Steve's HFoG Blog
Welcome to my blog. Here you'll find mutterings and musings on whatever happens to tickle my fancy, but mostly relating to board games and card games. Among other things, I run an on-line game store (http://housefullofgames.com) and I subscribe to various news feeds in order to keep abreast of my favorite topic. If I see something that urges me to comment (or just share) then it'll probably find its way here.
Tuesday, November 28, 2006
Wednesday, November 22, 2006
Pirate Mü Cow Spies?
Last night's game night was extremely enjoyable. Our attendance was just a little bit thin due to the upcoming Thanksgiving holiday but we still had enough players to keep a couple of game tables well populated.
The Seattle gang joined with Kai to play his new edition of Die Macher. We were all a little puzzled by some of the production choices they made. They changed the artwork for the new edition but most of the changes were subtle enough that I didn't notice them at first and the few that weren't subtle seemed to add nothing at all to the presentation. That opinion is based on only a casual glance at the game (since I wasn't playing) so I may be completely wrong here. It's a fine game and were it not for the length (which is far too long for my tastes) I'd long to play it again soon.
Mike and I won the game but we almost blew it. We had satisfied the victory condition but due to a minor rules misunderstanding, Mike failed to let me know which of his pawns was "the real one"and so I couldn't be 100% sure that we had won. That caused me to hesitate to declare victory, figuring I'd leave it for Mike to do on his turn. But on the next turn, Curt declared that he and Steve had won the game. Luckily for us, he had made a transcription error and so he was wrong. That gave Mike and I the win after all. |
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Friday, November 17, 2006
Game Night Extravaganza!
Tuesday night sounds cooler than it was if I use a title like that.
My first game of the evening was Himalaya. This is a very nice programming style game in the vein of RoboRally but with a decidedly eurogame feel to it. Players move their caravans along a network of paths picking up and delivering goods. At the beginning of a turn, all players plan their routes secretly, six moves at a time. When everyone is done planning then the routes are revealed and executed one step at a time. Unlike RoboRally, there is no destruction or obstruction but there is still some player interaction as you can never be sure if the goods you're going for or the delivery order you're planning to fulfill are going to still be there by the time you actually arrive. It's not quite as crazy as RoboRally but it's can still be rather chaotic.
The game is played over twelve turns and at the end of the game players add up points in three different categories. In a rather Knizia-like fashion (think High Society or Samurai) each category is scored in sequence. Players who score the least in each of the first two categories are eliminated from subsequent categories. The winner is the survivor who has the most points in the third category. I understood what the designer was going for with this mechanic but it didn't really appeal to me. I prefer games where I can shoot for "best" as opposed to "not worst". Still it was a good game and I'd be happy to play it again.
Next up was Havoc: the Hundred Years War: another game I'd not played before. This is a poker variant masquerading as a eurogame. It's a card game played with a deck of six suits ranked from 0 to 18. Players collect cards using a drafting mechanism until one player decides he's ready to do battle at which point he cries "Havoc!" and plays two cards. Then other players may opt to do battle against him by also playing cards. Players take turns revealing more cards (up to six) or passing (bowing out of the battle or standing with the cards they've already shown). Once all have passed, the player who has revealed the best hand wins the battle. Hand strength is a ranking of six-card poker hands such as straights, full houses, and the like.
I thought Havoc was a pretty decent game but having only played it once I couldn't really get a feel for how to play it well. This is definitely a game where it's important to pick your battles. If you go into battles too early, you'll be using cards that might have been more valuable to you later when the battles are worth more points. But if you wait too long then your opponents may score some easy points with some pretty weak hands. The game is just complicated enough to be interesting but not so complicated as to be difficult to learn. At the end of the day, this is a poker variant and so naturally it depends pretty heavily on luck. It's good but it's not what I would consider a classic by any means and I can think of many games I prefer.
Bet you can't guess what I played to end the night? What did you say? Tichu? Oh darn. You guessed it.
Mystery Solved
The mystery card game I talked about last week has a name and a BGG entry after all. It's Meikyu Kingdom Card Game. So now that you know the name, it'll be easier for you to avoid. Ick.
Friday, November 10, 2006
The Mystery Game
Tuesday's game night kicked off with one of my more unique gaming experiences. Christopher's publisher/colleague/friend was in Essen to sell Pink Godzilla Dev Kit and he brought back a Japanese card game. Its name escapes me. I think it was "Makyou" something or other. There's no entry for it on the geek and I haven't found a web site for it so I'm not going to be able to exactly pin it down for you. It's a fantasy themed dungeon crawling card game done in Japanese Manga style. Or in other words: it's a bit goofy. (Can anyone explain to me the Japanese fascination with school-girl uniforms and big doe eyes? I've never quite understood that.) If you are in to that kind of thing then you'll probably like the artwork. I'm not. Most bizarre of all, there is one single R-rated card in what would otherwise be a family-friendly game.
The game is played with two decks of cards and a die. One deck of cards represents rooms (some of which are beyond strange) and rewards, the other represents characters and items that are used to defeat the rooms and claim the rewards. The game had some mildly interesting mechanics but the die rolling coupled with the luck of the draw resulted in a pretty luck heavy game. The common consensus around our table was "well at least it's a little better than Munchkin." The best thing I could say about this game is that the English translation is so incredibly bad that it had us laughing out loud. I'd suggest you avoid it.
So after that rather shaky start we moved on to some good games.