Feb 26 2010

BattleLore Reborn, or Kaput?

Category: Gamesstephen @ 5:24 pm

Chris Nor­wood, one of my favorite game blog­gers, brought to my atten­tion a mild ker­fuf­fle about what Fan­tasy Flight Games is doing to Bat­tleLore, namely that, due to the high cost involved, FFG will likely never reprint the game in its orig­i­nal form. Instead, they plan to release Bat­tles of Wes­t­eros as “A Bat­tleLore Game.” Clearly, FFG intends to use their newly acquired Bat­tleLore IP as a fran­chise for a new series of games.

You can read FFG’s offi­cial FAQ about this new game for your­self, and for good mea­sure, chase it with Mark Jackson’s excel­lently worded (and at times feisty) rebuke.

Battles of Westeros
Photo cour­tesy Paul Vogt

Like Mark and Chris, I was orig­i­nally miffed that FFG evi­dently wouldn’t be “sav­ing” what we now know as Bat­tleLore, but given what has been revealed thus far about the new sys­tem in Bat­tles of Wes­t­eros, I’m will­ing to at least give the pub­lisher the ben­e­fit of the doubt and wait to hear more. In fact, I am actu­ally excited by the mechan­i­cal and game­play changes I’ve read about to this point.

At least 4 pub­lished board games have now fea­tured Richard Borg’s Com­mands & Col­ors sys­tem, and while I’m as big a fan of that sys­tem as any­one, I am glad to hear that FFG is remold­ing the mechan­ics and build­ing the Bat­tleLore name their own way, even if that requires a depar­ture from the famil­iar C&C. As Chris­t­ian Peter­son said in the FAQ:

The Bat­tleLore name is not nec­es­sar­ily tied to Richard’s “Com­mand and Col­ors” system.

I agree with Peterson’s asser­tion. Bat­tleLore is ripe for a huge shakeup on the basis of its mechan­i­cal sim­i­lar­ity to GMT’s supe­rior C&C: Ancients series, and if any game pub­lisher can rise to meet such a chal­lenge, it’s Fan­tasy Flight. Per­haps a bit fanboy-ish of me to say, but there it is.

FFG houses an excel­lent staff of game devel­op­ers, so I would be under­whelmed if they sim­ply pol­ished up the orig­i­nal game and tried to sell it as some­thing new. C&C is a fan­tas­tic sys­tem upon which I’ve spent many fun hours, but I think I’m ready to move on to the next step in its evo­lu­tion, at least in the case of BattleLore.

Still, given the grow­ing out­cry from fans of the orig­i­nal game, per­haps we haven’t seen the last of what FFG calls “clas­sic Bat­tleLore.” Only time will tell.

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Jan 01 2010

My Best Gaming Experiences of 2009

Category: Gamesstephen @ 7:02 pm

Over the past year, I was given many oppor­tu­ni­ties to play board games with my fam­ily and with my excel­lent local game group. Of course, I wish I’d had even more chances, but I’m happy to have been afforded the time to pur­sue this quaint lit­tle hobby.

Look­ing back at 2009, I’d like to present (in no par­tic­u­lar order) the board games and card games that were part of my most pos­i­tive and/or mem­o­rable gam­ing expe­ri­ences of the year. Of course, my list­ing each of these games says just as much about the games them­selves as about the won­der­ful peo­ple they were played with, so your mileage may vary depend­ing upon the com­pany you keep.

Bat­tle Line

A two-player card game, pit­ting one army against another. There are 60 cards, num­bered 1 – 10 in six dif­fer­ent col­ors. The object is to cap­ture a flag by play­ing the best sequence of cards next to it. There are 9 flags in all, and the win­ner of the game is the player who man­ages to either take 3 flags in a row, or 5 total flags. My wife and I enjoy play­ing this one together, which says a lot because she’s not as big a fan of games as I am. It’s a short game, usu­ally tak­ing 15 – 20 min­utes to com­plete, and almost always below 30.

Tichu

Tichu is a trick-taking part­ner­ship card game that is best played with 4 play­ers. Other games in this genre are Euchre, Spades, Hearts, Bridge, and Rook. The most apt com­par­i­son to Tichu would be Rook on a cock­tail of E, acid, steroids, and mesca­line. Like Rook, Tichu requires a spe­cial­ized deck of cards rather than tra­di­tional play­ing cards. It’s very chal­leng­ing, yet not overly com­pli­cated or hard to learn, and an awful lot of fun. It’s an absolutely bril­liant game. Near perfect.

