Thursday, 30 January 2014

Happy Lunar New Year

For those who celebrate the Lunar New Year, I wish you happiness and good health in the year ahead.





Gu Zheng 古筝

The early types of guzheng emerged during the Warring States period (475 to 221 BCE). It was largely influenced by the se (瑟), a plucked stringed instrument. It became prominent during the Qin period (221 to 206 BCE), and by the Tang Dynasty (618 CE to 907 CE), the guzheng was arguably the most commonly played instrument in China.

The modern zheng is very different from ones made centuries ago, mainly due to natural evolution influenced by local as well as historical environments but also because of the adoption of Western musical styles. Strings were once made from silk but now they are almost always metal-nylon which increases the instruments’ capabilities, volume and potentials.

There are many techniques used in the playing of the guzheng, including basic plucking actions (right or both hands) at the right portion and pressing actions at the left portion (by the left hand to produce pitch ornamentations and vibrato) as well as tremolo (right hand). These techniques of playing the guzheng can create sounds that can evoke the sense of a cascading waterfall, thunder, horses' hooves, and even the scenic countryside. Plucking is done mainly by the right hand with four plectra (picks) attached to the fingers. Advanced players may use picks attached to the fingers of both hands. In more traditional performances however, plectra are used solely on the right hand, reflecting its use for melodic purposes and its relative importance in comparison to the left hand which is used solely for purposes of ornamentation. Ancient picks were made of ivory and later also from tortoise shell. Ornamentation includes a tremolo involving the right thumb and index finger rapidly and repeatedly plucking the same note. Another commonly used ornamentation is a wide vibrato, achieved by repeatedly pressing with the left hand on the left side of the bridge. This technique is used liberally in Chinese music, as well as in Korean gayageum music.

Sunday, 26 January 2014

GiftTRAP

Plays: 4Px1.

The Game

Every round a number of gift cards are randomly drawn and displayed on the board, and every player secretly decides which gift to give to which other player. Once this is done, every player then ranks the gifts according to his (or her) own preference. He must pick the top three, plus one least preferred gift. All this is then revealed, and everyone scores points for how well chosen the gifts are. If a player has picked one of the top three preferred gifts for the recipient, they both score points. Otherwise, they both lose points. Each player has two score markers, one to keep track of points gained from giving gifts, and the other one for receiving gifts. To win, both these markers must reach the end goal.

Chen Rui (7) and Shee Yun (8). It was Chen Rui's birthday so this game was perfect for the occasion. The nine spaces at the centre of the board are for the gift cards. The number of gift cards to be used depends on the number of players. The nicely-wrapped-up-gift marker is the giver score marker. The open-box marker is the recipient score marker.

The Play

I played with the family when we visited Meeples Cafe. It's a simple game so it was easy to teach to the children. One of the selling points of the game is that it would trigger discussions and revelations about your friends. E.g. oh I didn't know you like this, or oh I didn't know you hate this, or gosh you have weird tastes. I didn't expect these to apply in our game, since we are a family living under the same roof. But they did. It is partly because of the variety of gifts in the game, which put us in situations which we have never encountered before. E.g. a gift yacht. How would I know if my daughter would like a yacht? The topic never came up over dinner!

The fun comes from not knowing your fellow players well enough. You make discoveries, you get to know each other better. The fun can also come from knowing your fellow players too well. One gift that came up in our game was advanced driving lessons. Now I've always teased my wife Michelle's that her driving is aggressive. She insists that she is just attentive and she knows what she is doing, and she always knows what she wants to do next, unlike many other drivers who are slow, clumsy and distracted on the road. My first thought when I saw advanced driving lessons was this was the perfect gift for her! But she would completely disagree. And because we both knew this topic so well, we had to guess what the other was going to do. We both wanted me to give her the right gift, so that we would both score, but should she make it her favourite gift because she knew I'd pick that for her? Or should she not pick it because she trusted that I knew she wouldn't like it? This additional history that we brought to the game added a twist for us.

Michelle and my scores were quite extreme. I had a high giver score, but a low recipient score, which means I often picked the best gifts for others, but I didn't often get what I truly liked. That's sad. My family doesn't understand me! Michelle on the other hand gave lousy gifts but received all the things that she liked. Life can be so unfair. In constrast, Shee Yun and Chen Rui's scores were well balanced, and they came first and second place.

My (green) giver score marker was in the lead...

... but my recipient score marker was way way way behind.

