feel AEG developers -should- have caught. We (as players) can easily modify the game, but… As regards to the staying power of the Essen ‘09 crop? No clue. I’m fairly confident Dungeon Lords and Power Struggle will make the cut for some groups. Overall we need to remember that the board game market is in a huge boom [glut] right now. Euro style games, as well as Wargames and Ameritrash all have 10x as many releases in the US as they did 5 years ago. It seems like Essen is almost a 40/60 split between US/EU companies. More if you count co-productions. The result? More unmemorable games, and more games played to find the truly great ones. I’m sad I missed Peloponnes, but will try to fix that one of these days. Has anyone played MegaCorps (Zman/Costikyan)? I haven’t heard much so I didn’t go out of my way to try it. Posted by Aaron Lawn on Nov 29, 2009 at 01:58 PM | #
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RE: Thunderstone and ‘fixing’ the monster staging. Did everyone forget that you can attack a monster and ‘fail’ in your fight to send it back to the bottom of the dungeon deck? This happens quite a bit in our games where it looks like one monster is going to be too tough and you would rather get rid of him than risk someone gaining all the VP’s and killing it before you do. I grant that it is a bit of a spiteful ‘if I can’t have it no one can’ but I’ve rarely seen the dungeon stay stagnant for more than two trips round the table before someone decides that ditching the archdemon is a good idea Posted by Destrin on Nov 30, 2009 at 06:10 AM | #
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