Larry Levy:  Odds and Ends

A group of unrelated items this week, representing the random firings of my gaming neurons.

The Tao of Phoenicia
If you’re wondering how this game compares with its ancestor Outpost (as well as its half brother Scepter of Zavandor), check out this article by Brian Bankler, reprinted from his Tao of Gaming web site.  Brian does an excellent job of explaining what designer Tom Lehmann changed and, more importantly, what he left out.

Son of Canal Mania
On a similar note, if you’re curious about the differences between the second edition of Canal Mania (which, like Phoenicia, just made its debut at the UK Games Expo) and the original, Geek user Dave Dudley gives a fine explanation of the Ragnar Brothers’ alterations here.

Notre Dame Rings a Bell
I got to play this last week for the first time since the Gathering.  It’s still great, maybe even better than I remember it.  The action zips along, with practically no downtime.  The decisions are all small ones, but none of them seem easy.  All four of us chose different strategies (either through choice or because the cards led us that way) and the scores were all relatively close.  I can see this being a regular member of the rotation for quite a while.

Trade Embargoes in Colosseum?
I got another chance to play Colosseum last week, a four-player game with (of course) the Intense Auctions variant.  It didn’t go as well as our previous game.  One player just plain didn’t like the design, but the problem for the rest of us was the length.  It took a good three hours, and this is not a game that can stand up to a duration like that.

I don’t really think this is normally a three-hour game.  I think our pacing had something to do with that; sometimes you just can’t seem to get a rhythm going in a game and this seemed like one of those instances.  However, it seems likely that this is one of those games where the time is proportional to the number of players—I don’t see any reason why it shouldn’t be—so we might be looking at something like 30 minutes per player.  This would be problematic in a five-player game, so hopefully, with experience, it will wind up being something like 20-25 minutes per player.

I got two strong impressions from this session—well, two other than the decided conclusion that this game needs to be played more quickly than we did.  The first is solid proof that lack of funds can indeed be an issue in Colosseum.  Unfortunately, I learned that through painful personal experience.  It’s really not that hard to do:  buy an Emperor’s Loge on the first turn, follow that up by winning two auctions (including one which does you no immediate good, but gives you a Star Performer for the future), move nobles to win two Emperor’s Medals, but refuse to cash one in (must save them for the last turn, mustn’t we?), and then put on a mediocre show.  I was left absolutely strapped for cash, a condition which I never really recovered from.  I had to pass a couple of times rather than put up a set of tiles for auction and that’s a sure way to lose the game.  In the last round, even though I had the actions and money to buy a large, four-stage event, I had so few tiles that it would have only been worth 20 coins, the minimum amount.  It was actually better to forgo the second arena expansion and settle for a three-stage event that had a maximum value of 27 coins.  It was a decent enough show to avoid finishing last, but I was nowhere near the top spot.  Plus, it must be said, constantly struggling for funds like that really wasn’t any fun.  Oh well, if this experience teaches me a lesson for future games, something good will have come from it.

The other thing I got from this session was an even stronger feeling that the trading phase is the weakest part of Colosseum.  In my previous game, it appeared it could have too strong an effect on the outcome and lead to kingmaking.  This time, it just didn’t seem necessary, but still caused the game to drag.  One player put it quite succinctly:  “The trading takes the most time and is the least fun part of the game.” A small part of this was the “Wood for Sheep?  No?  How about now?” phenomenon Valerie talked about a while back.  But much more significant is how long it takes to establish any kind of a trading dialogue.  First, I have to see what I need.  Let’s say it’s a lion.  Then I turn to Fred and check to see if he has a lion.  He does!  So I ask him, “Want a torch for that lion?” He says no.  “Okay, what do you want?” “A priest.” “No, I need my priest.  You got anything else to offer?” “Just this potted plant.” “Pah, who needs that?” You then turn to Ethel and start the whole process over again.  It just takes time.  You don’t necessarily expect to gain too much, but you’re afraid not to take the time to check and possibly cheat yourself out of a small gain.

I think the problem is that the trading makes much more sense with the standard rules, where the players can win only one auction a turn.  With intense auctions, players have many more tiles and can usually put together a decent show without any trading.  It also means that they have more excess tiles, lengthening the process even more.  It added at least a half hour to a game that didn’t need to get any longer.