The Thoughts

This is a get-to-know-you game, very suitable for playing with new friends. It works for old friends too. It's quite simple to play, so it works as a family game, as a party game, and as a casual game with casual players, even non-players. The fun comes from both getting to know your friends better, as well as from shared past histories. The simple game mechanisms fade into the background, and the personal touches come to the front.

Wednesday, 22 January 2014

Cappuccino

Plays: 4Px1.

The Game

Plastic cups are randomly arranged in a beehive pattern, and each player picks a colour. The objective of the game is to claim as many cups as possible. Every turn you stack one of your cups onto an adjacent cup, creating a higher stack. You can stack as long as your cup (or stack - I'll use the word "cup" to mean a stack with your colour on top) is taller or of the same height as your victim. As cups stack atop each other, the play area will shrink and break up. Once separated, the isolated groups of cups will never meet again since the play area can only shrink further every turn. The game ends when no one can make anymore moves. Stack together all your cups, and whoever has the most cups wins.

The drawings are cat, panda, leaf and flower.

The Play

Cappuccino is a straight-forward abstract game. There is an atmosphere of escalation as players try to create powerful stacks which can run wild eating up every smaller stack in their way. However players also need to pay attention to how the play area will break up. You want to have your stacks run away from the more powerful stacks. If a powerful stack becomes isolated, then it will not be able to do much damage. You want to make sure the breaking up will favour you, leaving your stacks as the most powerful ones on the newly created islands. They don't need to be very powerful, they just need to be more powerful than the others on the islands.

There is one aspect of the game that feels like Through the Desert. Every turn there are a few crises you want to address, but you can only pick one to act on. Making one defensive move in one area of the board will mean you are missing out on the opportunity to make a strong offensive move in another area. Plenty of tough decisions.

At this point two smaller islands have broken off from the main play area, the island of three stacks on the left, and the one with six stacks on the right. On the island on the left, it is a race between beige and black. Whoever claims the white stack first will win the whole island.

Boon Khim. Determining who wins is as simple as this - just stack all your cups together.

The Thoughts

Cappuccino feels like a simpler cousin of DVONN. The play area keeps shrinking, and pieces stack higher and higher. It supports up to four players, as opposed to only two for DVONN. Both are perfect information abstract games. Cappuccino doesn't have the DVONN or life pieces, which are an important aspect of DVONN - player pieces that lose connection to a DVONN piece are dead. Cappuccino is easy to teach, and will work with casual players and families.

Saturday, 18 January 2014

my 2013

Fancy Charts

The raw numbers.

Same set of numbers, but for 2011 onwards the numbers exclude games played against AI's.

The dark blue dashed line (total games played) uses the scale on the right axis, the rest use the scale on the left axis.

My total games played has continued to drop (dark blue), but do not despair. It's only because I have been playing fewer games against AI's. If only counting games played with other humans, the trend is actually upwards, as you will see in the next diagram. I'm playing fewer new games (yellow), and also fewer different games (pink). The numbers in 2013 are very much dominated (or distorted) by my many plays of Ascension on the iPhone. I always have 5 games in progress at any one time. I played 275 games of Ascension in 2013. The total plays of all other games played is 274. This is how much Ascension dominated the stats.

Humans only numbers. From 2011 onwards, the numbers exclude games played against AI's.

Distinct games played. Very few games made it to the dime list - games played 10 times or more.

Percentage view. 2013 had the highest percentage ever of games played just once.

Number of plays.

Percentage view.

Lowest ever record of number of games acquired (which includes buying as well as receiving as gifts). I met my quota of 18 games per year! Maybe I will shoot for 12 in 2014.

Games Played

Games played in 2013, sorted by number of plays. Where there are two numbers, the first number is the total number of plays, and the second number is the number of plays against computer opponents (AI's).

  1. Ascension (275) - All played on the iPhone. Most are recurring 2P games, played against Han, Allen and two strangers TheCreator and ToDream. I have one recurring 3P game against Han and Allen. I can't explain why I still don't tire of this game. I play with most of the expansions. With this many expansions, quite often by mid game the winner is obvious. I don't mind it very much, although I think I should. I guess this is compensated by the fact that the powerful card combos are fun.

    Ascension

  2. LOTR Confrontation (13) - Mostly played against Shee Yun (8 years old).

    Lord of the Rings: The Confrontation

  3. Android: Netrunner (11) - I have barely scratched the surface. I want to play more. I always tell myself I should ask John Choong or Afif to coach me, but I never get around to do it.
  4. Robinson Crusoe (10) - Initially I found it very tough, but now that I have played the first scenario quite a few times with different people (when I teach I still prefer to start with the basic scenario), I think that scenario is quite easy to win once you have a good grasp of the game. You will still encounter different things, because of the many different event cards in the game, but the challenge is no longer there once you know the scenario well. I'm not sure whether it's just the first scenario. I haven't played other scenarios as many times. I've played scenarios 1, 2 and 4 so far. So I have at least three more fresh ones to go. Plus there are more scenarios designed by players available on BGG. So there is still much replayability.

