In this game I inadvertently blocked Shee Yun's way to Houston, and made her cry. She needed to go from Dallas to Houston, but the single-train route had been used by Chen Rui. So she had to painstakingly collect 4 red train cards and 6 green train cards to take a longer way. I had completed my tickets and was just wasting time to give the girls more time to complete their tickets, and I claimed one of the routes Shee Yun needed only for the sake of the points. When she saw that she had been completely locked out of Houston, she started crying. I consoled her, but I did not take back my move. I asked her to look at other actions that could better her position, and to just accept that she would have to take the 5pt penalty for failing to complete one ticket. 5pts was not much, I told her. I think learning to cope with frustration and with failure is something children can do in boardgames.
Monday, 19 November 2012
boardgaming in photos
Sunday, 18 November 2012
The Great Zimbabwe
Plays: 5Px2.
The Great Zimbabwe is Splotter Spellen's new Essen game. Jeff was at the Essen game fair October this year, and brought back a copy to be played at OTK. I gladly grabbed the opportunity to do so.
The Game
The Great Zimbabwe is about building great monuments in ancient Zimbabwe. Players are kings competing to build the most impressive monuments. The modular game board is randomly set up every game, and it has four types of resources and some lakes and rivers. Resources are needed for manufacturing ritual goods, which are required for upgrading monuments to increase their values. Rivers (and lakes) ease the transport of ritual goods to the monuments where they are needed.
On your turn, you pick one main action out of three options. (1) You can build a new Level-1 monument for free. (2) You can do craftsmen-related actions. This usually means claiming a technology card and building the workshop type allowed by the tech. Claiming the card increases your victory requirements. The default points required for winning is 20, but it can increase up to 40 if you claim many useful cards. A workshop must be within range of the resource type it needs, and in future every time anyone buys a ritual good from this workshop, one resource will be depleted for the round. You set a ritual goods price at any new workshop, and can also increase the prices at your existing workshops. You can build new workshops of the same type as you already own. (3) You can upgrade one or more of your monuments by one level. Upgrading a Level-1 monument to Level-2 requires one ritual good; upgrading a Level-2 monument (to Level-3) requires two different ritual goods; and so on. The highest you can go is Level-5, since there are only 4 types of ritual goods in the game. You need to deliver the ritual goods to the monument you are upgrading. If they are too far away, you can use other monuments (yours or other players') as hubs to establish a delivery route, paying $1 to the bank for each hub used. Rivers can help in increasing range, because each connected body of water is treated as one space. Taking one step from a river bank space into a long river is one step; going ashore at the other end of the river is just one more step. Upgrading monuments is the main way of gaining points, because tall monuments are worth many points.
There is a concept of obsolescence of ritual goods. For three of the ritual goods types, players can build secondary workshops. These workshops further process the ritual goods from the primary workshops, creating more valuable versions. E.g. sculptures are the better version of simple wood carvings. Once a secondary workshop is built, the primary version of its ritual good type is no longer acceptable for monument upgrading. Anyone wishing to use this ritual good type must now pay both the primary craftsman to produce the basic good and the secondary craftsman to upgrade the basic good. He may also need to pay transportation fees to send the basic good to the secondary workshop. Using secondary ritual goods also consume more natural resources, since both primary and secondary workshops consume one resource each. This makes competition for resources tighter, and thus competition for turn order becomes more fierce.
Money is important (of course!). You not only need to think about making money, you also need to consider how money flows into the game, out of the game, between the players, and even between your left and right pockets. At the end of every round you earn money based on your tallest monument. Some god cards and specilist cards also let you make money. These are the only ways money enters the system. When you build workshops and when you pay for transportation costs, money leaves the system. When you use others' workshops, money is flowing between players. When you use your own workshops (yes you need to pay your own minions, a.k.a. craftsmen), it is money flowing from left to right pocket. You must still pay the full price, and you only get the money back into your hand at the end of the round. Making money is important, for buying ritual goods to upgrade monuments, and also for bidding for turn order.
The bidding for turn order is interesting. Every bid made is immediately paid in full to a pool. If you don't or can't make a higher bid than the previous player, you go to the last available slot. After the bidding is done, the bid money in the pool is distributed as evenly as possible to all players. So this is another way money is flowing between players.
