Showing posts with label Thunderstone. Show all posts
Showing posts with label Thunderstone. Show all posts

Monday, May 10, 2010

5/3 - 5/9: The Arrival of Alchemy

Games Played this Week: 12
Dominion x 6
Thunderstone x 2
The Three Commandments x 1
At The Gates of Loyang x 1
Campaign Manager 2008 x 1
Roll Through the Ages x 1

New Games/Expansions Played this Week: 3
The Three Commandments
At the Gates of Loyang
Dominion: Alchemy

My preorder of Dominion: Alchemy arrived on Friday, and I picked it up from Just Awesome on Saturday morning. Unsurprisingly, this dominated (see what I did there?) my gaming repertoire this week, as I played it 6 times in 2 days. Most of these games came in the every-other-Sunday meetup at Mission Creek Cafe, where Sean, Eliot, Zach, and I played 4 games before finishing off the afternoon with a game of Roll Through The Ages.

Dominion: Alchemy
Alchemy adds another metric to the purchasing algorithm of Dominion. Last week, I wrote about how Thunderstone used two different currencies: money and attack power. In Alchemy, Dominion integrates a similar mechanic, though in a much more limited way. The second currency comes in the form of a new basic treasure type, the Potion. There are certain cards that have a potion as part of the cost. This makes them a bit more difficult to get, so naturally they are significantly more powerful than the other cards.

Designer Donald X. Vaccarino used this opportunity to get in some truly interesting and powerful cards that would have been difficult to justify for any cost in the original set. While there is a fairly heavy focus on cards that grant extra actions, the poster child is definitely Possession, a card that lets the player to your left take an extra turn that you control, and giving you any cards he or she obtained on that turn.

I have to admit that so far I like this expansion much more than I thought I would upon first reading about it. The new cards are far more interesting than I expected, and their focus on granting extra actions really pushes players away from the tried and true "big money" strategy. This can result in some very long turns as players are sometimes able to play double-digit quantities of action cards, but aside from shying away from introducing it to inexperienced players, I don't mind that too much. The one other nominal downside is that if you are going to play with Alchemy, you should really play with 3-5 Alchemy cards (as recommended in the rules). This means that the games with Alchemy are dramatically different than the games without, as opposed to Seaside or Intrigue where 1 or 2 cards from the set could seamlessly blend in.

At the Gates of Loyang
Uwe Rosenberg's new game finally made it's way into a US publishers hands, and I played a game with Erik and Deborah with Just Awesome's demo copy. This game is billed as the third of a trio of Rosenberg games that include Agricola and Le Havre, though the games don't share all that much in common other than length (they all fall in the 2-3 hour range) and goods that multiply (though this is much more central to Loyang and Agricola than Le Havre).

While this was the third game released, it was in fact the first developed, and I can see signs of that as I play it. While none of the games feature much direct interaction, blocking what other players are doing (more making sure you do it before they block you) is of central importance in the other two games, while in Loyang, players are mostly optimizing their own little farming puzzle, occasionally interacting with players, but not in a way that is terribly forseeable or preventable.

The biggest opportunity to affect other players is in the card draft, which I can't decide whether to describe as "quirky" or "arbitrary". Despite being fairly simple, the drafting mechanic is a little confusing to explain to new players, and while I give high marks for trying to do something different, I couldn't help but wonder if a more conventional "take one, pass the others to the left" drafting mechanism wouldn't have been just as good.

Lest I sound like I didn't like it, I hasten to point out that the "little farming puzzle" I refer to above is quite engaging, and the components are both outstanding and adorable. Definitely one I'll be playing again, but after one play it's not on my "I must own this" list.

The Three Commandments
The final new game I played this week was an odd kind-of-party game by Friedemann Friese and the Lamont brothers. I enjoyed it fairly well, but this game is truly schizophrenic about what it is trying to be.

As a party game, it is far too complex for players who are looking for something along the lines of Apples to Apples or Taboo. The host ("high priestess") each round must keep track of whether a player's actions are violating rules that she (sic) has designated as "good karma" or "bad karma" and reward them points accordingly. The actions can either have to do with how the player manipulates the wooden pieces on the board (e.g. "If the player moves a white piece") or with how the player behaves (e.g. "If the player dances/sings/talks to a player outside of the game/touches his or her hair, etc.).

