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David Fair: One Is the Loneliest Number: Part One: Long-Distance Love Affairs

Every year, a lot of gamers talk about their “Five and Dime List�. I usually find the first couple of them interesting, especially if the writer has taken time to add a little commentary to the list. After a while though, you just scan them looking for pithy commentary. I thought it would be an interesting change of pace to examine the 151 games that I played only once each during 2005. These 151 games fall into several different categories, and over the next few articles, I will examine each of them.

Part One: Long-Distance Love Affairs. (16 games)

One of the benefits of traveling to a gaming con is that you can get the opportunity to play a game that no one in your local circle owns. Of course, then you have the problem that you fall in love with a game, but have no way to play it again. These are the games I played once, enjoyed, and would like to play again, but none of my local gaming buddies own them and I haven’t (yet) been able to add them to The Wall. Also in this category fall prototypes that aren’t published yet.

The Prototypes

I had the opportunity to play several prototypes last year, and most of them fall into the “One Play� category.

You Must be An Idiot, by Stephen Glenn has been published by R&R Games since I played it in prototype form. I haven’t picked it up the published version yet, but I plan to do so soon. Stephen has created a great party game that combines trivia, deduction, and bluffing in a Werewolf-like style.

Another prototype I really enjoyed was the expansion for Boomtown that I played with Larry Whalen and David Hurd of Face to Face games. It was a terrific expansion that took a fun game that was often just a little too short into a very fun game that was just right. I have been itching for it ever since.

Ted Cheatam made two different prototypes that I liked. One was a light and quick filler about pyramid building, and the other a game about space mining. Both were good, but the second one, tentatively called “Nebula’s Hordeâ€?, really appealed to me and I look forward to seeing it in print. If I recall correctly, it was designed in collaboration with Bruno Faidutti.

Race to the Galaxy by Tom Lehmann has been discussed online, and most people who are fans of Brian Bankler’s Tao of Gaming will recognize the name. We can all hope that the plans for its publication this year come to pass, as this is one great game that I predict will rise in the BGG rankings with Caylus-like speed. It could even end up the highest rated card game on BGG (Currently San Juan, at #32, holds this title).

Take Stock, by Simon Hunt, is a stock manipulation game. Last I heard, Z-Man was publishing this, and I thought it was a really good take on the subject, with a lot of game play options you don’t often see in stock games. I always appreciate a new take on a familiar subject, and I like economic games a great deal, so this is on my watch-for list.

Morrocco by Steve Zamborsky is trading/economic game. I am not sure what the publishing status of the game is at this point, but I would welcome the opportunity to play it again. Trading and economic games are pretty familiar territory to most of us by this point, but Steve Zamborsky has managed to get some interesting ideas into the game, and ends up emphasizing aspects of the whole model that usually get glossed over, giving the theme a little new life.

Now, lest you get the idea that I am simply an easy sell, there were three prototypes I didn’t really care much for. Since prototypes can change drastically before getting published, I won’t mention the two still-unpublished games here. The third has been published, and while I haven’t played the published version, I did read the rules. Since there appears to be no change from the version I played, I give you my thoughts on Fiese Freunde Fette Feten.

Friedemann Friese is a great game designer. I love FreshFish and PowerGrid ranks high in my top ten games of all-time. His newest offering has sparked a lot of discussion online, and most of you have likely seen discussion about it before. It’s more than a little racy, and sprinkled with humor and art not really appropriate for kids. I thought the game itself was merely OK, heavily luck-dependant with potential runaway leader problems. It really is more of an experience game than a game of deep strategy, and while I don’t have a problem with the racier aspects of the game, my problem is that I would have almost no place to actually play the game.

I play most of my games in my home or in the homes of friends, and we all have kids who are around when we play, or older kids (late teens, early twenties) who take part in the gaming. This would not be appropriate to play at those times, or with those players. The rest of the regular gaming I do is in public, and I can’t control who is around, so again, not appropriate. In fact, the only time I could realistically expect to play it is late nights at cons. Given that I like Werewolf and Poker both a great deal more than this game, and they are both late-night con staples, I just don’t see the need to own it. I might play it again given the chance, but I would be much more likely to seek out a villager or a chip stack to devour instead.

The Published Games

These are the games that are now in print, or have been in print, that I only played once last year, despite liking them a great deal

Hossa is a fun party game by Andrea Meyer. It’s all about naming and singing songs and getting the other players to join you in singing them. I love music and have absolutely no talent, so with this I can be obnoxious and sing in public and no one can stop me. Unfortunately, it is a little hard to get. I do have a small issue in that I can’t really play this at our game nights at Borders (it might disturb the other patrons to have to listen to my singing). To play at my friend Bob’s house, I would have to convince him to lift the blanket “no-singingâ€? rule instituted against rampant singing during regular game play. Oh well, I have other places to play, and I go to enough cons where this would be a great late-night game choice.

