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Larry Levy: Six Months of Gaming, Part 2
Here’s the second installment of my gaming activities over the past half year. There are still some games here that I quite liked, but some of them may have trouble making it into the rotation.
Comuni – (1 game) Another game that I liked due to its speed of play. There are some nice touches here, including the asymmetric resources, the interesting auctions, and the timing of the turns. The blind bidding for the defense of the city can sometimes lead to wonky results, but it’s a better implementation than most. However, this has yet to hit the table again after its first post-Essen appearance, so its time in the sun may have come and gone with our Cult of the New group. Rating: a strong 7.
Cities – (2 games) The love child of Take it Easy and Carcassonne. I was surprised by how much I liked this and that I enjoyed it more than either of the two games it resembles. Really, it’s pretty much Take it Easy with a more involved and dynamic scoring system and, once you get those somewhat bizarre scoring rules into your noggin, it’s only a little more complicated to play. We played with the most advanced of the three versions, and that’s what I’d recommend for almost all gamers. It’s a quick, filler-style game, but there’s some nice decisions to be made. Best of all, even though the game only comes with components for 4, just as with Take it Easy, it can handle any number of players if there are enough copies of the game. Rating: a strong 7.
Municipium – (1 game) Pretty interesting new game from Knizia. I had played a prototype of this a few years back when it was themed around superheroes and I liked it then as well. It’s all about getting majorities in areas and getting the timing right to take advantage of them. Not a great game, but certainly good enough to play a few times. A solid job by Mike Doyle and Valley Games on the physical production. Rating: a strong 7.
Alea Iacta Est – (2 games) The best of the three Jeff Allers designs I played for the first time at the Gathering. It’s another clever way of using dice in a game. Like Airships, there are interesting decisions even though the players only roll their dice once during their turn. However, I prefer Airships, because there’s less downtime; it takes a little while to decide how to allocate your dice in Alea, which makes the game drag just a bit. I played with 3 and 4 and definitely preferred it with 4, as the addition of the Temple gives the players more things to think about. I think we played correctly, but with all the reports of missed rules during the Con, who knows? This is a good game I’ll happily play, but I’d have been more excited about it 5 years earlier, before all the great dice games came out. Rating: a strong 7.
Uruk: Wiege der Zivilisation – (2 games) Another game that got played a couple of times after its Essen appearance and has now disappeared from our gaming tables. An unusual compact design that plays bigger than its components would indicate. I enjoy it, but don’t think I quite “get” it yet. Interestingly, there has been a sudden interest in the game, as it appeared to get a good amount of play at the Gathering. I think I may prefer the Kuhns’ previous game, Die Wiege der Renaissance, a bit better, which definitely puts me in the minority. Rating: 7.
Monuments – (1 game) An Abacus/Mayfair design from Essen that I played for the first time last month. There are some Rummy-like mechanics, but a player can also take the Historian action and take advantage of her opponents’ melds. This gives the game an unusual feel, while still keeping things moving along. There’s a nice amount of decisions for a 45 minute game and the theme, while not particularly supported by the mechanics, is an attractive one. Well worth trying out if you haven’t done so already. Rating: 7.
Ghost Stories – (2 games) Pretty good cooperative game, says the person who doesn’t much care for co-ops. You do have to keep a lot of balls in the air and that tension is a plus. And the straightforward mechanics give you enough ways of dealing with the crises to make the game a fun challenge. However, while it’s a solid game, nothing about it blows me away and the theme is meaningless to me. So I’d rather hold out for a game of Space Alert. Rating: 7.
Bombay – (1 game) Ystari does lite. It has all the requirements of an SdJ-type game: short rules, some strategy (but not too much), a duration of 60 minutes or less, and great bits. Like many pick-up-and-deliver games, efficiency is rewarded. My three-player game played very fast and I enjoyed it (even though I lost rather spectacularly, indicating there might be a bit more to this than meets the eye) – I suspect a slower paced game wouldn’t work nearly as well. I’d like to play it again, to see where I went wrong, and I could certainly see my rating rise. I’ve picked it for an SdJ nomination and I think it would make a fine winner (although I’m pulling for Snow Tails). Rating: 7.
Strozzi – (1 game) Lighter than the other two games in the “series” (Medici and Medici vs. Strozzi are the other ones), but still a solid auction game, particularly if you want something quick with a reasonable amount of meat. Just as Knizia begat Masters Gallery by removing the auctions from Modern Art, Strozzi’s genealogy is the reduction of the number of possible bids in Medici to three. But once again, the Good Doctor makes it work, in part because he cleverly lets the two weaker bids add something to the item being acquired. More of a pleasantly engaging game, as opposed to the tense Medici or the wonderfully angst-ridden Medici vs. Strozzi, but still worth playing. The production values aren’t the greatest, but given how star-crossed the artwork for this series has been, I’ll take it. Rating: 7.
