So, games first... what did we play and what did I enjoy? And, if
you're not a gamer, skip over this section.
- Survive: Escape from Atlantis – This was a
fast game with one marginal flaw (you have to place 10 figures with
hidden values on the bottom and remember which are the high value
ones, because you are not allowed to look during the game) and one
significant flaw (you have “save this piece from the monsters” cards
that removes what little strategy the game has). It’s a light game,
with very little strategy, trivial tactical decision making (while
you have options there are usual only one or two that make sense),
and only the alternating gameplay (where you move your pieces, then
move the monsters to try to destroy the other player’s pieces) keeps
it balanced, since anyone getting too far ahead becomes the target
for the other players. Still, entertaining, and good for younger
players if you have them. Recommendation: Buy if you are looking
for something to play after a pitcher of margaritas or you have very
young players.
- Keyflower – This game had the most innovative
mechanics of any game I played during GenCon. Three basic resource
types, meeples, tools (square cardboard tokens) and … errrr….
Resources (wood pieces that represent gold, stone, iron, etc).
Meeples are used to activate hexes, or bid on free hexes in the
center (which, if you win, become assimilated in your colony but are
still usable by other players). Meeple color is significant, and
you are usually paying a lot of attention to your color mix.
Activated hexes can give you resources, allow you to move resources,
upgrade another hex, or a few other random specials. There’s the
constant tension of using your meeples to activate something you
want, and running the risk of not having enough to win bidding on
the tile you want. The ability to move meeples from losing bids to
other, less desirable hexes (or to activate things) keeps people
from being completely destroyed during a turn. The tools (cardboard
tokens) are slightly random and really don’t add much to the game…
they are sometimes needed for resource production, they usually
score some points, but generally they serve to make it a little
harder to figure out what hexes you can use at any point in time.
The good thing is that the mechanics can be picked up fairly
quickly. The bad thing is the complexity of your options. Hex
placement matters. Resource distribution and mix matters. Meeple
number and color mix matter. What hexes you activate matter. Road
and river alignment matters. There are things that play well
together, meaning there’s a certain strategic depth to the game,
which means the mix of hex types matter. And the mix of tools
matters and so on. You’re always moving forward, but the sheer
number of options and the difficulty in evaluating the value of the
options makes this a “five plays to have a clue” kind of game.
Recommendation: Buy, bring to Jeff Goldsmith’s for memorial day,
then get some of the Caltech crew to play while you skip; watch them
lock up like a windows PC and spend the entire weekend without
moving.
- Spyruim – Another winner on innovative
mechanics, with less complexity that Keyflower. It has a
backstory that everyone completely ignored. It’s a card laying game
with a few resource types (meeples, crystals, cash). The innovative
aspect is in acquiring cards; you form a three by three grid, then
players take turns placing meeples along the inside edges between
cards. That allows you to bid on (or in some cases, activate)
either card you are between. At any point, you can shift from
“bidding” to “action” mode, and there’s a lot of tension around
that, because shifting to action mode first gives you first choice
in card selection. However, the cost of the card goes up based on
the number of meeples around it, and you can, as an action, pull a
meeple and make money (also based on number of meeples), so there’s
a lot of “is he really after that, or is he going for cash, or is he
just trying to make my card more expensive while he goes for the
second card” kind of thing. Some of the acquired cards play well
together, but the more you acquire, the more expensive it is place
them, so there’s a strategic element and some aspect of picking and
choosing wisely and avoiding things that don’t help that much. There
are some special skills that seem worthwhile, and again play well
with other cards. We got half way through a demo game at the vendor
booth, and I liked the game enough to buy it, and then we played a
full game in the lobby of the Omni, and I liked it a little less; it
seemed like in the end game there were a lot of unpredictable and
significant swings in VP totals, making good earlier gameplay
meaningless. On the other hand, the last nine cards are always the
same, and it might be that reviewing them before the start of the
game, so you know what you need to grab the heavy hitters and are
gravitating toward that, might mitigate that. Recommendation: Buy;
still the best game we played at GenCon.
- Love Letter – This is a fun, 10 to 15 minute
game consisting of a small (16, I think) number of cards. You’re
trying to get a card that wins, while figuring out what the other
players have (which, if you do, allows you to knock them out of the
game most of the time). You can only hold one card at a time.
Game play slowly reveals more information about the other players
hands and it’s a toss up as to whether you can figure it out in time
to win or you hit end game conditions.
