Dirty Hippy Win Criteria Makes Russ Rage

September 30, 2011

A while back, I had the pleasure of learning a new game, Shadow Hunters. Shadow Hunters is a bit like Werewolf or Mafia in that the players are out to determine who is who and eliminate their opponents. Stacked on top of that are items and special powers and a theme that’s a bit like Witch Hunter Robin meest Arkham Horror meets a number of anime tropes. I mean, what’s not to like about playing a horror of the night killing off the forces of light and neutrality?

Easy answer. Win criteria that results in just about everyone at the table winning, that’s what! At a seven player game, we had four people win. Then in the follow up game, we had five people win. People were flipping over their character cards, looking at their win criteria, checking the board, and then announcing, “I win too!”

What are we, a bunch of dirty hippies that need to have everyone win? We can just ride the coat tails of others to success? What’s next, games that give me a participation trophy for “doing my best?” Bah, count me out. I play King of the Hill, not Committee of the Hill.

I want competition in my board games. When playing Twilight Struggle, I want the Soviet player to announce his play of “We Will Bury You” with conviction. In Here I Stand, strained voices and beads of sweat means you’re playing it right. Shaking your fist at attack helicopters as they chew up your tanks in World at War, drives you beat your opponent next time.

The big problem is that when everyone wins, no one wins. There are lessons to be learned in loss and no pride to be gained in victory.


A BattleMech Shakedown

August 25, 2011
MechWarrior 2 Cover

This image was burned into my mind as a youth.

It was the first computer game I ever bought with my own money: MechWarrior 2. The game of giant battling robots and clan honor captured my imagination. While the FASA catalog included in the box hinted at a much larger world to explore, I had no local gaming store to sell me products or tell me where to start. And, perhaps most importantly, I had no more money to indulge in such a game.

Fast forward to last Friday night and all that changes. In a fit of nostalgia, fueled by free rules, John and I sat down to have our first ever ‘mech on ‘mech slug fest. The previously mentioned free rules are the Classic BattleTech Quick-Start Rules; a 31 page–including cover, two fictional stories, and play aids–rule book. The rules presented are a subset of the full BattleTech rules, not surprising considering this is a quick-start.  However, what is interesting is that book presents one set of rules and then has you play a scenario using those rules. In this case, you first learn the basics of movement, attacks, and line of sight and then slug it out with two BattleMechs. Next, combat vehicles are introduced and you field a ‘mech and a tank in the next scenario. Finally, infantry is introduced and the scenario sees each player bringing a ‘mech, a tank, a conventional infantry unit, and a battle armor infantry squad to bear. It successfully taught the game in increments and something I wouldn’t mind seeing more games do.

While the game provided a nice diversion and a great opportunity to get together and game, at the end, we were both left with that “having eaten a twinkie” feeling. Something light, fluffy, but with no nutritional value. Or in board gaming terms, something that keeps you occupied, but doesn’t require hard decisions nor do you spend time analyzing what led to your win or loss. As a wargame, the twinkie feeling is probably the last thing you want your players, and especially potential players, left with.

I blame this on the subset of rules the authors decided to showcase. BattleMech combat was so simplified that it became just move and attack. The things that set BattleTech apart, like heat management and critical system placement and damage were removed from the rules. The one cockpit shot of  the game was wasted. It wasn’t enough to destroy the ‘mech, and chances are another roll of snakes-eyes wasn’t about to happen. It would have been far better to see rules that focused solely on ‘mech combat and introduced the previously mentioned heat and systems rules in later sections and scenarios rather than vehicles and infantry. Let’s face it, you can get tanks and soldiers in a number of war games, big stomping robots armed to the teeth, less so.

But this decision is probably a result of how the Classic BattleTech rules are presented to the player. It seems the quick-start rules are supposed to teach you the basic system. Then the introductory box set build on those basics to teach you the tactics and decisions you need to make. Which  in turn to leads you to the 300+ page Total War rulebook that explains all the rules and possibilities in detail.

BattleTech Boxed Set

Where, oh where, art thou?