Carpe Astra – (1 game) This Ted Cheatham-Jackson Pope collaboration has an elaborate space opera back-story, but it plays pretty much like a multiplayer abstract. The gameplay is interesting, as you strive to link your home world to the spaces cited in your Network cards. But in our game, the bank’s VP chips ran out about a third of the way through the game, which meant the only source for them was the other players. Confrontational player interaction is fine, but this seemed like a heavy-handed way of forcing it on the players. And given how tough it was to dramatically change your network around, you often wound up beating on the same opponent. The ideas are good, but it seemed like it needed a bit more development. Rating: 7.
Ice Flow – (1 game) This is a superior multiplayer abstract themed around crossing an arctic river. Players use the movement of ice floes to maneuver around the board while gathering fish and rope and avoiding polar bears. I’m not much of a fan of abstract games, but this had enough hooks to reel me in a bit (sorry, I think I’m fresh out of any more fishing metaphors). That didn’t stop me from stinking up the joint, but I still appreciated the cleverness of the design. Those more attuned to abstracts than I should definitely enjoy this. Rating: 7.
Powerboats – (1 game) One of the strong trends over the last six months has been the renaissance of the pure racing game. Fans of the genre tend to be divided into two camps: those who favor this title and those who prefer Snow Tails. I’m definitely lining up with the huskies, but this is a pretty good game as well. van Moorsel has come up with a clever method of giving the players a good deal of control over the speed of their boats, without making it deterministic. The restriction against turning during a single move is what makes the game, but it also feels a bit stilted and constrained. For some reason, it seems more awkward to me than the similarly crabbed moves you have to make at times in Snow Tails. In any event, I’d be happy to play this again if my group wanted to hit the waves, but as a reluctant racer, I think I’ll prefer letting my game go to the dogs. Rating: 7.
Fits – (2 games) Fits rhymes with “hits” and this was indeed one of the true hits of the Gathering. Almost everyone’s reaction was the same at first: “Oh, a Tetris board game. What fun.” But Knizia retains just enough of the old Arcade classic and then adds his own touches to make this work. The four different boards, each with different scoring rules, give this enough variety to turn it into a real game. Best of all, it takes about 30 seconds to explain and then you’re up and playing. If I wasn’t as spatially challenged as I am, I would rate this higher, but I definitely think Ravensburger has a hit on their hands. In fact, I was only halfway into the second board of my first game when I announced that this was sure to be on the SdJ short list and most people I spoke to about it agreed. I don’t predict a second consecutive award for Reiner (I’m not sure if it’s quite a “big” enough game), but it wouldn’t shock me if it happened. Man, what a difference a year makes! Rating: 7.
Dominion – (6 games) By now, I’m sure most of you are frothing at the mouth, wondering why I haven’t mentioned THE game of the past six months yet. Well, to be honest, Dominion does very little for me. Probably it’s my lack of a CCG background showing, but a game based around deck building strikes me as the epitome of “meh”. The idea is unquestionably a brilliant one and the game seems to be cleverly constructed, but it does nothing to engage me. Moreover, I have no clue about how various decks will perform, so I tend to be all over the place, buying a card here and another card there to shore up what appears to be a weakness. I had a similar lukewarm reaction at first to last year’s addictive hit, Race for the Galaxy, and I’ve become much fonder of that with time (although I have nothing close to the passion for it that many others have). But my issues with Dominion seem to be more fundamental, so I very much doubt it will get much better for me. If the group really wants to play it, I won’t mind going along, but I’ll definitely be asking what the other table is playing. So kudos to Jay, Donald X, Valerie, and Dale for a smash hit, but this is one dominion I don’t figure to be habitating too often. Rating: a weak 7,
Finca – (2 games) Hans im Glück still produces plenty of interesting games (I’m very fond of their Essen release, Royal Palace), but increasingly, they also release simpler games like this one: straightforward rules, attractive, challenging enough to keep gamers interested while still being approachable for families. And very Euro. This takes bits and pieces from a bunch of other games (for example, the movement of the workers comes straight from Dorn’s Emerald) and combines them into a pleasant and mostly distinguishable whole. I’d like it more if there was more control, but skill does play a part and the game doesn’t overstay its welcome. But midway through a game of this, I’m liable to find myself wistfully wondering why I’m not playing a real Hans im Glück game. Rating: a weak 7.