- Village – A resource and action selection
prioritization game (you go round the table multiple times, each
person picking an action, getting a randomly distributed but visible
resource for each action; what you pick is usually a combination of
what actions you need and what resource type you need). End game
scoring is a little obtuse but not horribly so. The game seems
pretty balanced with multiple paths to victory. There’s one
interesting mechanic, where you can trade off resources for “life”
(there’s a counter that circles around and, when it hits midnight,
“kills” one of your meeples, but one of the actions available is to
get a new meeple). Since you get VP for dead guys, it’s still not
at all clear that conserving your meeples makes any sense. Problem
is, like with Keyflower, the options are legion and the value is
hard to determine, making it a long game with fairly standard
mechanics that you play until someone randomly wins.
Recommendation: Skip it.
- Catan: Settlers Of America – We played the
“Mammoth” version, with a board you walked on to place settlements
and railroads. Yes, I said railroads. Despite looking like a
United States Catan Map, this game has very little relation to
Settlers of Catan. It’s a fairly standard resource collection and
building game, with a little twist (you win by “delivering” things
to other people’s settlements, and first in locks it, so there’s
some “have to get there first” aspect to the game), except the map
is big enough (in the game sense, not the size of the map we were
playing on) that resource management is a bit of a pain.
Recommendation: Skip it.
- Hanabi – This was a fun coop game; you have to
arrange a set of cards by color and number in correct sequence. The
trick is that you hold your deck so the other players can see it; on
your turn, you can play one of your cards (that you can’t see), or
you can give the other players hints about what cards they are
holding (tell them all cards of one numeric value or one color). It
was fast and fun, and easy to forget which card the other players
told you about so you ended up discard something you needed or
playing something that can’t be placed (which ends the game faster,
leaving you less time to complete your stacks). Recommendation:
Buy.
- Takenoko, the gay Panda Game – Work hard to
make a pleasant habitat for the giant Panda by screwing the other
players. Except not really; there’s very little player interaction
(other than the standard “oh, I wanted to do that” kind of
playing-in-the-same-sandbox thing). I liked the game when we were
playing it and would have thought about buying it if it didn’t have
Pandas, but the more I think about it, the more I think I don’t
really think it’s a good game. Recommendation: It has Pandas.
Blecccchhhh.
- Smash Up – Card game where you mix two random
creature types (like Zombie Dinosaurs or Mechanized Wizards) and try
to beat the other players to death. More entertaining conceptually
than in actual play. Recommendation: Skip it.
- Trains – A tweener game, with some depth to
it. It’s a dominion style deck building game, but instead of
getting abstract land cards that choke your deck but give you VP, you place abstract “train
tracks” on a board to win (and I mean abstract; your train track is
a little square wooden token in a hex to say “I have track here”)
and gain a "waste" carc that chokes your deck.
However, the board has some complexity to it as well, and you have
to evaluate the likelihood of the card you need verses your
conflicting priorities on the board. Seems like a good, solid, play
it five to ten times before you get board of it kind of game.
Recommendation: Buy.
- Rex: Twilight Imperium – The game that would not
end. A three and a half hour grind that has a rich universe and
backstory that’s demonstrated by lots of interestingly named spaces
that work exactly the same as every other space. Some random
resource distribution occurs each turn to make two of the spaces
different from the other spaces for a short time because now they have resources you don’t
need on them. But you go for it anyway, because your other option
is to land on a random space just for the hell of it. That’s only
for two players; the other four actually do need resources, so they
probably care (not really). Every race is different in ways that
are hard to comprehend and harder to remember. You can have three
way alliances so that the guy who gets to win by guessing the winner
has a two in three chance of taking the game no matter what the
outcome is, and you get to share your incomprehensible powers with
your allies to
further muddle the situation. Complex, lengthy combat with obscure
winning conditions. Cards that have a one in twenty chance of
randomly and completely screwing the winner in combat. And a orbiting
dreadnought fleet that runs around destroying everything in a random
number of squares, because the game isn’t murky enough without
another factor thrown in for no damn reason. However, it made for a
lot of goods jokes at the games expense while we played.
Recommendation: Pass, pass, pass.
- Fresco – This was another tweener game… and
actually close to Spyrium in being center of mass (which for me is
moderate complexity, interesting mechanics, intermediate level of
player interaction, and plays in 45-90 minutes). It’s an action
selection game, and not untypically you trade off moving first for
other things, in this case “mood” which can give or take away
one from your five actions, and cost at market. Its marked as
a
family game for 10 or older, but it seems pretty complex for a ten
year old to me. Recommendation: Buy, with a caveat… the guy giving
us the demo suggested that the same company had another game, Edo,
with similar mechanics but more advanced strategy, so that might be
a better choice (they didn’t have a version to demo,
unfortunately).
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