Patrick Brennan: Australian Games Expo 2007

I’ve spent two wonderful days in Albury at the Australian Games Expo over the long weekend. By nearly all measures it was bigger and better than last year’s inaugural event. Exhibitor numbers were up 70%, attendance was up 60%, tournament numbers were up. I don’t know any sales figures of course, but the retailers all seemed pretty happy—or at least talked the talk!

Most of the key local B&M players were there—Mind Games, Tin Soldier, Games Paradise, Ventura, Funatical—as well as online retailers such as Caterpillar. There were a number of self-publishers, including a few kamikazes adding to the colour of the event … all you can do is wish them well.

Especially welcome was the international presence of Rio Grande Games (doing demos, not sales) and Z-Man Games. Zev from Z-Man finally gave us Aussies some prices that seemed comfortable and right. I’m still looking forward to the day that Aus publishers co-produce with leading international publishers so that we don’t have to pay the shippage that drives prices to ridiculous levels.

The local games scene hosted social gaming events each night, and on behalf of all the incomers, our thanks for the planning, co-ordination and hospitality. It balanced the weekend nicely: play games all day at the Expo, play games all night at the function centre. Sounds good, was good!!

There were a number of tournaments—Settlers Of Catan, Carcassonne, Blokus—with first prize for the first two being a trip to Essen. Not exactly small potatoes. The decision to host the Australian Diplomacy championships next to the Expo, but after hours, was a beauty and promoted inclusion across gaming communities. Hopefully more gaming championships will choose this weekend and location to come together.  (I was walking around seeing all these faces that I vaguely remembered until it clicked that these were the Dippers I’d last seen seven years ago when I did the Diplomacy tournament scene for a year.)

I’m not a tournament type guy though, more a social gamer, and so of course I got around a bit, playing a bunch of games, some new, some old. There were a few prototypes getting run-bys at night as well, but I’ve penned some thoughts below on some published efforts newish on the scene, in alphabetical order. Of course I didn’t play anywhere near all the games on display at the Expo, but here’s the ones that interested me enough to try them out after a first glance. In alphabetical order:

Archaeology
Australian: Inspired by Lost Cities, it’s a card-based set collecting game. First, you may exchange cards of equal value with any already in the common marketplace to build sets. Then draw a card. That’ll be a ‘set’ card or a thief (steal a card from another player) or a key (which may be able to be used later to get a free batch of cards). There’s no protection from a future thief played against you, which creates ongoing decisions on whether to sell now or wait to improve the set. Other than that, the best card to draw is five times better than the worse, and there’s no hand management (the key to most card game success), so expect luck to rule the roost. I had a decent enough time playing, but it’s hard to see where the ongoing learning curve and challenge might be. A nice first effort, but it’s a 5 for mine.

Kingdom Quest
Australian: Each of the 2-4 players gets six cubes, and each cube has the same six characters on its sides. You introduce them on your side of an 81-square grid, and then roll the cubes from square to square, intending to land next to an opponent’s cube with the exact face-up character that will then capture your opponent’s face-up character. The rolling cube mechanism is interesting to begin with, but the deeper you get into it, the more troublesome it is to check every opponent’s cube and assess what its potential danger to you is if it’s rolled this way or that, so you’re getting into some serious AP and down-time if you want to play it well. Combine this with the natural problems of multi-player abstract war / elimination games (king-making, gang-ups) and the potential for stalemates as no one wants to roll out of their defensive positions, and I find it’s not a game I want to play, even though I admire the concept and it may well have been the deepest game I found at the Expo. Therefore, it’s a 5 for mine.

Side story: If you can, check out the Princess picture used on the cubes. Melissa Rogerson, the week before, writes up the game on the Geek and labels her the “slu..y princess”. Cut to today and the guy at the booth is teaching us the game (us including Melissa’s hubby, Fraser) when we comment on the delightful charms of the Princess and the sagacity of the developers in using such an inspirational image. Booth guy asks with a bit of a know-all look if we know the Geek. “Ah, yep, I’m user ID number 8 there” and booth guy starts going sheepish as the rest roll eyes and laugh. He ploughs on, saying just between us guys, some girl posted about the princess being “slu..y”. Fraser chimes in with “Ah, yep, that was my wife”, and of course Melissa just happens to be walking past at that exact moment. As we’re falling about laughing, poor old Booth Guy is looking around to see if there are any more holes he can possibly dig for himself. A funny moment.

Owner’s Choice
International: This is a nice, light 30-minute stock market game. Each turn a player gets to decide on which of the next three squares to land on. These depict the four companies plus some specials (div payouts, etc). If you land on a company square, the owner of the most shares in that company rolls a die which may increase or decrease the stock price or pay dividends. Alternatively, you can roll an event die which should score you some money. Basically, buy anything to start with and hope the dice roll in your favour and your stock increases in value. And if it has, maybe sell it and hope the stock decreases in value. We had fun with it, but after one play it seems a bit of a luck-fest. It’s family fare and works well as a simple stock game, but not a lot to explore for the gamer I suspect. I start it as a 6, but could see it rise to a 7 with the right group.

Railroad
Australian: This is an abstract tile placement game onto a square grid. Scoring is different but the game play is similar to Ta Yu: take turns playing oblong Ta Yu-like pieces that have all sorts of different paths on them. Aim to cordon off corners of the board, inside which you capture opponent’s pieces and can place your own pieces at end-game, with the aim of maximising the number of path connections you’ve placed onto the board. It’s clever and probably pretty deep, but the smallish game board should keep games to a neat 10-20 min length (depending on your AP). I liked it and gave it a 7 after 1 play.

