Sunday, May 09, 2010

Geekway to the West 2010 - Sunday and Wrapup

The last day of the Geekway went quietly. Nathan Winchester and I had a flight at 2:00, which meant leaving about noon. We had no real plans, but Nathan and Jason Easley had a Crokinole match to be played at some point. We found Steve Wicklund wandering about and decided to try and get something played with him until Jason and "My Little Pony" could show up for their Crokinole match.



Since there were exactly three of us and I couldn't find End of the Triumvirate in the library, I went with the three-player standby: San Marco. Steve had played before but needed a quick refresher and then off we went. I was still a bit tired, but this was a good wake-me-up. For once, I wasn't in the lead of this game after two rounds and thus was able to team up with Steve to BASH Nathan in the third round. It was pretty tight down the line, but Nathan did manage to hold on by a single point to finish the game with a win.

San Marco is one of the best three player games out there. It technically plays four, but I have yet to play it that way. The game is a simple area control game, but the genius of the game is the actions that are available each round. Random cards are drawn and then sorted into three piles by player A. Player B then chooses  a stack and executes their actions. Then Player C does the same. Player A (the divider) gets whichever stack is left over. Then the roles switch and you do it some more. A number of actions in the game can deliver points to other players, so when playing three ways, its almost always best to give the losing player points. Thus games are typically close. Three is always an odd number for gaming, but this is one game I have for exactly that number.


After San Marco, Nathan and Jason sat down and got their rears handed to them in much the same way Justin and I did by the My Little Pony team. While they were playing, The Game Nite store folks showed up to their booth with a couple of copies of Bisikle. Bisikle is a game I had heard about and was interested in. Basically, it is a dexterity race game - similar in idea to Pitchcar. The biggest difference being that instead of a puck, you are flicking a ZBall - a marble with a unique internal mechanism of weighted ball bearings which allow for some unique controlled shots. Anyway, I had done some looking and the game runs about $40 online (plus shipping). However, Game Nite was also selling it for $40 - 15% off! With tax, I got the game for less than $40. Justin wondered what I was buying and I explained it to him and he went ahead and snagged their other copy. I was quite pleased. A good way to wrap up the Geekway.

One thing I forgot to talk about - the trade table from Saturday. I had brought out 4 games that I hoped not to bring home: Hoity Toity, Gulo Gulo, Tales of the Arabian Nights, and Hamburgum (which I got off the trade table LAST YEAR). Steve heard I was dumping Hoity Toity and asked for it, so I sold it to him. I was selling Gulo Gulo to John Davis, so for the trade table I had Tales and Hamburgum. I hoped to move Tales as it is insanely heavy and I didn't want to ship it. Hamburgum is really a long box, so shipping that wasn't ideal either. As it turned out, Hamburgum was a pretty early pick - before Tales! With an early pick I quickly scanned the table and decided to go with a package deal of Amyitis and Municipium. Shortly after that pick, I got choosen again and went with another combo of Lost Valley, Space Dealer and Castle Merchants (Castle Merchants becoming my yearly donation to the game library). Sadly, I missed Paths of Glory on the table or I'd have likely taken that instead of one of the packages. Oh well. With my new bundles of games and Bisikle, I still came home 3-4 lbs lighter in games.

Nathan and I got to the airport with plenty of time to spare (especially since the plane was late coming in). We finished up our game of Twilight Struggle we had started Friday morning - I was able to really jump all over a load of points in the fourth round while there was nothing Nathan could do.

And that's it. That was our Geekway. As usual, we didn't play 2/3 of the things we wanted to. I did get to play a number of new games (though for the most part they were disappointing this year). I got to play some old favorites, though no really big games. Oh well. This was one of the smoothest Geekways yet. Unfortunately, neither Nathan nor I won a door prize nor a play to win game - again, oh well. Next year they may be adding another day and expanding the space. I hope so

Geekway to the West 2010 - Saturday

Saturday at the Geekway is the most hectic of the days - there are a lot of events, more people than the previous day, and the realization that you are running out of gaming hours. Nathan Winchester and I started off the day grabbing some coffee (come to find out that there was FREE coffee at the hotel lobby) from Starbucks.We started earlier than Either the Easleys or the UP crew, so we looked over the Play-To-Win table trying to figure out what to play during the day. There was the Crokinole tournament of course, as well as a desire to get in a longer game, but nothing really hit our fancy. And so it was that we ended up playing Ra: The Dice game.

As Nathan and I looked at the Play-To-Win table, a nice lady by the name of Kathleen Gardner saw we were going to play and asked to join us. She had played before, so we hoped that would help with the rules, though she claimed to not really be able to teach it. Michael Silbey wandered by and offered to teach it while he waited for his group to show up for Here I Stand. He quickly explained and we rolled and finished up in short order. Nathan won with a 49, I had 42, and Kathleen 33.

Ra: The Dice Game takes the original game of Ra (a good game) and replaces tile draws and the auction with a Yahtzee style round of rolling special dice. In other words, takes all the good parts of the game, and makes it dumb. The scoring is similar, but really? That's what you keep from Ra - the scoring? The game is well enough made and short, but when will a game be good that has a name like "The Card Game" or "The Dice Game"? Never? Apparently the trick to making a good alternate version of a game is to not include the words "dice" or "cards". Heard of Caylus Magna Carta? San Juan? Roll Through the Ages might be the exception - it should have been called Through the Ages - The Dice Game.

After Ra: The Really Boring Game, Nathan and I grabbed Samarkand: Routes to Riches. After setting up the bazillion pieces and reading the short (really short) rules, Nathan and I started playing a two player game. Nathan won 66 to 55. I had no clue he was that far ahead of me - I really thought the game was closer than that. Steve Wicklund and John Davis were ready to join us in playing something and since we already had the game half setup and it was a Play-To-Win game, we decided to reset and play 4-players. Again, the rules took no time and we got the game going. During the Geekway, I had only two real rules: #1 - Beat Nathan and #2 - Beat Steve. I failed at both this game. Nathan 56, Steve 46, John 37, me 45. I think John wandered off to play Dominion and Jessica Codr was free to join us, so we reset the board for a third playing (we were enjoying the game a lot). This time I put it all together and did much better, finally scraping out a win. Nathan 53, Steve 50, Jessica 44, me 55. We decided that we'd hogged Samarkand long enough and returned it to the trade table.