However, this model is flawed. The introductory box sets sell out in no time. They become more like collector’s items for those already into the game, than gateways to the game. Even my awesome gaming store that just about has everything, The Source, didn’t have a box set. And on eBay, there is only one listing with a buy-it-now price $25 more than MSRP. This means, going from the quick-start, right to Total War. If the end product is a steak dinner, don’t start me with a twinkie. Give me a twinkie, if the end is a cake.

As it is, the quick-start fails both as a recruitment tool and as a teaching tool. It doesn’t separate itself from any other hex based wargames, by showcasing something unique or interesting and it is so far removed from the full rules in Total War that there no need to bother with them in advance.

It would be interesting to hear from a veteran BattleTech player how they see the quick-start rules and if they find it a useful tool in teaching people to play the game. But for me, I was let wondering if this is a game I’d enjoy with the added complexity or if it isn’t worth my money. As it is, if a fit a nostalgia take me again, I’ll probably spend my time seeing if I can track down Ghost Bear’s Legacy. I never did get a chance to play MechWarrior 2’s expansion.


The Future Looks Good

February 17, 2011

In the Future Your Car Will Drive Itself - Allowing You to Play Board GamesI can’t wait to be able to play board games in my driverless bubble car.


Not All Card Driven War Games Are Created Equal

November 8, 2010

We hold these truths to be self-evident, that not all Card Driven War Games are created equal, that they are endowed by their Designer with certain unalienable Mechanics, that among these are Operations, Events and the pursuit of Victory Points. — That to secure these mechanics, Games are instituted among Men, deriving their just powers from the consent of the players, — That whenever any Form of Game becomes destructive of these ends, it is the Right of the Players to alter or to abolish it, and to institute new Games , laying their foundation on such principles and organizing its powers in such form, as to them shall seem most likely to effect their Hand Management and Victory.

Whew! Working board games into the Declaration of Independence was getting a little tough there. But did you like the part about “Operations, Events and the pursuit of Victory Points”? I’m quite fond of that one.

I’ve been spending a lot of time pondering Washington’s War and whether I really like it as a game. Or if I just keep playing it and saying to myself, “That was fun,” it will one day come true.

Card-driven war games seem to fall into two camps with card design. In one camp is the likes of Washington’s War and Wilderness Wars (despite overwhelming evidence, you do not need to have two words starting with W in your title to fall into this camp). In the other are the likes of Twilight Struggle and Here I Stand. In the former, card are either event cards or operations cards, we’ll call these isolated cards. In the latter, cards are both event cards and operations cards, we’ll call these combination cards.

Decks made of isolated cards usually consist of half or more operations cards. The idea being that in any given hand a player  will have enough operations cards to do something. So, even the player gets poor events or the opponents events, the turn won’t be fruitless. However, experience has shown otherwise. And memory seems to latch on to the really bad hands even if they are a small minority of all hands played.

Contrasted with combination cards, even bad hands can be managed or turned out good. Twilight Struggle uses this idea to its fullest. Opponent events must occur, but you get the operations points to manage the situation before or after the event, your choice. Cards with your event may be played for the event or the operations points.

From my play experience, I favor games with combination cards over isolated cards. I prefer the decision making and hand management that comes from combination cards. Every hand, no matter how bad, seems playable. Every hand can build on the last to create a strategy for winning. Isolated cards feel like they take that decision making power away from me. Too much is dictated on the specific hand I am dealt and strategy seems like it doesn’t last much beyond a single hand of cards.

So, will I ever like Washington’s War? I think so. I just need to adjust my play style to account for isolated cards. But, it won’t be knocking Twilight Struggle from it’s throne. And knowing that not all card driven war games are create equal will help when buying future board games.

Disagree? Like isolated cards better? Let me hear about it in the comments.

Edit: It has been pointed out to me that Wilderness War may not fit in the first camp. Until I can verify my original statement, it has been struck out.


Play in Public Campaign

August 4, 2010

Looks like we’re a few days late on this one, but there’s still time to get out there play a game and maybe even win something. For the month of August, Seize Your Turn announced the Play in Public Campaign. It is pretty much like it sounds, grab your favorite Euro, war, or non-traditional board game and go play in a public place. Take a few pictures and follow the rules here or here and you may even win something.