The next time I play, I’m going to see if I can get my opponents to agree to play the game without the trading phase.  I really think it won’t prove to be much of a loss and should definitely help with the pace.  It should also add more tension to the auctions, since the players will know that they can’t make up a crucial loss in that phase through trading.  It might turn out to be necessary to begin with a little more money, to make up for the slightly less profitable shows that should result (it might only be needed in games with more players, since the players start with fewer tiles in those games).  But I’d really like to try the game this way.  And oh yeah, work on being a little more frugal during the first round.

The Latest from Rio Grande
Jay recently posted some new information about the games due to come out later this year from RGG and a few of these were of particular interest to me.  One he’ll be doing is Amyitis, the next Ystari game.  Eric recently posted a preview of this and it certainly looks like it has promise.  Based on their blemishless record to date, you’d have to say that Ystari releases have earned a “must buy” status.

I was delighted to see Mystery Rummy 5:  Bonnie and Clyde finally get a firm release date (Jay says it will be out in time for Essen).  I first played this with the designer way back in 2004!  US Games really dragged their feet before declining to release it and it’s taken this long to round up another publisher.  The delay has nothing to do with the game’s quality, however, as I think it might be as good as any of the other MR games.  Needless to say, that’s very high praise indeed!

Finally, congratulations to my good buddy Joe Huber for getting another one of his games published!  It’s called Burger Joint and I’ve also had the pleasure of playing it during its formative years.  Assuming that it hasn’t changed too much since I tried it, it’s an innovative two-player dice game with lots of custom dice.  A game that was definitely ready for prime time and will now get that chance thanks to Rio Grande.  Great job, Joe!

Meeples Choice Awards:  The Nominees
We just finished the first round of the Meeples Choice Awards on the Spielfrieks user group.  The group selected 25 games as nominees.  There will now be another round of voting to come up with the top three games, which will be crowned as the Meeples Choice Award winners for 2006!  If you’re a member of Spielfrieks, feel free to navigate over to the site and cast your votes.  Here are the 25 excellent games which are still in the running:

Arkadia
BattleLore
Blue Moon City
Canal Mania
Commands & Colors: Ancients
Factory Fun
Hermagor
Imperial
Leonardo da Vinci
Medici vs Strozzi
Mr. Jack
Mykerinos
On the Underground
Perikles
Qwirkle
Rum & Pirates
Space Dealer
Taluva
Tempus
The Pillars of the Earth
Through the Ages
Thurn and Taxis
Ticket to Ride - Märklin Edition
To Court the King
Yspahan

I’ll announce the three winners next week.

Well, that’s all I have for now.  May your odd games be few and your good gaming never end!

© 2007 Larry Levy


Posted by Larry Levy on Jun 9, 2007 at 03:00 AM in ColumnistsLarry Levy / 1388

Comments:

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My gaming group played Colosseum last week for the first time, with 5 people.  It took about 3 hours, including the rules.  We figure it would take around 1-1/2 hours if we played it again.  We really liked our first playing!

We quickly decided that we would play the trading round as open trading.  We also had all our chits and stadia in plain view (per our understanding of the rules), so it was pretty easy to see who’d be interested in trading what.

This kept the aspect of trading, which I think is a key part of the game, but it cut down on the time dramatically.  Most trading rounds went a minute or two.  Trading was always interesting as you quickly tried to improve your position before one of the others traded away what you wanted.  Trading also offered a way to broker deals that would steal top performers from the apparent leader :-)

Money was never a problem for anyone except the time I built twice, including a 25gp stadium, and I didn’t have the 8gp to bid.  However, I used my 4gp to sweeten a trade, and so it still worked out.

We didn’t play the intense auction variant, and that meant trading was more important (as you suggested).  Notice the disclaimer in the rules: “This variant place[s] a premium on players managing their money more carefully to give themselves a better chance to win multiple biddings in the turn.”

I agree, if you play intense auctions, trading isn’t as interesting.

Personally, I think we had more fun without this variant, and based on your comments, I think you would too :-) With more cash, the game is more about managing time and events rather than gold.

Posted by Diane Close on Jun 9, 2007 at 11:06 AM | #

My five player game (with standard rules) also took 2.5 hours, but it was everyone’s first game.

We had fairly open trading, with the stipulation that the “effect” of trading always occurred in turn order.  So, even though I and another person collected three warriors in the first trading phase, I was awarded the star performer because had we done things in order I would have had my 3 tiles “first”.