That’s it for Part 2. Stay tuned for the finale, where I discuss some still decent games I played recently. And for all of those who were anxiously wondering, yes, I’ll talk about some real stinkers, too.
© 2009 Larry LevyComments:
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Nice: 7. Posted by Jeph Stahl on Apr 24, 2009 at 01:23 AM | #
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So from the first 2 articles I’ve noticed that you use a 60 point scale with Weak, Normal, and Strong versions of both whole and .5 numbers. Maybe you should just switch to a 100 point scale? At least then there may be some variety...you know like 73, 74, 75, 76, 77… Also, you may want to add a link to Part 1 of this series so people can find it easier if they missed it the first time. Posted by Chris Dunbar on Apr 24, 2009 at 05:58 AM | #
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A strong 7? And a Weak 7? On a scale of 1-10 we still can’t differentiate games enough that we are giving these types of ratings? C’mon Larry, you might as well be using a 100pt scale. Were getting to Part III and the main topic that seems to be coming is “Still decent games I played recently...” 7 means a pretty good game and given all of the disagreement I see about games,from everyone, all these games can’t possibly be within 2 points of each other??? Its like 30+ games your reviewed so far. Actually, I am reading Chris Dunbar’s post above me… I see he beat me to the 100pt scale idea. Posted by Ryan B. on Apr 24, 2009 at 07:23 AM | #
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Quote: “Cities – (2 games) The love child of Take it Easy and Carcassonne.” No better statement exemplifies the sameness of boardgame design today. Best statement you made in this article Larry! Posted by Ryan B. on Apr 24, 2009 at 07:26 AM | #
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I am glad that Alea Iacta Est shaped up to be an interesting release - As a declared hater of dice games, my mind was changed from the moment I laid eyes on Yspahan, which also employs dice in an interesting mechanic for game play. That game and releases like Formula D changed the way I looked at dice rolling. I have been watching this one since I read an Allers write up on it somewhere and I still believe its a strong contender for the collection. I am still hesitant to purchase a game that seems to be solely a dice roller. I seem to always equate dice with luck..and if that overturns any hope of strategy I am not a huge proponent. Posted by tom moughan on Apr 24, 2009 at 09:40 AM | #
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So Ryan, how often do you deliberately play games you suspect you’re going to hate? I try to keep it to a minimum--life (and time for gaming) is too short. With all the enormous amount of information available about new titles (thanks, in part, to my fellow correspondents at BGN), it isn’t too hard to avoid games that just won’t work for me. A few disasters will still occur, but I don’t think arranging for two thirds of the games you try to be at least mild successes is too lofty a goal to set. My ratings scale needs to be taken into account as well. A “7” for me is already a game that, while I’m happy to play it, I won’t usually suggest and I’ll strive to get something better on the table. I’ve tried to make that clear a few times in my comments. So it’s really the games listed in Part 1 of this series that were the true finds for me. As for the “strong” and “weak” 7’s, I’m a bit bewildered why the presentation of more information might be a problem. I don’t actually record my ratings like that, but for the purposes of this article, I figured I’d refine my feelings a bit more to avoid a series of 7’s. The arrangement of strongs and weaks might change next week, but that’s how I feel today. If it ruffles some sensitivities, you can always ignore it and just use the numerical rating. Ryan, I realize that our opinions on the types of games we like are different, but if you were hoping I’d report that most of the stuff I played recently was crap, then I’m afraid you’ll be disappointed (and will usually be disappointed). Even though 2008 was NOT a strong year for games for me, there was still a reasonable amount of stuff that was at least worth playing. And since those are the ones I played, those are the ones I’ll report on. But look at all the games that come out each year! There were easily a dozen other designs that I wanted to try that I DIDN’T get to play at the Gathering! Is 30 decent games in a year that unusual? Are your tastes so refined that you hate most of the games you play? I’m not being snarky with that last question. There are other gamers--Chris Farrell is an outstanding example--who seem to have such high standards that they apparently dislike (or at least find fault with) most of the games they try. That’s fine, but I’m happy to say that isn’t me. I don’t view myself as a Pollyanna (far from it) and think I’m at least typically critical of the games I play. But gaming has been my love virtually all my life and after a long search I’ve found the kinds of games that truly work for me. Why is it so hard to accept the fact that some very smart designers and publishers are releasing a lot of things that will appeal to me at least a bit? Posted by Larry Levy on Apr 24, 2009 at 09:52 AM | #
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I figure you were just baiting the haters with this article until I read that last comment. Yikes Posted by hancock.tom on Apr 24, 2009 at 10:08 AM | #