    Robinson Crusoe

  5. Spot It (10)
  6. Summoner Wars (9)
  7. San Juan (9,8) - Mostly played on the iPhone, in the toilet.
  8. Hanabi (8)
  9. Race for the Galaxy (7)
  10. Heroica: Nathuz (7)
  11. Brawl (6,6)
  12. Blue Moon (5)
  13. Halli Galli (5)
  14. Nightfall (5)
  15. Eclipse (5,1)
  16. Dixit (5)
  17. Café International (5,5)
  18. Catan (4)
  19. Kakerlaken-Poker (4)
  20. Fleet (4)
  21. Blokus 3D (3)
  22. Ticket To Ride (3)
  23. Qwirkle (3)
  24. TTR Africa (3)
  25. Innovation (3)
  26. Sticky Stickz (3)
  27. Puerto Rico (3,2)
  28. Space Alert (3)
  29. Escape: The Curse of the Temple (3)
  30. Uno (3)
  31. Lord of the Rings (2)
  32. Fauna (2)
  33. Wasabi (2)
  34. Rabbit Hunt (2)
  35. TTR Switzerland (2)
  36. The Road to Canterbury (2)
  37. Mamma Mia (2)
  38. Barbarossa (2)
  39. Monopoly (2)
  40. Neuroshima Hex (2,2)
  41. Monster Chase (2)
  42. Aquaretto (2)
  43. Tigris & Euphrates (2,2)
  44. Through the Ages (2)
  45. Small World (2,2)
  46. Roll Through The Ages (2,2)
  47. Star Wars: X-Wing (2)
  48. Tzolk'in (2)
  49. Conflict of Heroes: Awakening the Bear! Russia 1941-1942 (2)
  50. Sekigahara (2)
  51. Yspahan (1)
  52. MR1: Jack the Ripper (1)
  53. Animal Upon Animal: Balancing Bridge (1)
  54. The Castles of Burgundy (1)
  55. Asara (1)
  56. Jaipur (1)
  57. A Few Acres of Snow (1)
  58. Stone & Relic (1)
  59. God's Playground (1)
  60. Java (1)
  61. Goa (1)
  62. Ticket To Ride Asia (1)
  63. Lancaster (1)
  64. At the Gates of Loyang (1)
  65. Ticket To Ride Europe (1)
  66. Villa Paletti (1)
  67. Jamaica (1)
  68. Forbidden Island (1)
  69. Battle Line (1)
  70. Zombie! Run for your lives! (1)
  71. Confetti (1)
  72. Ubongo (1)
  73. Hive (1)
  74. China (1)
  75. Dungeon Petz (1)
  76. Antiquity (1)
  77. Um Reifenbreite (1)
  78. Lost Cities (1)
  79. Age of Steam (1)
  80. Kemet (1)
  81. Keltis (1)
  82. Bremerhaven (1)
  83. La Citta (1)
  84. Checkers (1)
  85. Can't Stop (1,1)
  86. Clash of Cultures (1)
  87. Evolution (1)
  88. Mahjong Rummy (1)
  89. Kingdom Builder (1)
  90. The Great Zimbabwe (1)
  91. World Conquerors (1)
  92. Fearsome Floors (1)
  93. Mage Knight (1)
  94. Feed the Kitty (1)
  95. El Grande (1)
  96. Princes of Florence (1)
  97. It's Alive! (1,1)
  98. Planet Steam (1)
  99. Gulo Gulo (1)
  100. Agricola (1)
  101. Tobago (1)
  102. Ugg-tect (1)
  103. River Dragons (1)
  104. Edo (1)
  105. Taluva (1)
  106. A la carte (1)
  107. Tales of the Arabian Nights (1)
  108. Nanuk (1)
  109. Panic on Wall Street (1)
  110. 51st State (1)
  111. Urban Sprawl (1)
  112. Cloud 9 (1)
  113. Pack & Stack (1)
  114. London (1)
  115. 7 Wonders (1)
  116. Concordia (1)
  117. Rialto (1)
  118. Kuhhandel Master (1)
  119. For Sale (1)
  120. Cappuccino (1)
  121. GiftTRAP (1)
  122. Tokaido (1)

Here's the same list, but sorted by how much time is spent playing each game. The first number is the number of plays, and the second number the time spent in hours. This list will favour longer games. For 2013, this list is not very interesting.