Stack Market
International: We had fun with this as well, but I guess I may as well admit that no game that rewards stacking 15 dice on top of each other is ever really going to hit my “let’s play now” list. But for those who love rolling and stacking dice, this baby will push all your buttons. I gave it a 5, but any dexterity game can be great fun with the right crowd so don’t let my rating put you off.

Totem Land
Australian: Everyone starts with an identical group of blocks: the higher each block, the higher the points. Piles / skyscrapers are started on the board using the blocks, and you then play blocks on top of each other in a Manhattan-type feel, trying to get your blocks on the top of each pile by end-game, for only the top blocks score. You can place on top of a pile if your block is smaller in height then the previous top (i.e. for lower points), or if your block is higher than the two previous tops combined (i.e. for higher points). After one game, it seems like you play your middle blocks first, keeping your small and tall blocks for last, hoping for an opportunity to get your tall block on top of a safe pile. It’s too abstract for me to want to play again (I’ll call it a 6), but it’s a clever idea and the components are well done.



Oldies

I played plenty of other games for the first time, most of which may have been out for a while but haven’t been bought by the groups I play with—we have most of the better ones already I suspect—or have taken a while to cross the Equator in numbers. I also tried a number of kid games. (I have a 4, 6 and 8 yr old so I know what I’m doing in this space.) Here are some thoughts (again doing the alphabetical order thing):

Bootleggers: Too much luck and too much take-that for a game of 2+ hours. We had great fun with the theme though, with meta-gaming bribes and extortion rackets running riot. I was paid 1G to put my shirt back on after I lost the shirt off my back as a result of one deal. I’m glad I played it, I laughed a lot, but I’m also happy never to play again. A 5.

Camelot Legends: The game bogs down mid-game for me with all the number crunching, combined with the flavour text which modifies the number crunching but must be continually re-read. And it’s not only number crunching for you, but on all your opponent’s cards as well. This generates more down-time than I like. It’s a shame, as it’s a game that has nice ideas and nice game play and I wanted to like it more. A 6.

Castle Merchant: I read the rules and taught and watched but didn’t actually play. Card play a little similar to Odin’s Raven: play cards to create track, play cards to move over track, get to destinations first to get best gold first. All thought it worked fine, but in the 6ish range —they didn’t feel the need to explore further.

Factory Fun: I can see the puzzle allure and the need to improve for next time inspiring replay. It’s a one trick pony though, so on balance we’ll give it a 7 for the moment.

From 0 To 100: I’m not a fan of secret colour games for kids. It diminishes mid-game excitement and drama because you can’t cheer your car / turtle / hare / whatever on. Same deal for this one. I found it too slow for a kid’s race game and it’s not for us. No rating.

Geistertreppe: I can see good fun if you’re playing with kids and/or with adults who all consciously refuse to remember which pieces are hidden under ghosts. Otherwise, I’m not over the line on this one. No rating.

Great Wall of China: A solid Knizia filler and hence gets a solid filler rating of 7. Although it’s a bit Taj Mahal lite, the winner should be the one who’s luckiest enough to avoid the fights. The special powers on various cards lift it up a notch.

Portobello Market: Neat, packaged—it works. Probably would have got higher ratings if it was released ten years ago, but not inspirational enough to get itself regularly pulled from the shelf. A 6.

Silk Road: One of the surprising hits of the show for the four of us who played. We were aware of the mixed reviews, but all thoroughly enjoyed it and thought it a 7-8ish buy. Pacy, cool theme, a new turn mechanic, and I can see room for improvement in future play through smarter use of memory.

Slamwich: Any snap-type game that has a warning to set a time limit in case someone doesn’t win in a reasonable time has got to be kidding itself. Avoid. No rating.

Spank the Monkey: Late at night, let’s just play one round. I win on my first play, the other two don’t even get to play. So much for that one.

Ur: This seems really clever but is probably too abstract for me to get a lot of replay. Once you had a few games under the belt, I bet the AP increases—the time you save because you now know how to use the five special actions is outweighed by the time you now spend working how to beat the other players and deny them tiles they’d seem likely to want next. I think the decision tree may be too broad inside each turn for me to enjoy. A 7.


Summary

I was pleasantly surprised by the emerging depth of the Australian publishing scene. There were many games that I looked at but didn’t play, and therefore haven’t covered above. Sure, there weren’t any stand-out highlights (8s or above), but that’s also partly because I’m getting harder to please … I’ve been playing Euros for almost a decade and have a significant game collection which hits most buttons already. Having an international presence, with good prices, provided a positive feeling around the gaming crowd—will the local gaming industry just maybe become a bit more multi-dimensional?

The only thing I really missed (that I’ve seen at other conventions) is a flea market, where gamers get a chance to peddle their trade and for-sale piles for an hour near the end of the weekend. I’ve made the pitch to get it included and the initial signs from the organisers are positive, so we’ll hope.

All up, a big thumbs up and big thanks to all the organisers. Here’s hoping for bigger and better next year. See you then!

© 2007 Patrick Brennan


Posted by Patrick Brennan on Jun 12, 2007 at 05:00 PM in Patrick Brennan - Australia / 1675

Comments:

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I believe Fraser’s exact quote was, “That was no woman, that was my wife” :) - There’s another, even less flattering, description on the Geek now too.

And you know I will never forgive you for that game of stack market, don’t you!

Posted by Melissa Rogerson on Jun 12, 2007 at 06:16 PM | #

Good stuff…

How does one figure out one’s BGG user ID number?  You made me curious…

Posted by Matt J. Carlson on Jun 12, 2007 at 07:15 PM | #

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