Samarkand: Routes to Riches is a Queen Games remake of an original Winsome game. Queen gave it a nice treatment (as they did with Chicago Express). They also changed some things - more families and introduced the cards and goods to put an element of luck in the game (because apparently a family game has to have luck in it). Essentially, there are 30 some odd goods spread over the board and families as well. The families are going to create trade routes to the good and become more influential as their routes meet up with other families. Players get an "interest" in the family by marrying into the family. Of course, there is a payment to do so - the payment varies for each family - typically the more goods and more likelihood of connecting to other families makes a family more costly to marry into. Each family has two children, so two players can marry into and help control each family. When a player connects two families for the first time, they get a bonus of two points and everyone in the connecting family gets $3. Everyone in the family being connected to gets $1. At the end of the game, if you hold a goods card where one of your families have a route, you score a number of points (even more if the goods spot is where the family's routes meet). And therein lies the rub - the luck of the draw. No matter what cards you draw, it is not hard to get control of a family and get their route to the good. However, goods on the edge of the board mean picking a family that is not as likely to meet other families. Being the one to make families meet is HUGE - 2pts and $3 (more if you are in both families) is a chunk of points and players will be running family routes into each other a lot to try and make cash and points. If you keep drawing poor cards while someone else draws cards for the goods and all the goods are near one family - that player will do much better. Now, the game is interesting - and fast! Turns are short and really the whole game is 30 minutes or so (plus 10 minutes more to set it up and tear it down), so it isn't bad. It falls into the weight of Ticket to Ride, but much shorter. You can almost see the brutal ancestry of the game and Nathan and I kicked around a couple variants to try to mitigate some of the luck. Frankly, the 2-player variant that the rules provide is really good. This won't see the same itch to play that Chicago Express has from me, but it isn't bad.

Next up was our first match of Crokinole. The Droids Ur Lookin 4 (Justin Easley and I) were taking on My Little Pony (DJ Kenel and Joel Jodeloh) - last year (and I believe this year's eventual) Champions. The first game was not great and we were down 1-0 before we knew it. The second game was much tighter as Justin and I started playing well. I made a miracle shot at one point, clearing three pucks from the center while making a center shot, but then the board cleared and DJ sank two center shots and put us away. It was really a good game and if we hadn't just SUCKED in the first game, we'd have had a shot as we were playing pretty well after that. My Little Pony would go on to trample the Nathan Winchester and Jason Easley team (Pull My Finger) on Sunday as well.


After being killed in Crokinole, I apparently really wanted to get killed by Jason and Justin in Chicago Express, so I talked everyone into a game of it. Nathan won the initial red share, I took blue, Justin yellow, and Jason green. I don't remember a lot of the game except that I was too tired to be playing this. I believe that Nathan ended up getting the second share of red (or we decided two payouts for Nathan was enough) either way, everyone colluded to KILL red and red got blocked before it got very many trains on the board. Regardless, Nathan and I don't seem to be in the same class of Chicago Express players as the Easleys and we finished way behind them. I had 53, Justin- 96, Jason- 91, Nathan- 79

Chicago Express is a brutal exercise in auctions and playing the other players. It is a stock game with no luck and typically requires players to work together over short bursts of the game to make money or stomp other players. The actions / mechanics of the game are pretty simple, but the options and their ramifications are deep and unforgiving - something a lot of people don't like. This takes a few playings to understand (apparently, the 14 games I've played isn't enough). What I enjoy about this game are the tough choices and the speed - the game typically only last about 45 minutes. 

We had to break in the middle of CE for Jason and Nathan to play a game of Crokinole, so during the break, Michael Silbey grabbed me and we played a quick game of Campaign Manager. Since I had half a clue this time, my deck was better, but not better than Michael's. Oprahpalozza was killing me slowly. Luckily it ended about the time Nathan and Jason were finishing up.


At this point, my brain hurt, so we grabbed something requiring less brain power - Kingsburg. This with the expansion were on the Play To Win table, so we took advantage. We only played with the new building card from the expansion, but from what I remember of trying the game out before, this was a big improvement. Jason explained the rules and then went for something of a builder strategy - unfortunately for him, he rolled the worst I've ever seen. I on the other hand had a hot hand for the dice and did pretty well - which was a good thing. After the first attack, all the remaining attacks were FULL STRENGTH. I had built up pretty good defenses, so it wasn't typically an issue for me. I also built in nearly every round and the building bonus in every season helped me to the win. I had - 35, Nathan - 33, Justin - 30, Jason - 24.

Kingsburg is a dice game - more complex than To Court the King, but similar in that dice earn you things which can be used in combination to purchase buildings which give you various bonuses. After a number of rounds everyone must have enough defense built up in the round to fend of the (random) attackers. If you don't, they bash you. So, in effect it is a rich get richer game. I'm not sure how you'd ever catch up if you lost a round (unless everyone was losing rounds). This isn't the greatest game in the world, but for a dice game, its better than most. Players all roll at the same time and place in rounds, making the choices more interesting and with more interaction than most other games of a similar type (To Court the King, Airships, XX the dice game).


After Kingsburg, Nathan and Jason went to play their first Crokinole match (the aptly paired Pull My Finger vs GoldFinger). I sat down with the UP crew (Steve Wicklund, Matthew Steele, Jessica Codr, John Davis) to play a little Liar's Dice. Unfortuantely, the only place we could find table space was in the game library tables, next to two poor souls playing Horus Heresy. The were referring to the rules enough that they didn't fully know the game and I'm sure having a table of folks right next to them playing Liar's Dice didn't help. Luckily for them, I made short work of everyone except Jessica. It came down to the two of us with 4 dice each, then we went back and forth to 1 die and I finally forced her to choose and she lost to my masterful (lucky) rolling.


Liar's dice is a straightforward rolling the dice and guessing how many dice counts everyone has. For me, the appeal is the loudness of the game coupled with a bit of light bluffing. It isn't a pure mathematical exercise, though it can be with the wrong group. What I really like is that this game expands to pretty much any number of people if you have a cup and 5 dice for them. 

 After a bite to eat, we sat down to play the game I'll vote for as worst game of the Geekway 2010 - Castle Panic. This is a co-op game where the players are trying to defend the castle against a horde of constantly advancing enemies. Except that it sucked with 6 players (Nathan, Steve, Jessica, Matthew, John and I). I'm not sure it would have been more fun with less, but at one point I had to get up to go to the bathroom and on the way back, I stopped to watch Werewolf and Piratenbillards. It still wasn't my turn when I got back - only two players had gone. On my last turn, I took Steve's advice and was totally selfish (which I recognized was going to lose the game for us unless we got totally lucky). Surprise! We lost and got to stop playing this. I blame Steve. I also totally had more points in kills than anyone else, so I won (but I played, so I lost).


This is not a great co-op game. Players have reason not to help the others (better we all lose than me let you win) during their turns. It is also really really random, so like Joshua said - the best move is not to play.


After Castle Panic, we broke up a bit and Nathan and I sat down to teach Steve how to play Torres. Steve got the game almost right away, but Nathan and I know a couple of mean tricks that you have to defend against. Of course, being brain dead and tired, I let Nathan get one off against me and couldn't recover - I was close, but chose the wrong power card (got mixed up) and couldn't score near enough points to stop Nathan. At least I beat Steve. Torres - Nathan 280, Charles 271 Steve 261. After Torres, we called it a night.

Torres is one of my favorite games. I really love the spatial aspect to this game. It also really rewards good planning and clever play. A lot of people dislike the abstract nature of the game and don't grok it. That's really too bad, because this is a really good game.