When Alan D. Ernstein taught me Junk Yard he described the game as a trick-taking, tile-laying, connection game with area majority scoring. Well, I know that just sounds like a complete mess, but after playing with Alan and my friend Tami during a trip to Boston last year, I was intrigued. It took a while, but I finally got my brain wrapped around it well enough to figure out why I was losing so badly about two-thirds of the way through the game. I was even able to close the gap, and wound up losing by only a few points rather than a whole mess of them. I like games where people aren’t out of it until the whole thing is over, and Alan certainly accomplished that here.

I haven’t picked it up yet for two main reasons. One, I need to play it again to make sure I can teach it to others. And two, It’s a trick-taking game, of which I have too many already, especially when you take into consideration my wife’s general dislike of trick-taking games.

Mermaid Rain technically doesn’t fall into the “Long Distance Love Affair� category, because two of my local gaming buddies own it, so I don’t really have many excuses for not playing it more often. It does have a vaguely Taj Mahal feel, and it took me a while to grasp Taj, so I expect it will take multiple plays to get up to speed here as well. The guys who own it, like it (obviously), and I enjoyed it, but it has a definite learning curve to get over that makes getting it played again hard. I think once we jump that hurdle, more plays would follow.

Of course, the theme on this one is pretty out-there, and that might have some part in it. Although we play a lot of games with themes at least as odd and never say a word about them. I mean, no one says “Boo� about a game where the theme is retrieving dragon eggs or moving sheep around in a herd, but play one game about being a mermaid looking for her man…

Skyline of the World flew under my radar at Essen last year. I even walked past the booth where they were selling it, looked it over, and moved on. That turned out to be a mistake as the game is quite good. It is a little like Manhattan (the “other� game from Andreas Seyfarth) in that you work to place floors on buildings and attempt to earn the best score. The scoring is different, and the board shape and scoring opportunities force a lot of interaction and competition to get points where you can. I played it on that trip to Boston mentioned earlier, and haven’t been able to play it since.

Walk The Dogs is a nice-looking and fun set-collecting game from designer Alan R. Moon and SimplyFun. It looks a little juvenile, what with all the rubber puppies, and the theme does appeal to kids, but the truth is, it is a really good game. The one time I played, we used a variant that I am told was Alan’s original rule, and it gave some decision angst to each turn. Very enjoyable, and I would already have a copy but for the fact that I haven’t been able to squeeze hosting a SimplyFun party into my schedule.

I played Zoff In Buffalo on a trip to North Carolina last year. It has cows in it, and my wife loves cows, so that gives the game several dozen bonus points right there. Truth is that I would seek it out even without the cows as it was a very fun game with an enjoyable theme, but the cows are the clincher. The game is an area majority game that looks like it would scale well across multiple numbers of players, since you simply add or remove scoring fields based on the number of players in the game. This one is tough to get as it has been out of print for some time, and I’ve heard no talk about a reprint.

There you go. The first 16 games that I played only once last year. Next installment brings us to part two, also known as “Why Can’t You Be More Like Your Brother?�

Coming Soon:

Part Two: Why Can’t You Be More Like Your Brother?

Part Three: No One Will Ever Love You Quite The Way I Do (Apparently)

Part Four: Voted Off the Island

Part Five: I Don’t Know Where We Went Wrong

Part Six: Too Long, Too New, Two Player

© 2006 David Fair


Posted by David Fair on Mar 30, 2006 at 01:45 AM in David Fair / 2733

Comments:

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While looking over my “games played” list at the Geek at the start of 2006, I was astounded by the number of games I had played only once: 91 titles vs. 118 games that I had played two or more times. While some titles were understandably not brought back to the table after their initial run (Killer Bunnies, Moby Pick), most of these lonely games deserve much more attention.

Thus was born my gaming resolution for 2006: Play no more than a dozen games exactly one time. If I enjoy the game, I’ll push to play it again so that a single playing won’t form my entire impression of the game and so that I can try different strategies. I chose 12 for my cutoff as I’m sure to encounter one game per month that I won’t be able to play again (Die Macher) or can’t fathom playing again (none so far).

If I succeed in my goal, I’ll likely have an incredible number of games I’ve played exactly twice. I don’t know if that’s an improvement, but I’ll worry about that in 2007.

Posted by W. Eric Martin on Mar 29, 2006 at 11:44 PM | #

Dave,

I played Skyline of the World twice this week basd on your comments from the Boston trip. Fun abstract with a lot of depth without a lot of complexity. We’ll have to play next time we meet up.

Tom

Posted by Tom McCorry on Mar 30, 2006 at 08:01 AM | #

Interesting comment from Tom on Skyline. It seems as if it is a bit broken. It was clear 1/2 through the game that Tom was in a position to win but since there is little that is hidden we (3 other players) were able to prevent him from reaching his goal. Had we placed one piece in another location he would have been prevented from winning. I was not at all impressed with this game! OK - maybe; good - probably not—would I play it again—maybe. There are so many more I would rather play!