The goal of the PiP Campaign is to create a positive public perception of mature board gamers and maybe even create some new gamers. With that said here’s some tips for a successful outing:

  • Throw out the “Wood for Sheep” t-shirt and try a polo shirt or button down with the sleeves rolled up. Present yourslef as clean and well groomed. Let the board game draw attention and not you.
  • Try the bar or a coffee shop instead of the gaming store. Make sure to buy a pint or a latte before spreading out over a table. Bars and coffee shops are usually social places, so playing a game shouldn’t cause a problem, but be mindful of how long you occupy the table.
  • Pick a game that’s visually appealing and isn’t too large. If you find yourself pulling multiple table together to play you may make yourself more of a problem than an ambassador of board gaming. Choosing something with colorful with interesting pieces like Tobago draw people’s eyes to you game and can make a great conversation starter.
  • Enjoy yourself. Board gaming is supposed to be fun. And everyone likes fun, right?

So, one last question. How much will you give me to play Cash and Guns at hardcore biker bar?


Bribe Your Way to Victory

June 24, 2010

Last night, I introduced a few friends to Ca$h and Gun$, hence forth referred to as Cash and Guns because it is far easier to type and read, the game about gangsters splitting the loot. We were having a fun time, when “El Toro,” having the biggest stack and being a new player asks if he can bribe people to keep them from shooting him. Immediately light bulbs went off and we realized we had a fun new variant on our hands.

The next game included bribery rules. The rules were simple and followed the gangster theme:

  • Bribes can be offered by anyone at any time.
  • Bribes can be paid out at anytime (in advance, after the deed is done, or split between the two).
  • Lying, cheating, and not paying of bribes is acceptable.

The bribery rules definitely added fun and unpredictability to the game. We saw a double cross as a bribe paid in advance turned into a bullet to the back. And then there was “Mr. Black” who fell behind in the cash count early in the game bounce back after hiring himself out as a gun for hire. Of course, there were a number of bribes rejected because the payout wasn’t good enough.

In then end, it was a house rule that I’d definitely recommend checking out. I also think it could go quite well with the Cop in the Mafia rules included in the base game.


Game Day Achievements

March 25, 2010

Previously, I wrote about introducing achievements to our Metro Game Day. I’m pleased to report, the reception was great. Even among those who aren’t video gamers and the concept was new to them got into the fun of trying to earn achievements and making sure their achievement list was up to date.

Karate Kid Achievement

The Karate Kid Achievement

The achievements were created using the using the website http://www.says-it.com/achievement/steam.php. The website works rather well, but there are a few limitation. There is no ability to upload and use your own images and use of the site is throttled. In the middle of some achievement making marathons, I was forced to take a break and let the bandwidth limit refresh.

The achievements created were designed to reward play, embarrass, and give people something to brag about. The complete list of achievements is as follows:

  • A Dish Best Served Cold – Beat someone who beat you
  • A Series of Tubes – Reference the internet for more information on a game
  • And So It Begins… – Play the first game of the game day
  • Boom, Headshot – Make a video game reference
  • Card Shark – Play and win a card game
  • Cobra’s Worst Enemy – Roll “snake eyes” twice
  • Cornucopia – Bring food to the game day
  • Do Not Go In There – Hold up a game for a bathroom break
  • Do Or Do Not – Learn a new game at the game day and win at that game
  • Don’t Get Cocky, Kid – Win three games
  • Got Me Some Edjukashun – Learn a new game
  • Film Buff – Quote a line from a movie
  • Grain Sales to Soviets – Make a “Twilight Struggle” joke
  • Heartbroken – Fail to win a single game
  • Hobo – Roll “boxcars” twice
  • It’s a Trap! – Lose a game by being betrayed
  • Karate Kid – Knock, spill, or otherwise disrupt the game board due to animated movements
  • Life of the Party – Bring three or more games to the game day
  • Long Haul – Play in a game that lasts over two hours
  • Lush – Bring alcohol to the game day
  • Ninja – Win three games in a row
  • No One Suspects the Spanish Inquisition – Make a “Here I Stand” joke
  • Pity the Fool – Win every game played
  • Power to the People – Teach a game to someone
  • Return to Sender – RSVP for the game day
  • Rival – Beat or be beaten by the same person twice
  • Sonic – Finish an entire game in less than 15 minutes
  • The Hoff – Play a board game that won German award
  • There’s No I In Team – Play a cooperative board game
  • Those Things Cause Cancer – Hold up a game for a phone call
  • War Monger – Play and win a war game
  • Zombie – Stick around to play the last game of the game day