Wednesday, May 05, 2010

PBEM Olympics - Amun-Re Game 2

Our second game of Amun-Re is now official. This game was a lot tighter and really down to the wire. Chester made a huge money grab early in the game and used the intimidation factor to get what he wanted. In the last round, he threw a huge wad of his cash into the offering and made the gods very happy, but he may have overspent. He finished third in the final cash total, and in letting Justin get second, he slipped behind me by a point to finish 3rd. Given my fairly mediocre performance in this game, I was ecstatic to finish 2nd. The last two games of the series should be really interesting. Oh, and Nathan won. Final scores: Me-42, Nathan-47, Justin-35, Chester-41

Tuesday, May 04, 2010

Geekway to the West 2010 - Friday

The Geekway officially kicked off on Friday morning 8AM. Nathan Winchester had some breakfast at the hotel and then geared up for a day of gaming. I had a group of old co-workers who were coming into town for the convention that I was planning to game with at some point. Also coming were the Easleys (Justin and Jason) and a friend or two of theirs. We had a laundry list of games we wanted to play and got a few in, but not nearly enough of them. As I noted in the previous post, Nathan and I started the morning playing some Twilight Struggle (did I mention that I won that game on Sunday?) while we waited for other folks to show up. The Easleys got to town first.

Justin Easley and his friend John Davison sat down with a copy of Thunderstone from the play to win table and asked me to teach them. Nathan and I cleaned up Twilight Struggle. After cleaning up, the four of us played a game with a random assortment of cards. For monsters I think we had Enchanted and both Undead types. For heroes we had Dwarves, Chalice Questers, Thyrians and the Outland Warriors. Despite the heavy undead, the Chalice Questers didn't seem to be the favorite hero - in fact no one group seemed to be more popular. There were loads of weapons in the village - I know this because I went there a lot in the first half of the game. I typically was short one point to kill a monster and had to go buy something. Nathan on the other hand had loads of killing points and was making trip after trip to kill monsters. Nathan easily won with 31 points. John had 26, Justin (who got the Thunderstone) had 18. I finished with a weak 17.

I like Thunderstone. I like it better than Dominion at any rate. The whole make a deck and play with it mechanic is cool, but in Dominion, it bores me to tears. At least in Thunderstone the theme is there and there are choices. The only choice in Dominion just feels like - do I buy A or B? I also like that Thunderstone will play 5 people out of the box. It feels like most die-hard Dominion fans prefer the Alpha game, but I personally think Thunderstone shows there can be more to the game than just an economic engine. I don't think this is the perfect game by any means - it is very possible to get a hard set of monsters vs what is available for heroes and village equipment. This doesn't make the game harder per se, just longer. And of course, there are the setup and teardown issues - but you have those in Dominion too.


After Thunderston, John left to go play Runewars (I think), so Nathan suggested we teach Justin Chaos in the Old World. With only the three of us, we left out Khorne, gave Justin Slaanesh, and I began the rules. 5 seconds before we could start, Aaron Bianco wandered by and inserted himself into our game, which was slightly annoying as - A) We hadn't asked him to join us and B) He didn't know how to play. However, in the spirit of the Geekway, we all made no protest and I explained the game again. Aaron either got it immediately, or he didn't want to ruffle feathers asking questions and we were off and running pretty quickly. I was playing Nurgle for the first time and did a pretty good job of staying in the running for a long time - even getting a couple of double twists of my dial. Aaron figured out Khorne after the first turn and began beating the crap out of us. After six rounds, Aaron only needed a double dial twist to win, so we ganged up to prevent him from killing anyone. We moved units, protected everyone and prevented him from getting many cards out. I felt a little bad - we weren't bashing Aaron for any other reason than trying to prevent him from winning, but all we really did was hand the game to Justin who broke the 50 point mark that same turn anyway. Justin already had a point lead (over Aaron no less), so he won easily.

Chaos is a great game. It is pretty fast to play and has interesting choices. It has four factions that play very differently and interact interestingly. It has a good mix of euro-like mechanics and Ameritrash ones too. It is multiple ways to win and for the most part requires players to work together to slow down the leader. It has a couple small flaws: the cultists are too fragile, the game is so well balanced that a new player can throw the game to someone too easily (though this is true in lots of games), and the Old World cards can really hurt or help one player. These flaws are pretty small when you consider how quickly a game can be played and all of the interesting choices the game offers. If you like the flavor of Euro+Ameritrash, this is one of the best.

After Chaos, we found Jason Easley and played a practice round for the Crokinole tourney later in the Geekway. Justin and I teamed up again as "The Droids UR Lookin 4" and Jason and Nathan decided to play together this year as "Pull My Finger". Both of us ended up with a bye in the first round (purely random and having nothing to do with skill), but we wanted a chance to practice. The tourney goes by "fast" scoring rules - both teams score all points on the board, top score after one team tops 100 points, best of 3 games. Games typically go by pretty quickly and I think everyone really enjoys the games. Two locals bring their boards to the event (I believe both are Hilinski boards), so there is plenty of playing the weekend over. We played twice on Friday at various times and The Droids UR Lookin 4 split games with Pull My Finger. The World Championship of Crokinole is held in Canada each year, but the most fun is to be had at the Geekway!

Crokinole is an exceptionally good game, but falls into the "equipment" category of games - meaning you have to have the right things to play. Crokinole boards are not generally easy to find nor are they inexpensive. Though you can find some mass market boards if you look hard enough, the BGG favored boards are Hilinski made and run a minimum of $200. They are worth every penny and look like wood art. The game itself is deceptively simple - players take turns trying to flick a set of wooden disks into the center of the board. If an opponent's piece is on the board, you must contact one of their pieces or you piece cannot stay on the board. Besides the general dexterity requirements, each board plays significantly different depending on lots of factors - the polish of the board, the material of the pegs, etc. This is a game that the whole family can play and will play. It may look or sound simple, but is a blast to play.

After lunch, Justin and Jason were involved with playing Greed Inc, so Nathan and I sat down to try another Play To Win game - Campaign Manager 2008. This is a slickly produced two-player game that captures the feel of trying to get McCain or Obama elected. The cards are full of flavor text and generally this game is well done to the theme. I'd play this twice during the Geekway and I hate this game. The first time, when I played with Nathan, neither of us had a clue what we were doing. Unfortunately the first thing you have to do is DRAFT a hand of cards to play with for the entire game. Well, not knowing what that meant, Nathan and I drafted poorly and the game drug out for what felt like forever. I could see where the game might do better after one play, but I didn't want to bother trying this again (though I'd play it Saturday with Michael Silbey). We finished up and decided to move along. For the record, Nathan led Obama to victory.