  1. Ascension (275, 137.5hrs)
  2. Robinson Crusoe (10, 20hrs)
  3. Eclipse (5, 12.5hrs) - I actually spent much fewer than 12.5hrs. 2.5hrs is my estimate for how long a full game takes, but most of my games vs Han and Allen on iOS crashed and we were not able to complete any game. Maybe we took too long. Our games stretched weeks.
  4. Android: Netrunner (11, 8.3hrs)
  5. Nightfall (5, 5hrs)
  6. Catan (4, 4.7hrs) - Playing this with the children made me appreciate again what a good game this is.

    The Settlers of Catan

  7. Summoner Wars (9, 4.5hrs)
  8. San Juan (9, 4.5hrs)
  9. Hanabi (8, 4hrs)
  10. Monopoly (2, 4hrs)
  11. Through the Ages (2, 4hrs) - Happy to have played this favourite twice.
  12. Sekigahara (2, 4hrs) - And this too.
  13. Puerto Rico (3, 3.8hrs) - And this, although 2 of the plays were against AI's. The iOS version is not exactly pretty, but it is mostly successful in showing all information on one screen. Only for the buildings I need to take additional steps to show which is which and what they do. The AI's seem decent enough, but not particularly strong. Not as good as the Tigris & Euphrates AI.

    Puerto Rico

  14. Race for the Galaxy (7, 3.5hrs) - The long awaited expansion Alien Artifacts finally came out at the end of 2013. I'm looking forward to buying it. Maybe Race for the Galaxy will see a boost in 2014.
  15. LOTR Confrontation (13, 3.3hrs)
  16. Ticket To Ride (3, 3hrs)
  17. TTR Africa (3, 3hrs)
  18. Lord of the Rings (2, 3hrs)
  19. Tzolk'in (2, 3hrs)
  20. Conflict of Heroes: Awakening the Bear! Russia 1941-1942 (2, 3hrs)
  21. Mage Knight (1, 3hrs)
  22. Antiquity (1, 3hrs)
  23. Dixit (5, 2.9hrs)
  24. Café International (5, 2.5hrs)
  25. Clash of Cultures (1, 2.5hrs)
  26. God's Playground (1, 2.5hrs)
  27. Urban Sprawl (1, 2.5hrs)
  28. Heroica: Nathuz (7, 2.3hrs)
  29. Innovation (3, 2.3hrs)
  30. Fleet (4, 2hrs)
  31. Tigris & Euphrates (2, 2hrs)
  32. Mahjong Rummy (1, 2hrs)
  33. The Great Zimbabwe (1, 2hrs)
  34. Planet Steam (1, 2hrs)
  35. Concordia (1, 2hrs)
  36. Bremerhaven (1, 2hrs)
  37. Halli Galli (5, 1.7hrs)
  38. Kakerlaken-Poker (4, 1.7hrs)
  39. Dungeon Petz (1, 1.7hrs)
  40. Qwirkle (3, 1.5hrs)
  41. Space Alert (3, 1.5hrs)
  42. Fauna (2, 1.5hrs)
  43. TTR Switzerland (2, 1.5hrs)
  44. Aquaretto (2, 1.5hrs)
  45. Star Wars: X-Wing (2, 1.5hrs)
  46. The Road to Canterbury (2, 1.5hrs)
  47. Barbarossa (2, 1.5hrs)
  48. Small World (2, 1.5hrs)
  49. The Castles of Burgundy (1, 1.5hrs)
  50. World Conquerors (1, 1.5hrs)
  51. A Few Acres of Snow (1, 1.5hrs)
  52. Lancaster (1, 1.5hrs)
  53. Agricola (1, 1.5hrs)
  54. Tales of the Arabian Nights (1, 1.5hrs)
  55. Age of Steam (1, 1.5hrs)
  56. Rialto (1, 1.5hrs)
  57. La Citta (1, 1.5hrs)
  58. Rabbit Hunt (2, 1.3hrs)
  59. Java (1, 1.3hrs)
  60. Blue Moon (5, 1.3hrs)
  61. El Grande (1, 1.3hrs)
  62. Princes of Florence (1, 1.3hrs)
  63. At the Gates of Loyang (1, 1.3hrs)
  64. Kemet (1, 1.3hrs)
  65. Wasabi (2, 1.2hrs)
  66. Goa (1, 1.2hrs)
  67. Blokus 3D (3, 1hrs)
  68. Neuroshima Hex (2, 1hrs)
  69. Mamma Mia (2, 1hrs)
  70. Asara (1, 1hrs)
  71. TTR Europe (1, 1hrs)
  72. Tobago (1, 1hrs)
  73. Panic on Wall Street (1, 1hrs)
  74. 51st State (1, 1hrs)
  75. London (1, 1hrs)
  76. Spot It (10, 0.8hrs)
  77. Escape: The Curse of the Temple (3, 0.8hrs)
  78. Yspahan (1, 0.8hrs)
  79. Kingdom Builder (1, 0.8hrs)
  80. Fearsome Floors (1, 0.8hrs)
  81. Stone & Relic (1, 0.8hrs)
  82. Ticket To Ride Asia (1, 0.8hrs)
  83. Jamaica (1, 0.8hrs)
  84. River Dragons (1, 0.8hrs)
  85. Forbidden Island (1, 0.8hrs)
  86. A la carte (1, 0.8hrs)
  87. Tokaido (1, 0.8hrs)
  88. Roll Through The Ages (2, 0.7hrs)
  89. Nanuk (1, 0.7hrs)
  90. Um Reifenbreite (1, 0.7hrs)
  91. Kuhhandel Master (1, 0.7hrs)
  92. GiftTRAP (1, 0.7hrs)
  93. Brawl (6, 0.5hrs)
  94. Sticky Stickz (3, 0.5hrs)
  95. Monster Chase (2, 0.5hrs)
  96. Evolution (1, 0.5hrs)
  97. It's Alive! (1, 0.5hrs)
  98. Villa Paletti (1, 0.5hrs)
  99. Ugg-tect (1, 0.5hrs)
  100. Edo (1, 0.5hrs)
  101. China (1, 0.5hrs)
  102. Cloud 9 (1, 0.5hrs)
  103. Pack & Stack (1, 0.5hrs)
  104. 7 Wonders (1, 0.5hrs)
  105. Keltis (1, 0.5hrs)
  106. MR1: Jack the Ripper (1, 0.4hrs)
  107. Taluva (1, 0.4hrs)
  108. For Sale (1, 0.4hrs)
  109. Gulo Gulo (1, 0.3hrs)
  110. Battle Line (1, 0.3hrs)
  111. Zombie! Run for your lives! (1, 0.3hrs)
  112. Ubongo (1, 0.3hrs)
  113. Hive (1, 0.3hrs)
  114. Cappuccino (1, 0.3hrs)
  115. Can't Stop (1, 0.3hrs)
  116. Uno (3, 0.3hrs)
  117. Animal Upon Animal: Balancing Bridge (1, 0.3hrs)
  118. Jaipur (1, 0.3hrs)
  119. Feed the Kitty (1, 0.3hrs)
  120. Confetti (1, 0.3hrs)
  121. Lost Cities (1, 0.3hrs)
  122. Checkers (1, 0.2hrs)