The original idea was to print all these out and have a large board where we could write everyone’s name and tape the achievements underneath. But time was short and arts and crafts isn’t my forte. So, instead I created a TiddlyWiki with tiddlers for each player and linked the achievement images into their tiddler. This was all displayed on a 23 inch monitor.

Long Haul Achievement

The Long Haul Achievement

The TiddlyWiki worked, but because so many people were unfamiliar with wiki editing and how I was linking the images, it ended up be a user unfriendly situation. In the future, I’d either go with the low tech solution and print everything off or go even more high tech with a custom written application and a 42 inch HDTV display.

So, for next time, TiddlyWiki is out and a custom built Flex app is in. The goal will be to have check boxes to easily update and unlock achievements and statistical view where you can compare two player’s achievements or see how many people have unlocked each achievement. Maybe by Game Day IX I’ll figure out how to get social network integration working so everyone can log in with their facebook account and we can embarrass them in front of their friends by posting their board game achievements.


Achievement Unlocked

March 12, 2010

Tomorrow is Metro Game Day II, as opposed to Rural Game Day I which is what it would be if I hosted. The game day was created to share our love of gaming with friends and acquaintances; a chance to try to new games, get people excited about gaming, and flaunt our vast collection of games that aren’t found on the shelves of Walmart.

At the inaugural game day, a rudimentary scoring system was introduced at the last minute. You earn a number of points equal to the number of people you beat. So, first place in a four player game gets three points, second place get two, and third gets one. It was simple enough, but deeply flawed. A two hour slug-fest of a Twilight Struggle game would only get you one point. In that same amount of time, another player could play a variety of party games and rack up a double-digit score.

For Game Day II, we went to work trying to develop a new scoring system. While a system that takes into account complexity, time, and number of players is very much possible, the tracking would have had to be done on a spreadsheet and arbitrary decisions to create weighted values for complexity would only lead to problems.

Borderlands: My Muse

Borderlands: My Muse

But in every dark situation, great men shine. I thought back to how I kept jumping off of cliffs trying to land on an enemy in the video game Borderlands just to get an achievement. (Let me tell you, it’s harder than you’d think, especially when you are targeting midget bandit ravagers.) But, if a little meta game reward could keep me doing stupid stuff like this, just imagine what I could instill in my friends!

That’s right, Metro Game Day II brings achievements! Perform certain tasks at the game day and participants will earn achievements.

Here’s a complete list of achievements. Except for the embedded examples, how to earn them will be kept secret until after the game day.

  • A Dish Best Served Cold
  • A Series of Tubes
  • And So It Begins…
  • Boom, Headshot
  • Card Shark
  • Cobra’s Worst Enemy
  • Cornucopia
  • Do Not Go In There
  • Do Or Do Not
  • Don't Get Cocky, Kid 1/3 Achievement

    The Don't Get Cocky, Kid Achievement With Partial Credit

  • Don’t Get Cocky, Kid
  • Got Me Some Edjukashun
  • Film Buff
  • Grain Sales to Soviets
  • Heartbroken
  • Hobo
  • It’s a Trap!
  • Karate Kid
  • Life of the Party
  • Long Haul
  • Lush
  • Ninja
  • No One Suspects the Spanish Inquisition
  • Pity the Fool
  • Power to the People Achievement

    The Power to the People Achievement

  • Power to the People
  • Return to Sender
  • Rival
  • Sonic
  • The Hoff
  • There’s No I In Team
  • Those Things Cause Cancer
  • War Monger
  • Zombie

Next week, I’ll describe how I made the achievements, how we gave them out, and the lessons learned from the game day.  In the mean time, feel free to speculate on how they are earned.