Campaign Manager is a slick little card driven game where you are trying to get your candidate (McCain or Obama) elected. Each side has a deck of 45 cards - 15 are in play for each side during a game. Though the flavor text is different, each side has the same deck of cards (Obama has Oprahpaloza, McCain has the Guvonator - both cards do the same thing). After drafting cards, each side selects two states to start the game. Then the players try to win the four states that are in play. Each state leans towards economics or defense as the key issue. Each state has two key demographic groups (one is in play, the other is the minority). You don't have to win over the whole state, just the voters who are caring about the state's key issue. Cards let you grab undecided voters, voters in the majority or minority issue (whatever that may be at the time for a state), swing the issue one way or another, etc. When you win a state, it is immediately replaced with another state and you keep going until one side or another has enough votes for a win. The problem for me was that you have to play it once to get a feel for the flow of the game. After that, you likely are picking cards that are similar to what your opponent is picking - since the cards are all the same. So yes, the game is balanced, but can be unbalanced by the player's picks. Since the game is back and forth, if one player picks poorly, you get slow death. On the surface, it sounds fun, but really it wasn't. There are much better two player games out there. And for the record, despite the box art, there is no coloring involved (frankly, the game might have been more fun if you actually got to color each voting district in the US map).

After the world's most boring game of politics, I pulled out Steam Barons for Nathan, Justin, Jason and I. We've all played Age of Steam before, so the rules were pretty straight forward. I made a big point of telling them they couldn't really play it like either Chicago Express nor Age of Steam. We began and Justin immediately drove one company (nude) into the ground. He should have taken his profit and dumped it, but instead held it a turn too long. Nathan and I operated lines in different areas, with Jason operating in between. While I tried to buy into different operations throughout the game, Nathan mainly cornered one company. Late in the game, I was able to power two companies up the stock chart to catch up to Nathan and during the final reckoning, it turned out that I made $2 more than Nathan. We think that Nathan and I made the exact same amount in the last round, so Nathan failing to buy into my company cost him the game. Nathan didn't think my company had access to the goods it would and this error was all I needed. Final scores: Nathan 107, Charles 109, Jason 74, Justin 52.

Steam Barons is Martin Wallace's expansion which adds two new maps to the base Steam game. In addition to the new maps, a new rule set and new parts have been included to play what is essentially a very different game than Steam. Steam Barons borrows the rules for building track and moving goods that Steam uses, but otherwise is nothing like Steam. The game is a stock game. Players may buy each company's initial single stock and then control the company during the game rounds. In order to get operating cash, a company must issue shares (which players may purchase during an auction round in future rounds). The person with the most shares does all the operations for the company - building track and moving goods. Companies that make a lot of money moving goods will pay a dividend and possibly a bonus to the CEO. After the movement of goods, each company is ranked based on their RELATIVE performance to the others. If everyone does ok (or poorly), there won't be much in the way of changing stock prices. However, if a company performs better than other companies and there is a lot of variation in how companies did, the stock price will rise (or drop if they are on the other end of the spectrum). I've heard the game compared to 18xx "lite" - I don't know as I haven't played an 18xx game, but this is about the most complex stock game I've played and I like it a lot. I especially like that it isn't just a complicated Age of Steam or Steam or Chicago Express. It is really different feeling from other games I've played and I'd like to play it more, though the length (3 hours-ish) will scare off some folks.

After diner, I wanted to hook up with my friends from Union Pacific who had come out to the Geekway, so while we waited for them to finish what they were doing, I introduced Nathan to Battle Line. To ensure that he'd play this one with me in the future, I let him kick my ass in it. Twice. Both games I'd start out well, but couldn't get the cards I needed in the end. I'm not sure if I was committing too early or just had bad luck, but I sucked. Twice.

Battle Line is a remake of the classic Shotten Totten, except that the cards suck. Seriously, these are cheap-ass cards. That aside, the game is basically 3-card poker. Both sides are trying to win 9 flags by playing their best 3-card poker hand, one card at a time. Pretty simple and fast playing. There isn't much to see nor expect here and yet the game has its share of entertainment value. There seem to be a vast assortment of card games where you are playing cards to your side in various stacks to try and win (Battle Line, Ballon Cup, Lost Cities, Pecking Order, etc) and this one is better than a couple, but doesn't stand out from the group either. If the cards were the same high quality as those in Combat Commander: Pacific (some of the best cards I've seen), then this would be a worth game to the collection. As it currently is, I'm not sure this one screams out - "own me".

About once a year, I find a reason to play Ca$h and Gun$ - the Geekway is the perfect place for this kind of game. There are lots of my friends around, this is a great break from the brain-burning stuff I tend to try and play, and its always fun to point an orange foam gun at somebody (in "kill shot" style). So, after finding my UP friends - Steve Wicklund, John Davis, Matthew Steele, and Matt's girlfriend Jessica Codr, Nathan and I sat down with them for a late night game of Ca$h and Gun$. After explaining the rules, we began play and I was making a small fortune. Unfortunately, I mixed up my cash pile with the rest of the money and we had to start over. Things didn't go as well for me in the "second playing" and though I did ok, I finished in the middle of the pack. Matthew snuck out with a wad of cash and street cred, but Jessica would find herself shot a few too many times. Despite playing this game, with the group, they would later get smoked by me in another bluffing game - Liar's Dice.

Ca$h and Gun$ is a take on the classic Tarentino movie Reservoir Dogs. Thieves have robbed a bank and are attempting to negotiate a split of the funds while using their limited ammo to "influence" each other. Basically, each round players will play a card that says "click" (nothing happens), BANG! (I shoot you) or BANG BANG BANG (one card - quick fire) face down then simultaneously point their guns at someone. Then you have to decide whether the people pointing guns are you are bluffing (in which case you back out of the round and get no share of the money) or you stay in and hope you don't get shot. Get shot too many times and you are out of the game. Survive and you earn a share of the loot for the round. Simple and a total hoot to play - with the right group at the right time. When you are sitting there quietly and suddenly half the table points a gun at you, it is both hilarious and intimidating. A really fun game, but not one with much in the way of legs. This is really a game that probably only should come out a couple times of year at best. At yet that couple of times it happens are great.

After the gun pointing, the UP crew got serious and we played some - Union Pacific. We played with unlimited UP stock and random (per the instructions) distribution of the dividend cards. Unlike the last couple of times I've played this, the cards actually were well distributed (probably because I made other folks do the shuffling). I started with the Orange company, which should have done alright for me - moreso because I didn't see another orange stock until LATE in the game. However, after the first track I added, I didn't have another card I could use for it until - LATE in the game. I made sure to have a load of UP stock and was doing well after the third payout. Then Jessica killed all my interests in three companies and when the last dividend hit, all I made was basically UP (and orange which never went past 3). Nathan, who had pretty much disregarded UP the whole game until the last scoring was well in the lead. Final scores: Nathan 93, Steve 69, Charles 84, John 67, Jessica 71, Matt 89.