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Larry, maybe it’s better to let the descriptions speak for themselves and not put a numerical rating? I liked your articles and found your descriptions very informative. I even feel like I can make good buying decisions based on what you wrote. Your descriptions more than adequately said what you like and what was lacking. In your descriptions you made clear distinctions and had strong opinions. You pointed out games that needed more development, games that were possible award winners, games that had themes that did nothing for you, and games that you couldn’t get enough of. But then you followed those opinionated descriptions that differentiated the games from one another, with a number that essentially says “these are all about the same.” All the numbers are doing is undermining all of that great work you did earlier. Thanks again for putting in the time to bring all of that great information to us. Posted by Robert Goudie on Apr 24, 2009 at 10:27 AM | #
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Tom M.: Maybe you’re like me. I strongly dislike most games that use dice as resolution devices (like many war games) or for roll-and-move designs. They introduce the kind of luck that cannot be adjusted for. As a contrast, I much prefer card games. Sure, I can be dealt a crappy hand, but there’s still usually different ways to play it and I can play in a way that tries to minimize the damage from my poor cards. But if I keep rolling poorly in D-Day or Monopoly, I have no chance (and will probably have no fun). But I *love* pure dice games. This puzzles a lot of people, but I view these as very different from the dice-resolution games. I’m talking about games like Can’t Stop, To Court the King, Pickomino, and Airships. These games reward probability management. Sure, you can be lucky or unlucky with the dice, but there’s so many rolls that the person who makes the best use of his turns will usually win. I find the decisions these games require to be very enjoyable. Games like Yspahan and Kingsburg, where the dice are used in novel ways, but they aren’t the sole focus of the game, are also a lot of fun. Without question, we have entered the Golden Age of the Dice Game. So just because you don’t like some games that use dice, don’t be afraid to try out some games that use *nothing* but dice, Tom! You may be pleasantly surprised! Posted by Larry Levy on Apr 24, 2009 at 10:29 AM | #
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I rate this article a “7”. But seriously, maybe you should suggest and play more games that you do like, instead of mediocre games your “friends” suggest. Posted by Dan Corban on Apr 24, 2009 at 10:31 AM | #
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You may be right, Robert. Although I bet if I did that, I’d get a bunch of comments wondering what happened to the ratings! :-) But I don’t usually include a numerical rating in my more detailed reviews of games and when I provide them here, they seem to be more trouble than they’re worth. So I may change that next time. Thanks for the suggestion. Posted by Larry Levy on Apr 24, 2009 at 10:32 AM | #
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The funny thing is, I now have so many dice lying around in my apartment thanks to all the Alea Iacta Est prototypes I made over the years that I MUST design another game with dice in order to have any use for them again. If that’s true for other designers, then we haven’t seen the end of the “Golden Age”:-) Posted by Jeff Allers on Apr 24, 2009 at 10:46 AM | #
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I completely agree with Robert. The descriptions of the games were great...and at first, that’s really all I noticed. Then I went back and checked out the ratings and thought..."Wait..from the descriptions he definitely seemed to enjoy some of these games more than others, but the only thing that separates them is a “strong” or “weak”? Anyway..I’m fairly new to this site, and loved your review of Automobile and I can’t wait to try it because of that review. Thanks for that and keep up the great work! Posted by Chris Dunbar on Apr 24, 2009 at 10:51 AM | #
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Larry: Your tastes in dice gaming mesh perfectly with mine. We need to get together over a dice game sometime! :) Great article. I give it 2 oranges (navel) and a gherkin. Posted by Derek Jung on Apr 24, 2009 at 10:53 AM | #
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Larry, I say go with the system that you are happy with! Posted by Jeffrey D Myers on Apr 24, 2009 at 11:21 AM | #
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Dan, I understand what you’re saying. But unless I think it’s a game I’ll dislike, I always want to try a new game at least once. It’s part of the Cult of the New sickness. So almost all of these gaming debuts were voluntary decisions. And then I move on. So I played Finca twice, enough to figure out what’s good and bad about the game, found it pleasant and something I’d be willing to play (kind of the definition of a 7, no?), but now I can put it aside and play other games I find better. I got to try something new (which I love), played with some good people, and had a reasonably good time. If I weren’t at a convention where I’m gaming day and night for over a week, I might be more particular in my choice of games, but at the Gathering, it’s a perfect way to spend some time. Posted by Larry Levy on Apr 24, 2009 at 11:50 AM | #