One thing the intense auction variant would do is decrease the penalty on the leader.  While I played well, I was trying to build up completed performances for the +5 bonus each round.  I ended up the leader for all four rounds and got all four podiums.  Unfortunately, while the +12 bonus from podiums was nice, I couldn’t keep up with the weight of losing two tiles per round (one of which was stolen and thus not my choice).  While I did manage to beat the player who stole most of my tiles (and thus all my star performers) by a couple of points, I also ended up two points behind the winner since I had to make due with only a medium-sized performance in session V.

With intense auctions, there would be so many more tiles floating around I would have been far better off in the later rounds.  (Particularly since I had piles of money from all my quality performances.) Thus, intense auctions make “catching the leader” harder than the standard game.  This can up the “randomness” that initial distribution can install.  (I had two “matching” performances to start the game...)

Posted by Matt J. Carlson on Jun 9, 2007 at 12:13 PM | #

Diane, the first time I played Colosseum, we used the original rules.  We found what others, including Eric Martin, have reported:  that money was too plentiful and that the auctions were uninteresting because everyone was afraid to play defense (lest their opponent back away and they lose their one auction for the turn).  Trading has increased importance here, but I don’t find it much fun, as everything is calculable and there seems no scope for clever or innovative deals.  On the other hand, it does provide the game its only direct interaction.

I think open trading would have helped reduce the time in our last game, but only a bit.  One problem is the table size.  In my previous three-player game, we played on a small table and everyone could easily see their opponent’s tiles.  The last game was on a big table, where you had no chance to see anyone but your neighbor and even that was tough.  Still, even on a small table, you can’t be sure of your opponent’s future building plans, so it still takes time to establish what she’s willing to offer.  You could come up with visual ways of making this easier (by physically organizing your tiles), but so far, I really haven’t enjoyed the trading part of this game enough to fight to save it--and I usually love negotiation games.

The business about using trading to deprive another player of Star Performers is a perfect illustration of my problems with the phase.  It can be ridiculously easy to do (find two players with enough tiles, where one of them doesn’t need them--it happened a couple of times in our last game), so why bother going through all the trouble of winning auctions that give you this advantage?  Trading just seems to detract from the auction phase and in this game, I find that the more interesting aspect.

By the way, the only reason I didn’t enjoy my last game (other than the overly long duration) was that I was an idiot.  Based on my three-player game experience, I was convinced that there would be no problem winning two auctions in the first round, but a second’s thought would have shown me just how big a pickle I was getting myself into.  The two games are different:  you start with two more tiles with three and the auctions probably won’t be quite as contested.  Normally, I love games where money is tight and it’s one of the reasons I’ll only play with intense auctions.  In this case, I played badly and suffered the consequences, but that doesn’t reflect on the design or the variant at all.

I like Colosseum as well.  It may take a while to work out the optimal way of playing it, but I think it’s worth tinkering with.  Hopefully, the other members of my group will feel the same way and show patience with the game until we can get it right.

Posted by Larry Levy on Jun 9, 2007 at 12:37 PM | #

Matt, my experience has been that those additional tiles you have with intense auctions are rarely useful.  This does add to the “looseness” of the game, but doesn’t really detract from things.  I’ve yet to see a wire-to-wire victory in an intense auctions game.

Now, if you eliminate trading with intense auctions, I can see a catch the leader problem, if only because the leader will have the most money as well as the podiums.  Judicious drafting of his tiles should help, but the players might also have to be smart in the order in which they nominate the auctions--pick the one that old moneybags has the most interest in first, to keep him from interfering in the rest of that player’s picks.  It might be an issue, but the only way to find out is to play that way.

I have no problem with catch-the-leader mechanisms, but I didn’t care for the way it worked with trading in Colosseum.  It’s very easy and close to automatic for trailing players to swap tiles which help them both, while the leader looks on helplessly.  This is just a product of the auction mechanism, where you’re undoubtedly picking up tiles you don’t need each turn (and which probably are of some value to another player).  This kind of trading takes no cleverness and IMO is only frustrating for the leader.  If that turns out to be the only way to catch the leader in this game, I might wind up lowering my rating of it quite a bit.  However, I think it can be done even without trading.

Posted by Larry Levy on Jun 9, 2007 at 12:50 PM | #

If Burger Joint is the prototype I think it is, it’s good stuff. Kudos to Joe & Jay for putting this one in print!