Union Pacific looks a lot like Ticket to Ride when you first pull it out - a map of the US with spot where you place plastic trains of various colors. That is about the extent of it though - UP is a stock game. Players chose to either take shares in companies OR increase the value of a company each turn and basically take an option in a company. The Union Pacific itself is present as a set value company that grows in value as the game progresses. As far as stock games go, this one is ok, but I prefer much of the newer breed of the game. Union Pacific lacks the kind of control I desire in a stock game. For a lighter Euro game, it is too long for the return. If I hadn't worked for the Union Pacific company I'd have likely traded this one away years ago. As it is, I keep this one in my collection and it gets played about once a year because someone has interest in playing it, but I'm not the one usually suggesting it.

And thus ends day one of the Geekway 2010. It was about 1:30AM and we had another full day ahead of us, so we all called it a night.

Monday, May 03, 2010

Geekway to the West 2010 - Thursday

The Geekway to the West is a gaming convention in St. Louis, MO. Started 6 years ago and hosted in Jay Little's basement, it has grown into three days of 250 crammed together in a hotel to play games. Jay Little has moved on to Minnesota and a position with Fantasy Flight Games, but his Con lives on. Nowdays, Christopher Darden and Jay Moore have taken and grown this beast. This was the first year the Con moved to a hotel for 24-7 (3) gaming and the venue was pretty decent. Once again, Nathan Winchester and I roomed together and I played most of my games with/against this guy. There were a lot of familiar faces (and of course some new ones). Lots of games, though it felt like less new games than in the past. This year I think I'll go with a short session report/summary and then comment on the game. The story begins on Thursday April 29th.

We started the gaming off playing some Hive at the airport while we waited for our flight (after getting some coffee of course). I made some silly moves and deserved to lose the first game. I blamed my lack of coffee and we went again - this time I trounced Nathan in short order.

Hive is an abstract, but one where the theme helps a little in "describing" the goal (protect the queen) and how the pieces move. It looks nice and the pieces are the right size and feel. Beyond looks though is a great two-player game. It is fast and challenging and is better almost every time I play it (win or lose). There is one expansion piece out that is interesting enough that it is worth adding, but the game is fine without it.


Next up after we split games of Hive was Taluva. We'd play this once at the airport and twice more at the hotel after we arrived in St. Louis. Much to Nathan's chagrin, I won all three games. I can't recall for sure, but I believe I dumped temples and huts in two games and dumped towers and huts or temples in the other. The tower thing was odd to me - I almost never play them in a two player game.

This is another good abstract game (with some kind of tacked on theme). This one is great with 2, 3, or 4 players (worst with 4, but ok) and plays pretty differently with each number. Two-players is a back and forth bash fest. The first one to flinch loses. Most two-player games (and three) are short and have interesting choices. I also really enjoy the spatial feel to the game and it is nice looking to boot. Good game!

Last year, I put together a travel board for Twilight Struggle and I brought it along again this year for Nathan and I to get in a rematch. We drew for sides and I ended up as the US again. I can't even begin to explain how, but I had a pretty good run of cards. The dice? Not so much. For each "1" that Nathan got in the Space Race, I rolled a "5" (and he rolled a 1 each time he tried the Space Race). But the Space Race was all Nathan could get going. I made huge inroads into Asia (and Southeast Asia) and scored a ton of points. As the US, I managed a crazy win in the 4th round! We'd start another game Friday morning at the Geekway so that we could try out the Deluxe version of the game (of which there were two copies on the Play-To-Win table and of which we won neither). The Friday game only made it through two turns, but we finished Sunday at the St. Louis airport. We switched sides and I got to play the Red team finally. I again abused Nathan and had a 14pt lead going into the 4th round. In the 4th turn, I had a SWEET hand of cards and scored point after point and won about halfway through the round.

Twilight Struggle is a really, really good game. It is nearly exclusively driven by cards (there are a few dice rolls) and is the most thematic game - everything about the tension and cards and geography really give this game the flavor and feel of the Cold War. It is a longer games, but it is really interesting the whole time you are playing. Are there flaws? One or two cards feel imbalanced, but overall this game is top notch. In fact, the game gets better and better the more you play it. Knowing the cards and when to play them is the key. The deluxe version with the mounted board is really outstanding and worth every penny.

After we got checked into the hotel, Nathan and I grabbed some diner and then went back to the room where we played a couple of games of Taluva and then I taught him Fjords. This is yet another abstract game with some kind of tacked on themes about vikings claiming farmland or something. We played two rounds (of the three) with Nathan killing me, but then broke to see if the folks setting up could use a hand with anything. After we got back to the room, we played the final round and I made an astonishing comeback which gave me enough points to sneak away with another win.

Fjords is nice little two player game that feels like a mix between Carcassonne and Hey! That's My Fish! The game plays in two parts - laying tiles to build the island, and then a land grab. The first part is the more interesting of the two, though that doesn't mean that the choices are all that interesting - they are less interesting than those in Carc. The interesting part is in seeing the island grow and take shape. The rest of the game doesn't really have many decisions left to make. This one is ok, but nothing special and if anything feels a hair too long.

Interestingly, my game of the Geekway is a game I didn't technically play during the Geekway. After helping to get the games unloaded for the game library, Chester Ogborn, Michael Silbey, Nathan and I sat down to play a game Chester pulled from Chris Darden's collection. Neue Heimat. Neue Heimat is a brutal little auction game played over three rounds. During the first round, Chester was astonished time and again with our (poor) play and finished the first round with NEGATIVE 17 points. I make note of this key fact, because I lead in points after the first round. I was also firmly targeted in following rounds and thrashed. Chester was not and he managed a huge comeback win. Nathan immediately looked up the game and I sent an email to chilispiel to see about acquiring the game. The inquiry turned up that the cost was about 32,00 € and another 30,00 € in shipping to the US. With current conversion rates - about $100. Dang.

Neue Heimat is a brutal little auction game played over three rounds. Players all start with a set amount of money - the money is the entire economy for the game (ie no money comes into or leaves the game). Each round, players bid on a piece numbered 1-6 in 6 different colors. The first player to acquire a color in the round will own that color for the rest of that round and score if his piece is on the top of a "finished" stack (the stacks being houses). Whether he scores positive or negative points is the tricky part, as the player's stack only scores positive points if it is finished (has a roof) in a neighborhood that is complete. If all the stacks in a neighborhood are unfinished, they will score negative for their owners. Each round on their turn, a player picks a block or a roof for auction. The auction then goes once around and then the player has the option to pay the high bid to the bidder and take the piece OR take the money from the bidder. The payer then takes the piece and places it on the board. That's it (mostly). Brutality wrapped up in simplicity. Scoring well is a game of chicken and cooperation with other players - but only if you can't just control the auctions.