Posted by Scott Fisher on Mar 30, 2006 at 01:27 PM | #

Don’t forget I was distracted by the George Mason game and failed to buy a neutral piece. If I had the game would have ended several turns earlier. I think you need to give it onemore try now that you see hte tradeoffs that have to be made.

Posted by Tom McCorry on Mar 30, 2006 at 02:22 PM | #

Scott Fisher wrote: “Interesting comment from Tom on Skyline. It seems as if it is a bit broken.”

This game is not broken. In fact, there are very few games that are broken. It’s unfortunate that gamers seem to love to use the “broken” label when they don’t like a game. It’s so dismissive. You may not like it that in SKYLINE OF THE WORLD most of the information in the game is open and/or you may not like the game for other reasons, but that does not mean it is broken. Like a game or don’t like it, that’s fine. But I think it’s insulting to say a game is broken.

Alan R. Moon

Posted by Alan R. Moon on Mar 30, 2006 at 02:41 PM | #

Let me second Alan’s comments on the use of ‘broken’ to describe a game.  I would be hard pressed to think of a game on the spur of the moment that fits the actual definition of broken aside from that spare copy of Loopin’ Louie with bad motor - its only good for spare parts. 

I’m not even sure where the use of this term comes from - though back when I played Magic the Gathering, you often heard the word thrown about a single card or some combination.

Craig Massey

Posted by Craig Massey on Mar 30, 2006 at 03:24 PM | #

Dave,

Fun follow up to your first column last week.  I’m looking foward to the rest of the series.  Looking back on last year, I count 126 singletons.  Many are destined to remain lifetime singletons.  Some are once a year type games like Die Macher.  What will be worth watching is to see what games get off the singleton list and hit another play or two this year or next.

Posted by Craig Massey on Mar 30, 2006 at 03:31 PM | #

Maybe I used a bad term when I said “broken”. I apologize for offending. “I would rather spend the hour on a different game” would have been a better term. I am not sure any game is perfect. Some games seem to have bigger issues then others in my opinion but that is what makes me own between 2 and 3 thousand games. Each is it’s own. What I like you might not and vice versa. I will continue my pursuit of the “perfect” game for me. Please accept my apologies to any and all who I might have offended. In my pursuit of perfection ... “wanna play a game”?

Posted by Scott Fisher on Mar 30, 2006 at 06:23 PM | #

Looks like I have a factual error up there… Brian Bankler pointed out that he never actually let the name of the game slip in the past year, and that he has been reffering to it tangentially. Sorry for the error, Brian.

Also, now that i see the title in print, I am forced to confess that i can’t recall if Race To the Galaxy or Race For the Galaxy is correct. My Game Journal claims the latter, so it would appear I have two errors there, now.

Posted by David Fair on Mar 30, 2006 at 11:26 PM | #

Great column, Dave.  Some comments on the entries:

Nebula’s Horde (the Ted Cheatham/Bruno collaboration) will be published as Silk Road by Z-Man Games.  Gone Cardboard shows the publication date as first quarter of ‘06, so I assume it will be available soon.  The date listed for Take Stock is Spring of this year, so that may not be far behind.

I have the name of Tom Lehmann’s very anticipated game as Race for the Galaxy as well.

Junkyard is my second favorite Alan Ernstein game, trailing only Tahuantinsuyu.  It’s a totally unique game, which always scores points with me, and it plays very well too.

And please let us know about the Moon variant for Walk the Dogs.  The game has great bits, but I found the play to be quite lacking in control.  I’d really like to hear about Alan’s original rules for the game.

Posted by Larry Levy on Mar 31, 2006 at 09:04 AM | #

Nebula’s Horde & Silk Road: Are you sure those are the same game? I have my doubts… I think they may have two different collaborations in the works. It also just now occurs to me that the correct name may be Nebula’s Hoard.

The variant for Walk the Dogs is (and i want to point out tht i have not confirmed with Alan that this is the rule he first had, it is just what I was told second-hand): Deal 4 cards to each player (not 2), and on your turn you may EITHER draw OR play a card. You have a hand limit of 4 cards.

This gives a little more choice as you can effectively pass by drawing a card. Not a whole lot of change, really, but i thought it made the game more interesting than the standard “Draw A Card, Play A Card” mechanism.

Posted by David Fair on Mar 31, 2006 at 09:27 AM | #

Dave, on Bruno’s web site, he says that Silk Road at one time had a space mining theme and that it was then called Nebula’s Hoard.  So it sure looks like it’s the same game.

The Walk the Dogs variant you mention is very much an Alan kind of rule.  It sounds as if it would improve the game considerably and I’m sorry it didn’t make it to the published version.

Posted by Larry Levy on Mar 31, 2006 at 11:22 AM | #

Alan’s original rule does make Walk The Dogs more interesting because you now have additional decisions to make about hand management, future planning, and so on. The game is still pretty simple, but it’s better with this change and not that difficult for gaming freshmen.

Posted by W. Eric Martin on Mar 31, 2006 at 12:21 PM | #

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