The above are the basic structure of the game. What can shake them up a lot are the gods and the specialists. On your turn you can take a god card or a specialist card for "free". You can only ever worship one god, but you can have multiple specialists. These cards have various abilities, e.g. the toll booth god collects all transportation fees, the hardworking god reduces the victory requirement when taking tech cards, the rainmaker specialist (a bomoh! - which roughly translates to "witch doctor" in Malay) grows rivers, the banker specialist gives 50% interest for money banked in. The "cost" of taking these cards is your victory requirement will go up. So you better make sure they are worth it.
In addition to monuments, workshops are also worth victory points. The game ends after at least one player meets his victory requirement. If more than one player achieves that, whoever exceeds his victory requirement by the most points wins.
The Play
I have played two games, both were 5-player games. In both games we made some mistakes. The impact was quite severe in the first game, and it made the game much tougher than it should have been. Splotter games are already unforgiving, and we made it worse. Imagine that! In the first game all players were new to the game. I spent money on getting a better turn order, and quickly built a workshop near a long river and also three resources. I thought it would get much business, but it didn't. It was off-centre and thus not near any of the start monuments, and no one built monuments along that long river. Another player who built an exact same workshop had many more customers than I did, because he built in near the centre of the board. I tried to right my wrong by building the secondary workshop of the same ritual goods type. However that secondary workshop was near only two resources, which meant I could only sell at most two ritual goods per round. My money engine never picked up momentum. We misunderstood the restrictions about placing workshops, thinking that primary and secondary workshops must not be in range of the same resource, and that workshops of the same level and resource type must not be in range of the same resource. The correct rule is a 2nd or 3rd workshop of the same level and resource type need to be in range of at least one resource not already in range of existing workshops, but it can "share" resources with existing workshops. Due to this misunderstanding, we only ever had two vessels (secondary ritual good using the clay resource) in any round, and we could not build the sculpture workshop (secondary workshop using the wood resource).
The two cards on the right are tech cards that allow building workshops. The laurel icons are the victory points worth per workshop built, and the cattle icons are the costs per workshop. The cattle tiles are the prices I set for the ritual goods produced by the workshops. The top tech card is for a primary workshop. It consumes one clay resource and produces a pot. The bottom tech card is for a secondary workshop. It consumes one clay resource, needs a pot to be delivered to it, and upgrades the pot to a vessel.
Sheng had the god which allowed him to upgrade monuments while ignoring the different ritual good types requirement. Wood carvings were cheap and abundant, and Sheng himself owned two of the three wood carving workshops. He kept the price low, was able to cheaply upgrade his monuments, and no one could stop him. In hindsight, if we had understood the rules correctly, we could have tried to slow him down by building sculpture workshops and setting high prices. Sculptures would consume more resources, and would be more expensive too.
I tried to build more monuments, and hoped to upgrade many at one go. However my money engine sputtered and coughed and never quite started running. I came in dead last.
In the second game, three players had played before and two were new. This time I remembered the pain of poverty, and told myself I wanted to be rich, rich, rich! I picked the toll booth god, which let me collect transportation fees whenever anyone (even myself) needed to pay such fees. Unfortunately in this game we had a massive river and the bomoh too. The bomoh grew the river, making transportation very easy for everyone. Many players built monuments on the riverbank. I made little money from my toll booth god. Wrong career choice! I built three different workshops, two of which were secondary workshops. Surely investing in business would let me become rich. It did. But I completely underestimated how quickly the game would end. Just when I started counting my hard-earned money, game over.
Black (sorry I forgot your name) had been steadily upgrading his monuments. When secondary workshops started popping up, increasing the cost of monument upgrades, he plonked down a diamond workshop (which was expensive but had no secondary workshops) which could access most of the diamond resources on the board. He set a moderate price, made some money from it, and also made good use of it himself to upgrade his monuments. I had misjudged the pace of the game, and I came in dead last again! I took many tech cards and had a high victory requirement.