Wednesday, April 28, 2010

PBEM Olympics - UR Game 1

After the crushing defeat of PR, I chose to start our next series in a game none of us had tried before - MaBiWeb's implementation of UR. Having virtually no clue, we setup - I was immediately unhappy with my choices. I had pinned myself between Justin and Nathan and the edge of the board (Chester was off by himself). I had to punish Justin in order to break out, which only helped Nathan and Chester. Both of them managed to score double ziggurats and my late push wasn't enough to catch the two of them. Justin hadn't caught onto the rules or the scoring and floundered in this first round. Final scores: Nathan-39, Chester-37, Me-36, Justin-13

Tuesday, April 27, 2010

Geekway to the West 2010

One more day until the Geekway 2010. Ok, the official event starts Friday at 8:00AM, but I get to leave Thursday morning and will be gaming most of Thursday. I'm excited about this year's Geekway for a number of reasons. First and foremost, I get to hook up and game with a familiar cast of characters - Nathan Winchester, Justin Easley, Jason Easley, Chester Ogborn, Steve Wicklund, John Davis and Matt Steele. Nathan of course is my local gaming buddy, Justin and Jason are guys I met in Omaha who have trekked out for the Geekway the past three years, Chester is an Omaha native who is an ingrained part of the history of the Geekway, and Steve, John, and Matt are guys I worked with at Union Pacific. I look forward to sitting at a table at some point with all of them. Justin, Nathan, and Chester are of course the other three players in my online PBEM Olympics group so I'm sure there will be plenty of bitching the whole weekend. Though the point of the convention is to play games, the point of playing games is social. A long weekend of relaxing games is Chicken Soup For the Boardgamer's Soul.
Beyond getting to see (and beat repeatedly) good friends, there are the games. The first year I attended I didn't know what to expect and played a pretty good variety of games. Some new and I taught a number of games I knew. Last year we wanted to play certain games and only got in a handful of ones we planned to. What we ended up doing a lot of last year was playing the excellent selection of games from the Play to Win table. For those unfamiliar with the PTW table, here's the deal - sponsors have donated a huge selection of games that are available to checkout and play. After playing, everyone that played the game gets their name entered into a drawing for that game at the end of the Geekway. This year's table is again loaded, but I think we may actually try to play a few more of the games we've been talking about this year. I think last year's table was actually a bit more interesting - not a slight against the sponsors, rather the games that came out this past year just aren't as interesting (to me).
There are also the other events - tournaments and the trade table. This year there are a number of tourneys being run. Justin and I are returning as The Droids Ur Lookin 4 in the Crokinole tourney. I'm also planning to play in the Pitchcar tourney. Both are going to be nice breaks from the mental strain of being abused by my so called friends for three days. The trade table is a deal where you put your games up for trade. At the start of the event, a name is drawn at random. That person gets first pick from the trade table. After that, whomever's game is picked picks next and so forth. Good fun.
There are some changes to the event this year. Previous years have been in smaller venues with fairly "normal" hours (8Am-11Pm). As the event has grown, so has the need for a larger venue. This year the Geekway is being held at a hotel and there will be 24-7 (24-3) gaming. I'm not sure how well I'll hold up (its hard getting old), but I imagine I'll push through. In truth, I know that after two solid days of gaming my brain is fried. Perhaps the open ended times will take of some of the "pressure" to cram in as much playing as possible. Also, since we are staying at the same location as the actual event, taking a break whenever we like will be nice.
So, what games am I looking forward to trying (or trying to play)? Here's what I'm packing:
Amazing what you can fit into one regular sized game box.
  • Q-Jet 21xx
  • Edel Stein and Richt
  • Fjords
  • Tichu
  • Landlord
  • Buried Treasure
  • Excape
  • Sushizock im Gockelwok
  • Undercut
I'm also planning to bring out:
  • Senji
  • Wings of War II (minis)
  • Steam
  • Steam Barons
  • Gulf, Mobile, Ohio
  • A Game of Thrones
  • Twilight Struggle
  • Combat Commander: Europe
Twilight Struggle is something Nathan and I will play while traveling. Once we get to the hotel, I'll try and break out Combat Commander to teach to Nathan. I imagine I'll get in at least one more game of that with Jason Easley too. In addition to the games I'm bringing, I expect to play Greed Inc, Indonesia, Planet Steam, Confucius, Chaos in the Old World, War of the Roses, Thunderstone, and who knows what else. If last year was any indication, I'll play about 25% of what I think. Whew! I better get some rest :)

Monday, April 26, 2010

Combat Commander: Europe - Closed For Renovations

Humaine, Belgium, Dec. 27, 1944 - After days of fierce combat and heavy bombardment, the town of humaine was surrounded by forces of the US 2nd Armored Division. Most of the German defenders surrendered after some hard fighting. Remnants of 9th Panzer Division occupying a chateau on the north end of town refused to give up, however, and it fell to CCR to root out these stubborn troops.

After dinner, it was Dancing with the Stars night, so I thought I'd check and see what Robert Bolan was doing. Turned out he wasn't doing anything so a little while later he stopped over and we sat down to play the 4th scenario for Combat Commander: Europe. This scenario pits the US forces in an assault against the German defender. The Germans have only two "1" command leaders and a small force of Elite Rifle Squads backed by some good weapons - heavy and light machines guns as well as the bad ass IG 18 Gun (pictured). Robert was tired of playing defender and choose to be the US forces this time around, so I setup my Germans. The main objective to the map was the chateau in the middle of the map (worth 15vps), so I setup the bulk of my forces there and one small group on my left flank. I setup wire in front to slow down any guys wanting to make a charge. Robert had to setup his US forces only in the first row of the map and spread out accordingly. My first turn was vanilla - I fired the IG 18 to let the Us forces know I could see them. Robert's cards weren't quite what he wanted, so he discarded the first hand - something I hoped for early - and I capitalized by getting reinforcements immediately. I choose a sergeant (leadership 2) which immediately gave me a huge amount of flexibility that I hadn't had a minute earlier. The US forces then called upon their artillery to lay down a couple of thick fields of smoke. With the German vision of the enemy reduced to one unit, there was nothing to do but fire and wait. The Germans managed an early kill by breaking and then routing an American squad. Then there was a lot of waiting - by both of us. Robert couldn't get movement cards, and I was holding cards waiting for the inevitable assault. It never came. Time ticked away rapidly in the early stages of the game. Finally Robert was able to press - he started moving troops up the German right flank, covered by a wall and lines of trees. Rather than waiting to be hunted down, I moved a couple of weapon units and heavy machine guns from the position in the house, out to some trees outside the wall in the hopes of catching the Americans out in the open. The US forces caught the Germans moving into position and open fire, breaking both weapon teams. I was forced to use my Recover card to restore the teams instead of getting off some shots with my Assault Fire. Once recovered, the machine gun teams were able to break an American leader, but the US brought up a medium machine gun and blasted the weapon teams, breaking them again. For a while it was a stalemate as the US tried to finish off the troops, but they were able to dig in a bit and last (though I couldn't get a Recover card to restore them to fighting prowess). Finally, I used an advance to pull the group back. A breeze came up and wiped the smoke from the map. With the view cleared, both sides started firing, though to little effect. And then the game went against Robert. Time and again, he called for an artillery barrage - time and again, the people shooting the artillery missed. A lot. Twice Robert hurt himself with artillery while the German forces looked on. The third time cost Robert the game. The third time, Robert rolled a Time! and then rolled sudden death. He never got a chance to see the perfect shot his artillery was about to deliver into the heart of the Germans. Sadly for the Americans, not a single German unit was lost, while the US suffered 3-4 losses and lost by a score of 31! I fear for our next game - Robert's luck has been so bad these two games, it will be bound to swing around soon enough.

