Friday, 17 December 2021
A Kindly World
Friday, 10 December 2021
JOME
Essentially JOME is a game of spending your resources (your battle cards) wisely. You want to be efficient, winning as many points as possible with what you are dealt. The rules are simple. This game can target the mass market. Non-gamers and casual gamers can pick it up easily. For gamers, this game does not introduce anything groundbreaking. It will be the kind of game used for spending time with non-gamers. It is also the kind of portable game you can bring on trips.
Saturday, 4 December 2021
Dancing Queen public demo
Saturday, 20 November 2021
Dancing Queen at Game On Lah event - 27 Nov 2021
I will be showcasing Dancing Queen at the Game On Lah event. The event itself is for two days, but I will attend only on Saturday. This is the first time I am doing a public demo for the game. For some other designers, they are bringing games to sell. However I have not yet printed Dancing Queen. So it will be just a public showcase and no selling. If you are interested to play a physical prototype of the game, come visit!
Thursday, 18 November 2021
Signorie
The Game
In Signorie you play noble families in 15th century Italy. It is an age of political turmoil and great clans rise to power in the Italian cities, controlling politics, the economy and the military balance. You are the leader of your family. You arrange for the sons in the family to get educated in various fields - politics, religion and military. You get the daughters married off to other major clans to build and cement alliances. Doing these and a few other things in the game give you victory points. At the end of 7 rounds, the highest scorer wins.
Signorie is essentially a resource conversion game. You need to produce money, sons and daughters, and these resources will eventually be converted to victory points. Sons go to school and then are expended to set up alliances with the major clans. When you set aside enough money to marry off your daughters, they are expended to build ties with the major clans too. Many actions require money. The most unique aspect of the game is the dice selection mechanism. This is the core of the game. It creates interesting and challenging decisions. The rest of the game is built around this core mechanism. Initially the number of different actions feels overwhelming, but once you grasp the few key processes - about what sons do and what daughters do, the actions are not hard to understand and remember.
Player interaction does not feel direct. However I can see that other players' actions can impact yours significantly. It just doesn't feel so. Because of this the game does not feel confrontational. I can see plenty of competition, including for the emblems, for the high valued dice, and sometimes even for the low valued dice. The limited number of spaces can be a source of contention too, but this will probably happen only near game end when space is running out. In the early game it doesn't seem hard to fulfil the criteria to claim a space. Eurogame designers are skilled in creating this kind of player interaction. They don't feel confrontational, but if you look slightly deeper they do hurt your opponents.
I find Signorie quite a succinct game. Not that it is simple. Certainly the many action types take a little while to digest. Once I got past these, I find that it doesn't have much extra fat. Some games make me feel the designer added more stuff for the sake of having more stuff. In Signorie, almost everything you do relates to cultivating sons and daughters to serve the family. The fun to complexity ratio is high. It has just enough rules to bring out the fun.
Sunday, 31 October 2021
revisiting Carcassonne
3 Oct 2021. I brought out Carcassonne again. The previous play was Sep 2019. I had thought it was much longer ago than that. Carcassonne by now has reached classic status. Published in 2000, it won both the 2001 Spiel des Jahres and Deutscher Spiele Preis. It is not as popular now compared to its heyday. In the 00's, it was almost like a mandatory game for new gamers. Now it is no longer surprising for newer gamers to have not tried it. Carcassonne has a special place in my heart because it was among a handful of games I played a lot of when I got into the hobby. My copy is the first edition. The current edition has different artwork for both the box cover and the tiles.
Originally I only intended to play with my wife Michelle. At the time younger daughter Chen Rui was at the table, so I asked whether she wanted to join us. She said yes, and picked black, because she always wears black. My customary colour was green, and Michelle's red. Michelle and I have been playing Carcassonne since before we had kids, and now Chen Rui is already 15.
My Carcassonne is quite the Frankenstein, containing many expansions. I have the first expansion, which is almost essential. I call this the fat boy expansion because it comes with the big meeple. The official name is Inns & Cathedrals. I also have Abbey & Mayor. In this particular game, I used the tiles but not the various meeples that come with Abbey & Mayor. I have quite a few mini expansions, most of which came with the Spielbox magazine. I don't even remember their names. Since we have many more tiles than the base game, our games go a little longer.
Sunday, 17 October 2021
Beyond the Sun - Level 4 tech
At the top left you see two star system cards instead of one. This was due to a special event giving us an extra star system, which was considered one jump away from the normal star system next to it. This extra star system works the same way as regular star systems. You can control it, place your farm or mine on it, and colonise it. However once colonised, you don't draw another star system card as a replacement. You will return to just having four star systems on the map.
This was the Level 4 tech which Han eventually developed - Parallel Universe Generator. It is not easy to get to Level 4. In this game if you want to develop a Level 2 tech, you need to have first developed a tech to open a worker placement spot to do that. Same thing for a Level 3 tech and a Level 4 tech. Quite a few stars (figuratively) have to be deliberately aligned. Also, in order to aim for a Level 4 tech in a specific position of the tech tree, you need to make sure you research all the prerequisite techs. Often not all of them align with your strategy, so you will be picking suboptimal research options for the sake of building your research pyramid to reach that Level 4 tech. It takes focus and discipline to get to Level 4. If you research too broadly, you won't be able to build up the pyramid in time before the game ends.
Level 4 techs give a big boost to your score. The one that was picked in our particular game gave a one-time special ability, which helped greatly in scoring. Having learned this tech also gave an additional scoring criteria at the end of the game. This basically meant two new ways of scoring from a single tech. Being able to research a Level 4 tech in itself is an achievement, and achievements are worth points too. Going for a Level 4 tech is a "do or do not, there is no try" thing. If you want to do it, you have to be committed and not stray from the path. Otherwise you might waste much effort only to fail due to the lack of focus.