Race for the Galaxy (w/ expansions)

My nerdi­est friends love Race for the Galaxy. Why? Well, it’s San Juan with frickin’ laser beams. It’s got an eco­nomic sys­tem, a vic­tory points engine, a set col­lec­tion mechanic, and a double-think dynamic all in one neat pack­age. And it’s just a card game, no fid­dly bits required. I’ve played it nearly 100 times, thanks in part to the expan­sions and the excel­lent (and free) com­puter ver­sion I down­loaded, and it never gets old. Race achieves a depth of play and a level of replaya­bil­ity sel­dom seen in the game world.

Le Havre

Grab­bing my atten­tion early due to Agri­cola, its highly touted pre­de­ces­sor, Le Havre turned out to be a slow-churning, brain-burning, effi­ciency engine of a game. And I love it. There is so much to think about in this game, so many inter­est­ing deci­sions, dilem­mas, and prob­lems to solve. Although Le Havre is a longer game, the length seems appro­pri­ate given the com­plex­ity. With expe­ri­enced play­ers jock­ey­ing for the best actions, there can be some pun­ish­ing screwage, which makes for a tense and won­der­fully angst-filled gam­ing experience.

Chicago Express

This is the lav­ishly pro­duced Queen Games ver­sion of Wabash Can­non­ball, a railroad-themed stock mar­ket game, and it com­pletely caught me by sur­prise. I bought a copy of it purely because of word of mouth reviews. It’s short, tense, and sat­is­fy­ing from begin­ning to end. There is barely any down­time. The com­po­nents and board are beau­ti­ful. There is no ran­dom­ness at all — only player-generated chaos. For a game to be this good and yet be playable in 60 min­utes is sim­ply phenomenal.

Power Grid

I’d never played Power Grid before this past year, but I man­aged to get sev­eral plays of it in. The ver­dict: It stacks up, and is well-deserving of its lofty rep­u­ta­tion. Your goal, as an elec­tric util­ity com­pany, is to power the most cities at the end of the game. You have to build power plants, buy fuel to power your plants, and expand your net­work of cities on the map. Power Grid can be a lit­tle mathy and prone to induce analy­sis paral­y­sis, but I’ve been won over. I’m a big fan of its turn-order bal­anc­ing mechanic.

Steam

Steam is a vari­ant of the Age of Steam sys­tem. I’m not going to get into a long Steam vs. Age of Steam dis­cus­sion here, but I’m extremely happy that I opted for the for­mer. I per­son­ally don’t have the where­withal or the patience for the bru­tal and unfor­giv­ing AoS. The “Base Game” of Steam is quite excel­lent in its own right, and fills the “awe­some train game” void in my col­lec­tion nicely. As the owner of a rail­road com­pany, you spend the game build­ing track and deliv­er­ing goods to cities. It’s a top-tier game, and cer­tainly a brain-burner.

Brass

I’ve already writ­ten a review of Brass here, and from read­ing it, you are likely to con­clude that I am obvi­ously infat­u­ated with it and will play it any chance I get. And you would be 100% cor­rect. Brass is eas­ily in my all-time top 5. The game­play suc­cess­fully evokes the 19th-century Eng­lish indus­trial rev­o­lu­tion, and the real, work­ing econ­omy is tight as a drum. The turn-order bal­anc­ing mech­a­nism (he who spent the most goes last) is sim­ple, but effec­tive. Sorry, but I just love this game.

Star­craft: The Board Game (w/ expansion)

My good­ness, this thing is a beast. It’s by far the most mon­strous game in my entire col­lec­tion. I don’t often stray to the Amer­i­trash side of the gam­ing spec­trum, but I’m happy to own this one. Tons of bits, lots of rules, and plenty of strat­egy. The expan­sion adds a lot more depth and pol­ish to the sys­tem. The game can be on the long side, but time just flies while you’re play­ing. Star­craft: The Board Game, like its video game coun­ter­part, is like a knife fight. In a tele­phone booth. In space.

Through the Ages: A Story of Civilization

I have a self-confessed weak­ness for civilization-building games. My favorite com­puter game, even after all this time, is Sid Meier’s Civ­i­liza­tion II. Through the Ages is based on that com­puter game, which in turn was based on Fran­cis Tresham’s Civ­i­liza­tion board game from the ‘80s. So it appears we have come full cir­cle, except that TtA is a much shorter game that doesn’t include a map at all. Instead, it focuses on the core mechan­ics of Civ II: the tech tree, sci­ence, food, pro­duc­tion, and mil­i­tary. Stripped down and abstracted in this way, it doesn’t make me miss the map one bit, and it’s one of my absolute favorites.