Friday, April 23, 2010

Combat Commander: Europe

Well, I was planning to do a little gaming at the Gamer's Inn this Friday evening, but plans went south and so Robert Bolan and I elected to simple meet at my place and play some Combat Commander: Europe. Since Robert lost our last game I let him decide if we should replay the 2nd scenario (Hedgerows and Handgrenades) or move on. He choose to replay the scenario as well as to reprise the Germans. Well, this time around, the result was the same - The American forces smashed through and forced the German surrender after extracting a good number of casualties. Robert managed to take out my mortar very early on, but I surrounded and isolated a couple of his Germans, weakening him as I advanced. After the defeat, we decided to play another game. This time, he choose to move on to the third scenario - Bonfire of the NKVD.
Outside Brest-Litovsk, June 24, 1941 - A Soviet forward command post belonging to the retreating 133rd Infantry Regiment is to be abandoned by noon, but not before all communications equipment is smashed and documents burned - including detailed plans of much of the frontier fortifications in and around Brest-Litovsk several miles to the east. A battered company of Russian militia must halt the German juggernaut long enough to affect a withdrawal to the relative safety of the Brest-Litovsk citadel.
Basically, the Russians (Robert) are defending the map. The objective on the far side of the map is worth a whopping 16 victory points - the Russians also start with 20! In order to win, the Germans will need to smash most of the Russian army and/or take the major objective before time runs out. To make matters worse, Robert gets to setup first - including a dozen wire obstacles in the way. He uses these to funnel me away from the forest (and cover) and towards a couple of houses he's setup in with machine gun units. This turns out to be a mistake. As the first turn taker, the Germans immediately overwhelm and eliminate 3-4 Russian units. They chase down and kill another couple while making a lightning fast push up the Russian left flank. Robert has to pull his troops back together and tries to regroup. I've got a couple of good positions, so I hole-up and start firing on his units. I'm now within a couple units of forcing a surrender. I figured this was my best plan of attack, as not a single German unit has been killed. Then Robert gets lucky - reinforcements. First artillery, then a new squad. I have one unit pinned down and am relentless in shooting at it, but can't ever even break it. The Russian artillery is becoming annoying, but not seriously damaging, so I regroup and re-position some troops to try and apply more pressure. The Germans finally break a couple of Russian units and then immediately rout them off the board to force the Russian surrender. This is an important lesson - when the Russians break, they are often hard to recover and easy to rout by the Germans. Without leaders, the Russians are just too easy to push back.

Sunday, April 18, 2010

Hedgerows and Hand Grenades

Robert Bolan came over to my place last night to get in a game of Combat Commander: Europe. We moved onto the second scenario in the book - Hedgerows and Hand Grenades. The background:
Bocage Country, Normandy France, July, 1944: A few weeks after the D-Day landings, General Bradley was keen to choose a suitable place for a swift, decisive breakout with a minimum of casualties in order to get his armored forces into more tank-friendly terrain. The key ground to the south of US First Army, however, was the town of St. Lo along the Vire River - which could only be had via a tough slugging match through moors, marshes and a patchwork of tiny fields surrounded by dense hedgerows. One such skirmish occurred amongst the latter terrain on the outskirts of Pont-Hebert, just a few miles from the vital St. Lo-Coutances road.
The map for this one was nasty. Lots of hedgerows, very little line of sight. Since Robert won the previous match, I chose my side - the Allies (Americans). I had to setup my side first in the first three rows of the map, after which Robert could dig himself in anywhere else on the map. I decided to go with the attackers so I could play with the mortar and artillery. As the defended, Robert would have a lot of ways to make life hell for me though - including being able to setup heavy machine guns pointing down the only easy terrain - the roads. Robert also started with 10 VPs. After we setup, I was allowed to place one of my leaders - Lt. Blankenship in position to be my forward observer. I placed him near the back of map - I hoped to get a few artillery shots on the rear flank, then exit him off the map for points and a quick reinforcement. Our objectives for the map? 2pts for each of the 5 spots, plus Robert drew a house in the middle worth an extra point, and I drew the one objective on Robert's side of the map for an extra point :(.
The battle started with my moving my troops up the left side, while the group on the right used the mortar to try and soften Robert up. Lt. Blankenship was able to call in a couple of artillery strikes, but to no real effect. The one effect - I got my Real American Hero into the game! I placed him near Blankenship - planning to exit them both off the map (only realizing after I did that, that the hero is worth ZERO points). Robert had advanced one of his squads and a leader into a house, which I decided I needed to invade (despite not being an objective point). A quick advance let me eliminate a couple of his guys right away and a few rounds into the game, I was quickly gaining points back. The first time card came in fairly early and Lt. Blankenship and the hero re-entered the game, moving to support my mortar team. By this time, Robert had taken control of the central locations - two houses tucked away from line of site of anything. I was forced to advance into the house and my group overwhelmed the occupants. I had now knocked Robert's lead down to a mere 2-3 points and had comfortably advanced to a point where I thought I had a chance. Then lady luck struck.
Robert, tired of being shelled, moved some units down to eliminate my mortar team, which they did with a swift advance. In addition, a couple of events for Robert were letting him score points for objectives held and units he had eliminated. Before I knew it, his points had skyrockets back up to 15! He also managed to get a number of foxholes, some wire and other crap into play. My offensive had stalled and was in danger of being done. He started breaking my units, and if he had gotten some rout cards, I was going to be in a world of hurt. That was when I noticed that I had killed a lot of Robert's guys. Though I wasn't going to be able to dig out his guys much, I was in pretty good position to win the game if I could kill a couple more guys. With that in my head, I made a push to try and take out another of Robert's groups. He brought in another team to try and help, and that was the mistake I needed. He made a group vulnerable and I brought a number of fire teams down on him and was able to force Robert's surrender. Robert had a huge number of points, but the casualties were too much for him. I may have won, but I think future attacker/defender battles will much much harder now that we know a few more of the tricks.

