The Game
Baseball Highlights 2045, released in 2015, is designed by Mike Fitzgerald, who is famous for the Mystery Rummy series. I am a fan of the series, so this game piqued my interest. Unfortunately this was not widely available in Malaysia when it was first released. Only recently I noticed a 2nd-hand copy on the market, so I went for it.
The game reimagines baseball in the year 2045. The sport has gone into decline for some time, but is now revived due to introduction of robot players and cyborg players. The human players are still the most popular ones. They are good in defence, and due to their popularity, they generate the most income for their teams. Robots are the best hitters, but are not as popular as their human counterparts. The cyborgs are the best pitchers. Each type of player has its own unique strengths.
Baseball Highlights 2045 is mainly a deck-building card game. It does not directly translate the rules and mechanisms of baseball into a table top game form. Instead it uses abstracted and simplified mechanisms to convey the intense competition between two baseball teams. It is primarily a two player game, but you can do 4-players in a tournament mode, and you can also play it solo against an AI.
You play a series of mini-games. Typically you play best of 7, which means you will play at least 4 mini-games, and at most 7. Within each mini-game, you play only six cards. When a mini-game ends, the six cards played generate income, which you use for buying new cards. For each new card (baseball player) purchased, you must retire one of those six players who have just played. Your team size (i.e. your card deck) stays constant at 15. As you play mini-game after mini-game, your deck becomes stronger as you recruit better players and retire the weaker starting players. You must pay attention to the players your opponent buys, so that you can adjust your deck and your play accordingly.
The Play
When Michelle and I first played, we followed the recommendation in the rulebook and played the 3+7 format - 3 season matches and 7 tournament matches. This format is recommended for new players, to allow them more time to learn the game mechanisms. We found this a slog. The starting players were uninteresting. The idea of possibly needing to play 10 matches back-to-back was daunting. We didn't manage to finish the game. The next time we played, we used the standard format, which doesn't have the three season matches. It has three rounds of buying players, and then jumps right into the tournament matches - best of 7. Playing this format was much more fun. With the standard format, we already had purchased (i.e. better) players in our first mini-game. With only 15 cards in your deck, and every mini-game typically using 6 or 7 cards, you have to reshuffle almost once every other game, and players which have played before will start making appearances again.
This is a game about denying your opponent. The cards come with a wide variety of abilities, and you always want to utilise them to the max. The tricky part is sometimes you don't know for sure when the best time is to play a card. You aren't even sure a decent time will come up in the current mini-game at all. Let's say you have a card which cancels all hits by a robot. Are you going to hold on to it until your opponent plays a strong robot card? Does he have one in hand in the first place? If he doesn't have one then you may be wasting other better opportunities to play your card. It's not always easy to determine when the best time is to play a card.
At the start of a mini-game, when you draw your hand of six cards, you already need to formulate a rough plan how to play your hand. It sounds like a simple exercise of just deciding on the sequence of playing your cards, but there are quite a few details you have to consider. In general you want to get many players onto the bases, and then hit a homerun or a big hit to get them back to the home base to score points. That's one angle in planning your hand - how to score efficiently and utilise as many of your threats as possible. Another angle is how to defend. Depending on how your opponent plays, you may find that you need specific cards to defend against his moves, and that may disrupt your initial plans. Yet another consideration is the metagame. If you remember well how your opponent has built his deck, you will be thinking not only about the card he has just played, but also what cards he may still have in hand. If you know he has many cyborgs, even if he has just played one, you may not spend your anti-cyborg card to counter this one. He may be baiting you with this cyborg. So you may want to hold on to your anti-cyborg card and wait for another even stronger cyborg card from him.
Within a mini-game, if both players are at the same score after having played all six cards, you go into extra innings. Both players draw 3 cards and pick 1 to play simultaneously. You resolve both cards and see if anyone outscores the other. If you are still tied, you pick another card from the remaining two. This goes on until the tie is broken.
Michelle and I played one very exciting tournament. Our matches won went up to 3:3, which meant we had to play the final 7th match. By then both our teams were strong. Most of them were purchased players and only a few original players remained. This photo above was our line-ups in that final match. Only Michelle still had one original player, the second one in the first row.
Imagine holding one of these rows of cards in your hand. When you count the grey rectangles (threats), you get a rough idea how many points you can potentially score. Some immediate actions allow you to score more. Playing a mini-game is a process of converting these threats to points. You try to maximise your conversions, while disrupting your opponent's conversions as much as possible. Offense and defence.
The Thoughts
Baseball Highlights 2045 is a very flavourful game. Despite not being a mechanism port from real baseball, the design does convey the excitement of a tight back-and-forth match. A direct mechanism port would probably be too tedious. You play a series of microgames, and you only play 6 cards in each microgame. However these microgames are all linked together. From microgame to microgame, you gradually improve and finetune your deck of cards, and you see your deck-building produce results and powerful plays. There is a memory element, because you need to remember which cards your opponent has bought, and also which ones you yourself have bought.
It is exciting not knowing what cards your opponent has in hand. Often you are not sure whether a much feared card is in there waiting for you to play a card which it can totally shut down. When a mini-game starts, you have much flexibility. As the mini-game progresses and more and more cards are played, you have fewer options to respond to your opponent's plays. You need to consider both maximising your scoring and staying agile in defence. It is not always possible to utilise all the abilities of your cards. You need to decide what to sacrifice.
There are many baseball terms in the game. Baseball lovers will enjoy this. I don't know baseball well, so some of the terms don't mean anything to me. I have to look them up to understand what they mean in real baseball, to better appreciate how these real-life baseball rules have been translated into boardgame form. The game rules are clear, so even if you don't know baseball at all, you can still play and enjoy the game well. You'll just miss a little warm familiar feeling.
No comments:
Post a Comment