Mid­dle Earth Quest

Here we have a semi-cooperative game that pits sev­eral play­ers, rep­re­sent­ing the Free Peo­ples of Mid­dle Earth, against one player, play­ing the role of Sauron the Great. It’s unlike any other game I’ve ever played. It’s an immer­sive, expe­ri­en­tial game akin to (what I imag­ine might be) a really light­weight role-playing game. You roam Mid­dle Earth, embark­ing on quests and fight­ing the orc, while Sauron hatches plot after evil plot in his attempt to spread his influ­ence and cover the world in shadow.

Crib­bage

2009 was the year I was first intro­duced to Crib­bage, a card game which was cre­ated in the 1600’s. It’s rare for a tra­di­tional card game to play just as well with 2 as it does 3 or 4, but Crib­bage pulls it off well. It’s amaz­ing how tough the decision-making can be in this game, and try­ing to foil your oppo­nents’ plans weighs just as heav­ily as max­i­miz­ing your own gains. Crib­bage is appar­ently quite a pop­u­lar card game in the English-speaking world, but I haven’t per­son­ally met many peo­ple who know it.

Endeavor

The shin­ing new star for 2009 is Endeavor, a game I anx­iously antic­i­pated for about a year prior to its even­tual release. It didn’t dis­ap­point, and it plays in about an hour. As com­pet­ing Euro­pean pow­ers in the 18th cen­tury, play­ers must bal­ance their progress in build­ing, cul­ture, finance, and pol­i­tics as they attempt to col­o­nize the four cor­ners of the Earth. The colo­nial theme is quite abstracted, but it man­ages to shine through, and there is a healthy dose of player inter­ac­tion to keep every­one engaged for the duration.

Winner’s Cir­cle

The “dark horse” game of the year for me, if you’ll excuse the ter­ri­ble pun, was def­i­nitely Winner’s Cir­cle. A guy in my game group hap­pened to own a copy, and we had a total blast play­ing it. The basic gist of it is plac­ing bets on horses, then try­ing to influ­ence the race to the extent that your horse wins, places, or shows. On your turn, you roll a die, and you get to choose which horse moves. Each horse has par­tic­u­lar strengths and weak­nesses, depend­ing on what gets rolled. Oppor­tu­ni­ties abound for bluff­ing and screwage.

Mod­ern Art: The Card Game

My wife and I enjoy Mod­ern Art: The Card Game (or Mod­ern Art, sans auc­tions). I was very sur­prised to see how well the game worked with­out auc­tions, even to the point where I’m now unsure if I’d want to play the orig­i­nal rather than this ver­sion. The core of the game remains: col­lect as many paint­ings of the most valu­able artists as you can. Of course, the crux of the mat­ter is that you don’t know which artists will end up being valu­able, but you can attempt to influ­ence the bal­ance in your favor as you play.

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Aug 19 2008

Game Review: Ra

Category: Gamesstephen @ 10:41 am

Box cover of Ra

For my first review of a board game, I’d like to fea­ture a true clas­sic: Ra, by pro­lific game designer Reiner Knizia. Knizia has designed hun­dreds of board and card games, but among gamers, Ra is widely con­sid­ered to be one of his finest creations.

Box, board, and bits of Ra

Ra is a Eurogame with a pasted-on Egypt­ian theme. What I mean by this is that, in the end, it’s really an auc­tion game that could just as eas­ily have been about space ships, dinosaurs, or fine art. It could have been about any­thing else, and it would play exactly the same way. The game­play has lit­tle to do with Egypt, and the theme has lit­tle to do with what makes Ra a great game. The credit for that goes to the game’s core mechan­ics, and that is what places Ra squarely in the Eurogame camp: Its main focus is on the game­play itself, rather than the theme.

I’m review­ing the Überplay edi­tion of Ra, which I own. I under­stand that Überplay is now defunct, but Rio Grande Games has picked up the rights to pub­lish the next edi­tion Ra, and that print­ing will prob­a­bly hit shelves in 2009.

What’s in the box?

The board

In addi­tion to the nicely printed (and short) rules book­let, there is a board, a can­vas bag, “sun” auc­tion mark­ers, scor­ing coun­ters, a Ra fig­urine, and a bunch of card­board tiles (and by a bunch of tiles, I mean a whole lot of tiles).