Posted by Mark "Fluff Daddy" Jackson on Jun 10, 2007 at 12:46 AM | #

Not to hijack Larry’s column, but I’m working with Joe on a preview of Burger Joint. Not sure when it will run since I’d like to include artwork, which might not be complete at this time.

Posted by W. Eric Martin on Jun 10, 2007 at 09:44 AM | #

Cool beans!  Hijack away, Eric--this is a very worthy cause!

Posted by Larry Levy on Jun 10, 2007 at 12:27 PM | #

Larry,

The game hasn’t changed too much - though there are no longer any dice… B^)

Posted by Joe Huber on Jun 10, 2007 at 06:04 PM | #

Having finally gotten a copy of Notre Dame in hand, I had to wait over a week to get it to the table. Tonight, I was able to try a quick two player game, and I am very happy with what I see. The tension between trying to advance your production of prestige (and the money and influence needed to get the prestige) and the suppression of plague-carrying rats is excellent and well-tuned.

The components are the only thing that I have any sort of complaint about. The boards are, of course, innovative and well-done. Everything is fairly easy to figure out from the iconography on the cards and the board. My problem? The poor consistency of the colors: purple ranges from lavender to near-black and red is also orange. If you play with colorblind or color-challenged players, there are going to be some problems. I do and I am trying to decide whether I am going to have to do some repainting or not.

Still, this is a quibble, and ultimately solvable - I have certainly seen worse in more expensive games (Railroad Tycoon immediately springs to mind). I still have to give the game high marks and see it getting a lot of play at my birthday gaming weekend next month.

Posted by David Reed on Jun 11, 2007 at 12:53 AM | #

I played my first Colosseum and Notre Dame at Michicon this Saturday and ordered them both during the Boulder Saturday night special!

They were both three player, but I’d like to chime in on the above topics and maybe start one.

In Colosseum, the trading didn’t seem to drag too badly.  We pretty much separated what we had to keep and what we were willing to trade and that streamlined it.  Occasionally, we tempted someone into trading something that they were “saving,” but it had to be a good deal.

The one somewhat jarring note was the auction.  I don’t understand why the markets are only refilled after the auctioneer changes.

I fully agree that the colors aren’t a bit useful for colorblind people in Notre Dame.  But the icons are nice and would be great if they were a little bigger.

Posted by Scott Russell on Jun 11, 2007 at 11:14 AM | #

Scott Russell wrote: “The one somewhat jarring note was the auction.  I don’t understand why the markets are only refilled after the auctioneer changes.”

This rule prevents the lottery feel that sometimes occurs in Power Grid, where a player puts a power plant up for auction that he hopes someone else will purchase in order to see what comes up in place of that plant or to let another plant fall into the available market. In Colosseum, you see everything that you can put up for auction.

Posted by W. Eric Martin on Jun 11, 2007 at 11:44 AM | #

But all the other players still get to play lottery.  So essentially, it’s penalizing turn order to a certain extent and I don’t see any inherent advantage in going early in the turn order.  Am I missing something there?  (Based on my vast experience of one play. :) )

Maybe I just like the auction system so well in Power Grid that I don’t see any drawbacks. :) The opening bid might be passed around, so it’s not like the opener can put up junk or he’ll get stuck with it anyway.

Posted by Scott Russell on Jun 11, 2007 at 12:17 PM | #

Scott, this to me is yet another advantage of the Intense Auctions variant.  The player going first with the standard rules is indeed at a disadvantage, since he won’t get to see any future markets.  On the other hand, if the markets did replenish after every purchase, the first player could deliberately auction off markets that his opponents are interested in, and they’d be in the same pickle.  With Intense Auctions, this problem is greatly minimized.

The problem is the same in Power Grid with regard to the first player.  Except it really isn’t a problem, since it’s part of the deliberate disadvantages the game assigns to the leader (that’s why he goes first during the auctions, rather than last as in most of the other phases).  But this handicapping doesn’t apply to Colosseum, so it becomes an issue.

Actually, the bigger problem with the auctions in PG is that if the available factories are mediocre, players are often afraid to initiate an auction for fear that the replacement card might be a juicy one that could get auctioned off next (and he won’t be able to bid).  A popular variant that partially solves that problem is to reveal the next card that will come into play, but not make it part of either market.

Posted by Larry Levy on Jun 11, 2007 at 02:23 PM | #

I just read the intense auctions version and think that I’ll like it better!  Can’t wait for Boulder to come through! :)

Posted by Scott Russell on Jun 12, 2007 at 12:44 PM | #

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