Battlefield Chaos

February 23, 2010

The past five games I have played have all been from the World at War series. I’ve enjoyed my immersion in the game as it has allowed me to learn the rules, be a better players, teach the game, and develop sound strategies.

For me, one of the defining characteristics of the War at War series is the activation method. Formations are activated based on a blind chit pull. Soviet formations get one activation chit, while NATO units get two. This is meant to represent the better training and initiative of the NATO forces; the force multiplier, so to speak. However, Soviet formations are larger than NATO formations. Also, into the blind pull go end-of-turn markers. The number of markers is based on the scenario, usually two, but pull two end-of-turn markers and the turn is over.

Random activation makes for a wild experience and a grand departure from the normal turn taking in all the other games I’ve played. Proper deployment of your forces at any moment is vital. To me, the combination of random activation and positioning strategy meshes well with my idea of modern warfare.

In this game, the player isn’t some general pushing blocks around a map in an air-conditioned room. He’s the commander in the middle of a raging battlefield desperately defending a city, while trying to mount a counter-attack and convince HQ to sent him some air support for once. In this game, players must accept that some things are beyond their control.

The Blood and Bridges expansion adds to this turmoil by adding a Battlefield Chaos marker and air support to the blind pull. The Battlefield Chaos marker represents everything from weather to air cover to the situation elsewhere and HQ pulling or lending support. It is an interesting mechanic and one that can totally change the nature of the game.

This was the case when I played as the British in the defense of Dattenburg against John’s Soviets. I had forced John’s units into single bottleneck approach to the city. The 1st King’s Regiment had take up a defensive position in the city and provided overwatch for the Royal Lancers who had moved out to harry the Soviets approach. And a Royal Tank Regiment was on their way to provide reinforcements and the heavy punch to keep the Soviet from crossing the Rhine. I was quite happy with my position when the Battlefield Chaos marker was drawn and a think fog covered the area. Suddenly, all my fighting ranges were reduced. The Royal Lancers’ ambush couldn’t go off. And even worse, the overwatch couldn’t cover them any more. Suffice to say, the Soviets made quick work of the Lancers and my game went down hill from there.

I know for some players, this would be unacceptable. A perfect plan ruined by a totally random event! But, I placed myself in the role of the beleaguered Brit commander trying to defend West Germany against the totalitarian forces. At the end of the day, Dattenburg was lost and it was best to retreat with the remain forces and live to fight again another day. Perhaps it is the fictional nature of this game, WWIII started by a Soviet invasion of Germany, that allows me more leeway when playing this game. Or perhaps is an understanding of history and how the tides of battles were often changed by weather or the smallest events.

But, I keep coming back to this game, because it is fun (randomness included), plays fast, and offers surprising depth.


Arkham Horror: I’ll Hide in the Corner

February 2, 2010

I pulled Sister Mary, the nun, from a coffee cup emblazoned with the logo of an Orthodox seminary and started my battle against the deep ones. It was my first time playing Arkham Horror. It was everyone’s first time playing Arkham Horror. We were pretty sure we’d be drained of our sanity and left shells of people mumbling strange phrases about cyclopean ruins.

Sister Mary's Playing Card

Sister Mary's Playing Card


Fortunately, reading the Necromonicon doesn’t make you go crazy and the game was able to accommodate six new players with relative ease. Unfortunately for me, it took me the entire game to really figure out how effectively use Sister Mary. She had plenty of sanity, but little health. Little did I realize that my best bet was to blow through that sanity casting spells so I could run around the board slaying monsters and defeating encounters. As such, I limped around the board getting smoked by encounters and avoiding monsters. Secretly, I hoped Hastur would wake from his slumber, destroy all the characters and cover up my embarrassing play with a group lose.

Instead, I rode the coat tails of my comrades to victory. Despite my horrible play and the longer than usual play time as a result of learning the game, I found Arkham Horror to be an engaging game. Between all the tokens, colors, and quick turns, my attention remained on the game. At least, until I finally realized the end of the game was coming and I could to nothing to help win. I’m looking forward to a second play, maybe this time I can actually do something.