As it turns out, the board is lit­tle more than a pair of “tracks” for auc­tion tiles to sit on. For­tu­nately, it’s not entirely point­less, as it also con­tains a sim­ple ref­er­ence that reminds how the dif­fer­ent types of tiles are scored. I sup­pose the only other jus­ti­fi­ca­tion for the board is its Egyptian-themed art­work, which can help rein­force an oth­er­wise weak theme. As I’ve already pointed out, though, the theme is of no real impor­tance to this game.

When you score points in Ra, you receive lit­tle “tablets” with quasi-Egyptian numer­als on them. They come in denom­i­na­tions of 1, 2, 5, and 10. A cool way to keep track of how many points you have through­out the game.

The auc­tion mark­ers are wooden “sun” pieces, num­bered 1 – 16. In an auc­tion, play­ers bid with these suns, and ties don’t hap­pen because there are no dupli­cate num­bers. The heart of the game, how­ever, is the enor­mous com­ple­ment of auc­tion tiles, and as I men­tioned above, there are quite a few of those. The dif­fer­ent types of auc­tion tiles you’ll come across are:

Pharaoh tiles

Pharaoh tiles

Nile tiles

Nile tiles

Flood tiles

Flood tiles

Civilization tiles

Civ­i­liza­tion tiles

Monument tiles

Mon­u­ment tiles

Disaster tiles

Dis­as­ter tiles

God tiles

God tiles

Gold tiles

Gold tiles

Epoch tiles

Epoch tiles

How to play (in a nutshell)

Ra is all about auc­tions. Every auc­tion gives play­ers a chance to win a set of tiles. The basic gist is that you can choose to do one of three pos­si­ble things on your turn:

  1. Draw a tile from the bag and place it on the board.
  2. Call for an auc­tion to begin.
  3. Dis­card one of your god tiles and claim a sin­gle tile of your choice on the board.

Scor­ing points

Ra is played in three rounds, or Epochs. An Epoch comes to an end when the Ra tile track fills up, or when every­one has played all their suns. At the end of each Epoch, play­ers score points for the tiles they own. The goal is to have the most points at the end of the game.

Else­where…

In the inter­est of (rel­a­tive) brevity, I won’t get into the details of the rules any fur­ther here, but BoardGameGeek has a down­load­able PDF of the rules for those that are inter­ested in learn­ing more about how the game works. The BGG forums for Ra are also a great resource to check out if you have rules ques­tions, or just want to read what other peo­ple have to say about the game. BGG also has a won­der­ful image gallery of peo­ple play­ing Ra, some of the play­ing pieces, etc.

Auction tiles

The Review

Ra is such a sim­ple, smart, easy-to-teach game. It’s just plain fun, and I’d rec­om­mend it to almost any­body, even many non-gamers. It plays pretty quickly, and the press-your-luck ele­ment is fan­tas­tic. Every­one I’ve intro­duced to Ra has loved it, too. Despite the loose-fitting theme, the game is still visu­ally rich. Yelling “RA!” when you want to start an auc­tion is a blast as well. I very highly rec­om­mend Ra.

I would say that the biggest hur­dle for new­com­ers to Ra would be pick­ing up on how some of the scor­ing works, but even that isn’t too cum­ber­some. There’s a cheat sheet on the game board that sum­ma­rizes the scor­ing very nicely, and it’s not too hard to get used to. Like most games, the best way to learn how to play it is to play it.

The bid­ding is stream­lined, and the other play­ers’ suns are easy to read across the table, so you will always have an idea of how likely you are to win those tiles you want. There are often plenty of oppor­tu­ni­ties to bluff or force some­one else to play their high sun too early, set­ting you up to win a big­ger auc­tion later. That is, if the Epoch doesn’t end first!

There is won­der­ful ten­sion in Ra. Play­ers are con­stantly bal­anc­ing the desire to wait and get the best value for their suns with the knowl­edge that they need to get what tiles they can before the end of the round arrives. The game is a tick­ing clock, and every­one feels it.

In con­clu­sion, Ra is one of my favorite games. It’s not a ter­ri­bly heavy or com­plex strat­egy game, and there is a bit of luck/chaos due to the draw bag, but it still rewards smart play most of the time. Most impor­tantly, it’s ridicu­lously fun, and doesn’t take all night to play. In the end, those two things are what makes it so much more likely to hit the table than some other really good games. Even if the Egypt­ian thing was just tacked on at the last minute.

If you enjoyed this review and would like to see more of them from me, please let me know in the comments.

Pho­tos by Kurt Keck­ley and Stan Mamula on BoardGameGeek. Many thanks, guys!

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