This game, the god that ignored the requirement of different ritual good types (picked by Sinbad) did not help much, probably because the other players all tried to deny him cheap and abundant ritual goods. Heng worshipped the horny god which let him build two free new monuments instead of one. He went for the rabbit strategy, hoping to litter the land with monuments and then upgrade many at one go. Unfortunately he was cash poor, not having any workshop of his own. Allen joked that he could try building two free monuments every round until he reached his victory requirement.
The Thoughts
I kept thinking about The Great Zimbabwe after playing it. I was quite the smitten kitten. Jeff brought a few copies back from Essen, and asked if I wanted to reserve one. I said I'd try-before-buy, even if it was a Splotter game. Allen decided to buy a copy, so I thought I didn't need to own it, because I game with Allen frequently anyway. I thought I had made up my mind. However I kept thinking about it, wavering and teetering at the edge, to the point of almost losing sleep. In the end, I decided to buy it. Even if I may not get many plays out of this physical copy, I feel it's a show of support to this great design. And I can sleep better now.
To play The Great Zimbabwe well, you need to grasp the full situation of the game, and you need to understand every moving part and what each opponent can do to affect the game situation. You need to be able to see the threat and the opportunities beyond what's immediately visible on the board. This is not a game where you just try to do your own thing and hope to win by being efficient. You have to understand the economic situation, the game dynamics and the pacing. There aren't that many rules in the game, but the various god and specialist abilities, the board setup, and the players' actions can create very different game situations.
This is not a game for casual gamers. It needs repeated plays to shine. It is unforgiving, like many other Splotter games. Despite being shorter and seemingly simpler than other Splotter titles that I like (Indonesia, Antiquity), I feel that The Great Zimbabwe has just as much depth as the other games. It's the same goodness with less fiddliness.
I just hope I don't come last again the next time I play. But maybe that's a good thing. This game is a temptress, always staying just out of grasp and making me want to come back to explore it more.
Sunday, 4 November 2012
family boardgame outing
The children are growing up (5 and 7 now), and there are more and more games that I can play with them. Some are children games, but many are "normal" games not designed specifically for children, or games that adults can enjoy too. We are no longer playing with the components, and I seldom need to invent simplified rules for grown-up games. They often request games. I hope they continue to enjoy them as they grow up, and that they'll continue to play with me when I get old and senile.
On 26 Oct 2012 we visited Meeples Cafe again. We stayed three hours, playing a total of 9 different games, some new to us and some not. It was a fun outing.
When playing this game, Michelle and I guided the children most of the time. It was still a little beyond them. But they felt they had participated and they enjoyed it. We presented to them the few better options, or if they were making an obviously poor move or missing a golden opportunity, we gently suggested the better approach. I think they liked working together as a team.
I didn't expect much from Forbidden Island, because I thought it would be just a simpler little brother to Pandemic. However it turned out to be quite refreshing. I don't need to own it, but I enjoyed it more than I thought I would. It's a good gift choice for non-gamers.
We also played two dexterity games at Meeples Cafe, Hamsterrolle (which we have played before) and Bamboleo. We didn't even last one round of Bamboleo. Shee Yun toppled the platter on her first turn. The game took less than 20 seconds. Chen Rui sulked and said this game sucked.
All in all, it was a wonderful outing and a great way to spend time with the family.
Friday, 2 November 2012
exploring Antiquity
I am a lucky man. My wife Michelle has played four games of Antiquity with me so far (and also 55 games of Through the Ages in the past). One reason that I bought Antiquity was I hoped it would be a game I could play as a 2P game with her, so - mission accomplished! I was a little nervous about teaching her the game at first. Afterall this is one very merciless game system. The game punishes you much more than your opponents do. She did well enough, and even beat me in 3 of 4 games. I can say it's partly because she only picks San Christofoni as her patron saint, which she finds easiest to play, and I keep trying different patron saints (and usually failing to play them effectively). But when I look at how spectacularly I failed, I think a big part of the failure lies with me and not with my adventurous approach.