However, while more "serious" gamers might appreciate the Mastermind/Zendo-like logic puzzle of figuring out the rules of the board, they stand a pretty good chance of being annoyed by having to figure out whether they are supposed to dance/sing/stand up/sit down/fight fight fight.

On top of all that, the game is a lot harder if players aren't actually at least passingly familiar with all of the 80-something possible rules, meaning that first time players either need to take the time to skim through them all, or they just need to be almost completely in the dark for their first play.

For all that, I still enjoyed it, but it does seem like the design goes out of its way to alienate as many people who might enjoy it as possible. I could see this becoming a favorite with a very regular group who play it every time they meet, but as a casual party game that people will be up and running with after 2 minutes of rules and 3 minutes of play, its kind of a dud.

Monday, May 3, 2010

4/25 - 5/2: What I played this week

Going to change up my format to try and create something I can maintain. I will make mini-posts about games as I play them using my phone, usually just a picture and scores, then once a week I will blather on about what I played and what I thought of it. Hopefully that will let me hew more closely to the "Everything I Played" concept, rather than "some things I played when I got around to blogging about them, maybe months later".

Moving onto what I, in fact, played. This week I got in 5 games over 4 different gaming sessions. On Thursday I went to Just Awesome Games adult game night, which has way less nudity than the title would lead you to expect (but occasionally about as much alcohol). I ran into Yeh, who I'd previously helped to break in his new copy of Galaxy Trucker. This week, I had brought my copy, complete with The Big Expansion, and we started setting up to play a game, and by the time we finished setting up, we had 5 players, all new except for Yeh and myself.

With 5 players we had no choice but to use the expansion pieces, which made it a bit of a bear for the new players, but Shane, Lauren, and Richard were all good sports as their piles of junk finely tuned intergalatic machines got the stuffing beaten out of them, though Richard took exception when the very last die roll on the very last card blew up half of his ship in a way that "I couldn't have forseen or planned for". So crumbles the cookie. And by cookie, I mean spaceship.

Moving on, I finally managed to get Thunderstone to the table, playing 2 games of it with Hilary. Thunderstone is the first in what will probably be many games that borrow Dominion's deck building mechanic. But rather than just acquire victory points with vaguely tacked on land holding names like "Duchy" and "Estate", you are assembling and equipping a group of adventurers to go into a dungeon and kill monsters, which is to say victory points with vaguely tacked on monster names. Totally different.

The mechanical innovation here is that the way in which you acquire victory points uses a completely separate metric from how you acquire everything else. In Dominion, you use money to acquire more money and other cards that will let you eventually be able to afford the big victory point cards. In Thunderstone, you still buy cards that give you more money, but you are *also* accumulating attack power, which is how you kill the monsters, which is what translates into victory points.

Thunderstone very much has the appearance of a game that was pushed out the door one or two development cycles early: the locations and icons for the numbers on the cards seems a bit haphazard and random, the rulebook had fairly severe problems both with organization and with clarity, and some of the cards feel way out of balance. That said, none of the problems are deal breakers, and publisher AEG has taken responsibility for the rulebook, having already revised it 4 times (even if one of their clarifications made an already overpowered card even more indisputably overpowered). Dominion has added new mechanics with every expansion to keep it fresh. I will be interested to see what Thunderstone does with its upcoming expansion; frankly I feel like they have plenty of room for interesting variations without even adding any rules at all.

My sister and her husband came to stay with us on Saturday night, and they invited a couple friends of theirs over to have dinner and play games. Their friend Dave is the co-founder of a startup that is working on some very exciting technology to folks on the techier end of the board game spectrum, and he and his wife were excited to learn some new games.

I pulled out Dixit, which answers the question "what if Salvador Dali had designed Apples to Apples" and Incan Gold, which answers the question "What if Reiner Knizia had directed Raiders of the Lost Arc". They were both big hits, and reminded Hilary and I we need to have people over to play games more often.

Friday, April 30, 2010

Thunderstone

Hilary 32, Chris 31
Our first game of Thunderstone. Doesn't get any closer than that!







Location:Taraval St,San Francisco,United States

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