Tuesday, April 13, 2010

Things of No Interest

  • I saw this article on the BGG about pimping up Combat Commander with bits from Litko and of course I couldn't resist. It is a little pricey for the size of the bits, but looks awesome. BTW, the pieces aren't assembled - if you do this, watch out for the glue. It works really well. It works too well - It dries in seconds and there is no forgiveness. I accidentally globbed a ton out on one piece and for lack of a better term - it is hosed. After that, I got a toothpick and started applying it that way - also a pain as you can't squeeze out much (remember, it dries damn fast). At any rate, I pimp up my normal games, so doctoring up a game that is all chits shouldn't come as a surprise. And yes, of course I clipped my counters. Even got a jig for it.
  • I also found (ok Robert Bolan) a copy of Combat Commander: Pacific for $50 shipped - in sleeves and the chits all punched and sorted in a plastic box. The next logical purchase should have been Combat Commander: Mediterranean or maybe Combat Commander: Battle Pack #1 - Paratroopers, but the price was right and so I couldn't resist - though I did resist for one day to see if Robert was going to buy it himself.
  • In keeping with the WWII theme, I also grabbed a copy of Wings of War: WWII Deluxe - this is the WWII (in case you missed that) version of Wings of War, and comes with 4 of the minis included. I ordered an additional four planes and plan to bring the whole shee-bang along to the Geekway To the West 2010 in a couple of weeks for a little bit of 4 vs 4 action.
  • Speaking of the Geekway, I'm not sure what we'll get played for sure this year. As always, there is a laundry list of games that we'll never have the time to play. Last year we played a lot of games from the Play-To-Win table. This year, there are maybe 3-4 games I really want to play from the table. The rest I either own or just don't care about I guess. Which games are they? Samarkand: Routes to Riches, Kingsburg (a little), Runewars (a little), and I can't decided about Dungeon Lords. I hear it is ok and it is not all that. I know lots of folks want to play it, but I've decided there aren't quite that many worker placement games that capture my interest.
  • So if I'm not totally engrossed in PTW games, what do I hope to play? A couple of Splotter games maybe - Greed, Incorporated and/or Indonesia. Steam and Steam Barons. I'd really like to play a big game like Descent, but I'm guessing that won't happen. And then there are the games that will for sure happen - Chicago Express, Tichu, Twilight Struggle, Combat Commander: Europe, Pitchcar, Crokinole, Wings of War (as I've already noted) and a host of little side games like Sushizock im Gockelwok and Exxtra. All I know is that normally about 15% of what we plan to do happens. This year they are having 24-3 (there is only three days) gaming, so who knows what we might fit in...

PBEM Olympics - Amun-Re Game 1

And the first game of Amun-Re is in the books. Amun-Re got moved up in the competition after we discovered it was getting pulled from SpielByWeb. We started 4 games (as any game started by a certain date could be played to completion) and took first moves in those games so that we could be assured of playing them through. In our first game, Justin and Nathan were first time players. Nathan got a pretty good overview from Steve Bauer at a Friday night session a few weeks back - it must have paid off as Nathan pulled out a second place finish in a pretty tight game. Justin missed how the pyramids scored until nearly the end of the game and had started the game with the fewest points in the first half of the game. Me? I got dang lucky. I squeaked out a 1 point win - barely scoring more points in the second round than I did the first - not a good showing. Chester never got in a rhythm nor found bonus cards that helped and brought up the rear this game. I expect his experience will help him in the coming games. I don't really care for this game and hope that this first place finish won't be followed by some 4th places. Final scores: Me-40, Nathan-39, Justin-36, Chester-34

Sunday, April 11, 2010

Combat Commander: Europe

I don't remember where I got Combat Commander: Europe, only that I got it last April for $35 (plus shipping) and I didn't actually play it until June last year. When I finally played it, I realized I had got a bargain. Not because of the price, but because it was such a good game. The game felt like I had been thrown into Saving Private Ryan - chaos. Controlled chaos to be sure, but the game does such a good job of being a story and a game. Sadly, I hadn't played it again until last week. Dion Garner called to see if I'd be interested in getting together for a little gaming. I asked if he'd be interested in playing CCE, since it had been so long since I played. He agreed and so I brought it over to his place and we got setup. He hadn't played in a couple of years, so we played the first scenario - Fat Lipki. Despite fumbling a bit through some rules, we had an interesting game. The objectives were not great and so I put my German forces into the houses near my starting point and waited for Dion's Russian to come to me. He looked to have a good numbers advantage and it was only through some good recovery rolls that I was able to frustrate his efforts. Then he made a mad dash at me and had a really bad round. I was able to get up on him by six points when time ran out.
A week later, Robert Bolan came over so I could teach him CCE. We also played Fat Lipki, but since I had only played the German side, I took the Russian this time out. Also, the first thing we drew was the 5 point #5 objective - one of the houses. This meant that instead of random skirmishes, the game was going to be mostly about #5. It only took about two turns for Robert to declare that he loved this game. Maybe that was because at the end of the turn, I rushed the house with a rifle squad and a leader and got turned away. Down almost immediately with my best leader, I scrambled to get into position to take the house. Again I rushed the house, this time with two rifle squads and luck was not with me. The battle was looking rather hopeless and my casualties piled up. I tried to get my units into position again - looking again for an advance and ambush card and hoping Robert wouldn't have one too. His Germans flanked my team and started shooting from the woods, but the Russians held and managed to get dug into some foxholes. Then they started returning fire ferociously and a few routs pushed his wounded men back. Finally the cards were right and I went for a last ditch melee. This time the Russians were victorious. A bonus card for surviving the melee brought me back to within 5 points. If time ran out, we'd be tied - and Robert had the tiebreaker card! I hoped to massacre his remaining troops when they crossed the road (I had multiple cards for using my machine guns on moving targets), but time ran out and so did my luck. The game ended in a tie, and Robert still held the initiative card.

What is There to Say? Its Ballon Cup

Well, I taught Robert Bolan how to play Ballon Cup online at Yucata.de. This game works well for mindless game play during the boring parts of the day and we've logged 9 plays since the start of April. The cards don't like me much though - I've only won 3 of our games thus far. Hopefully, the luck of the cards will reverse themselves before we get totally bored of this game.

Friday, April 09, 2010

PBEM Olympic Standings











Medal count after 3 events

Player

Gold

Silver

Bronze

Justin201

Nathan012
Charles020
Chester100

PBEM Olympics - Puerto Rico Game 4

Well, it is finally over. Chester won his first medal in style with a nice gold for Puerto Rico. The fourth and final game of PR was fairly close - we all did well getting an economic engine going and scoring points. Chester didn't score a couple of early shippings and it kept him out of first place but he had two firsts and two seconds. I manged a second, third and two forths for last place and no medal. Nathan played well this last game - well enough that he took home the silver and broke his streak of bronze medals. Justin brought up the rear this game, but his earlier first and second place finishes made up for the fact that he finished last twice too. Gratz to the medal winners. And again - I'm glad we are done with this game.

PBEM Olympics - Fearsome Floors Game 2

The second heat of Fearsome Floors completed today. Since everyone understood the game, we jumped into the advanced setup (which nobody understood). Despite the painfully long process of setting up the board, the game seemed to fly by - likely because we setup the board to put the monster right into our lap nearly immediately. Justin outran all of us to the exit and put three guys out the door before Chester or I could get our second. Nathan already had two guys out, so he managed second place. Chester got his first out well ahead of me, so I finished dead last. Again. For those keeping track, Daniel Karp didn't die, but didn't make it out either. This time, he sat right near the door only to watch Justin win the game before he could escape.