I should have learnt a lot from my mistakes. Famine is the biggest threat. It increases every round, and it increases whenever anyone discovers a food resource in the wild using an Explorer. If you don't have enough food, you earn graves for your cities. You need to stockpile food to stay afloat, and you need to win the game before you are overwhelmed by the famine level. I keep making the same mistake of not producing or stockpiling enough food. Another mistake is failing to plan ahead for my second city. I sometimes wait until it's too late to prepare for my second city, e.g. when my first city is already full and my building resources are rotting away. Yet another mistake is not having a clear strategy that fits my chosen patron saint. You don't have much space in your cities (especially when you keep having to dig graves!), so you need to be picky about which buildings to have. I find that I sometimes construct buildings on a whim, depending on what looks attractive at the time, without making sure that they really do fit well into a coherent strategy. The result is I end up having to scramble to build a second city to have more space for other buildings I desperately need.
In contrast, Michelle by now has a pretty well-tuned San Christofoni strategy. It's almost a formula. She builds a stone mine in round one, and uses the stone mined to build her cathedral in round two, to be dedicated to San Christofoni. She doesn't build a Store because by round two she will have infinite storage. She likes the Market, which lets her exchange for goods types she doesn't have. She likes the Faculty of Alchemy too, which does clean-up and allows her to reuse land and lakes.
No matter which patron saint you pick, you need to have a clear strategy so that you can progress towards the victory condition efficiently, i.e. before famine destroys you. Despite the many spectacular failures, I am enjoying this journey of discovery. I may not have discovered the best ways to play each patron saint, but I do have some rough ideas on what to try next time, and I do know what I should not do (I just hope I remember them next time I play).
One worry I have about Antiquity is the replayability. The game is quite solitairish for about the first half of the game, and it can feel like an efficiency contest with little you can do to affect your opponents (like swimming?). Only in the second half when players' zones of control start overlapping will there be some player interaction, like dumping rubbish in your opponent's forests, peeing in his ponds. If there are more or less ideal approaches to play each patron saint, then the game may become rather formulaic. At the start of the game you check out the landscape, decide on a patron saint, construct a blueprint in your mind, and then just execute based on that blueprint, with some adjustments in the second half of the game as you come into contact with your opponents. I don't know whether this will be the final conclusion after I master all the patron saints. My worry may turn out to be unfounded. Even if my worry turns out to be true, I would have spent many games reaching that conclusion, and by then I would have already gained my money's worth. I think even after that Antiquity will still be an enjoyable game to bring out once in a while to exercise my brain.
The predetermined blueprint worry is the problem I have with the solitaire version of Town Center. It is why I am only interested to play multiplayer Town Center now.
I recently played The Great Zimbabwe (also by Splotter Spellen) and enjoyed myself a lot. It has much more player interaction than Antiquity, and it made me think about the multiplayer solitaire characteristic of the early game in Antiquity. Splotter is becoming one of my favourite publishers. I enjoy many of the games designed by the design team of Jeroen Doumen and Joris Wiersinga. The games are intricate, merciless and unapologetic. You need to know the game well to play half decently. I would even argue that the games have player elimination, because if you don't know what you're doing, you can easily doom yourself in the first few turns. I think this has happened to me in every single Splotter game. It was what scarred me on Greed Incorporated. It recently happened to me in The Great Zimbabwe. I find Splotter games very unique. There are many other long and complex Eurogames, but Splotter games have a signature that sets them apart. I find that there are always big-stroke strategies which if your opponents do not know how to counter, will let you trample over them. The games are not about doing many small things efficiently and making many clever tactical choices. They are about crucial moments that make or break you. You need to learn to spot such moments, to grab the opportunities and to avoid the pitfalls.
These four recent games of Antiquity against Michelle made me think about how gamers should be gaming. This may actually be the best way to game - to apply the Game of the Month concept. Pick a game with good depth, and play it many times to fully appreciate it, before moving on to the next good game. Skipping some good games is a worthwhile sacrifice. It is better to fully appreciate one good game than to have brief introductions to five good games, right? Well, it's easier said than done. Many boardgame hobbyists tend to get easily distracted by the next shiny new game. Aaah... the bane of our lives.



























