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Larry, thanks for these articles! I always enjoy reading what others with more access to new games think of them, and you present it well! Posted by Peter Dahlstrom on Apr 24, 2009 at 01:31 PM | #
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I am still torn as to whether Larry’s rating system is satire, or if he’s serious. Why not deviate from the BGG rating system and use something… useful? How much you want to play a game is not based entirely on the merits of the game. Posted by Ryan Walberg on Apr 24, 2009 at 07:36 PM | #
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Larry, when you write “I strongly dislike most games that use dice as resolution devices (like many war games) or for roll-and-move designs. They introduce the kind of luck that cannot be adjusted for,” I’d like to make a comment. Not about what you like or dislike, but about the ability to adjust for luck. It’s certainly true that luck is difficult to adjust for in some of these designs, but it’s not true that every game with extensive die-rolling introduces luck that cannot be adjusted for. In particular, there are a number of war games that have a lot of die rolling, but give players the opportunity to adjust. Paths of Glory has a ton of die rolling, but I wouldn’t give myself a 10% chance of beating a top player (and I’m at least competent at the game.) The effect of any one die roll is small (especially against a top player) and I couldn’t get lucky enough to overcome the skill difference. For the People appears to be a highly luck-driven game (probably more as a result of the card draws than as a result of the die rolls) but James Pei won the WBC tournament 7 years in a row, so that it was big news when Riku swooped in from Finland to beat him. James has also won 4 out of 4 Winter Activation Meeting tournaments, so that (in total) he’s won 11 out of 13---just as good as the Bill Russell Celtics. You might not like war games, but in these games luck is not a big driver of who wins. In fact, I believe they have an enormous skill element. Another example, not quite in the war game genre, is Titan. It seems to be all die rolls, but the strong players win a huge percentage of their games against the weak players. Posted by Eric Brosius on Apr 25, 2009 at 09:43 AM | #
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Thanks for the comment, Eric. My wargame experience is slender and mostly concentrated on older titles (circa 1975 and earlier). I’ve never even played a CBW. So your words carry far more weight than mine when it comes to the skill required to play these games. But I’ve never disputed that wargames have a high skill factor. No, my problem is with the resolution of the individual battles. Leaving my fate up to the roll of a die (or any other randomizing device) has always bothered me. And I’m not comforted by the many rolls in these games, as there’s always a few key conflicts. Besides, 50 years after the introduction of the hex and counter wargame, it seems like lazy game design to keep relying on this mechanic. I realize that there are random factors in war beyond any general’s control. But I want to play a game, not a simulation (another reason I avoid wargames), so that answer doesn’t satisfy me either. Obviously, there are many players who are completely content with the state of combat resolution in modern wargames. But just as obviously, I am not alone in my dissatisfaction. I did not create the terms Resolution Luck and Situational Luck, nor am I the first to embrace them. I find them useful to explain why the luck of a roll and move is anathema to me, but the luck in a cardgame is acceptable and even enjoyable. So I acknowledge that wargaming is a great branch of the hobby and that my views of them and their combat resolution methods are far from universal. But they’re not necessarily isolated either. Posted by Larry Levy on Apr 25, 2009 at 11:26 AM | #
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re: Playing games that you find just “meh” Sometimes it’s as much about *who* you play with rather than *what* you play. Actually, most times it’s that way with me. I’d almost always prefer to play a “meh” game for an hour or two with people I want to hang with than a “10” with people I don’t know (or worse, people I dislike). Posted by Joe Casadonte on Apr 25, 2009 at 01:29 PM | #
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I’m going for the suggestion that’s been posted here - Larry your compact reviews are useful and interesting - the ratings? pointless. Drop the ratings. Ratings are supposed to be an at-a-glance way of comparing games. Within the larger context of a database like BGG they provide an aggregate opinion that can be useful to some. By adding the same ratings to each game listed in this article you aren’t adding anything of value. We can’t instantly compare the games, and we don’t have a database to aggregate multiple opinions. You may be actually decreasing the interest and value of your article. -- disclaimer: I’m not a fan of rating scales, but I do know that they provide use for others. Posted by Aaron Lawn on Apr 27, 2009 at 12:33 PM | #
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I’ve been discussing this with a number of other people, Aaron, and they’re saying essentially what you’ve said. I am now convinced that this is sound advice. Henceforth, the words will stay; the numbers will go. Posted by Larry Levy on Apr 27, 2009 at 01:21 PM | #
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