New To Me

44 new-to-me games in 2013. That's a significant drop compared to 2012 (60 new-to-me games). Many are games played with the children when we had family outings to Meeples Cafe. The numbers in brackets are the number of plays.

  1. Android: Netrunner (11)
  2. Robinson Crusoe (10)
  3. Hanabi (8) - I enjoyed the novelty.
  4. Heroica: Nathuz (7) - It's more a toy than a game. Rules have ambiguities. Gameplay is weak. But the children like creating their own dungeons and scenarios.
  5. Eclipse (5)
  6. Fleet (4) - This was a pleasant surprise. A lean and quick race of a card powers combo game.
  7. Qwirkle (3) - Simple rules. You can play it leisurely. You can also play it seriously with much strategising and calculation of probabilities.
  8. Sticky Stickz (3) - Speed game of identifying patterns.
  9. Ticket To Ride Africa (3) - Hunger for colour. You tend to need lots of cards of a single colour.
  10. Small World (2) - All played on iOS against AI's. Just OK for me. I've played Vinci before, and I remember that was also just OK. The iOS implementation is done well, just like all other Days of Wonder titles.
  11. Monster Chase (2) - Simple children's memory game. Cooperative game.
  12. Aquaretto (2) - Similar yet different from Zooloretto. The core bit of drawing animal tiles and choosing trucks is the same, but how to place animals onto your aquarium and how to score are different.
  13. Star Wars: X-Wing (2) - Pew pew pew fun.
  14. The Road to Canterbury (2) - Brinkmanship and a bit of area majority. Decent game if you don't mind playing an evil priest.

    The Road to Canterbury

  15. Tzolk'in (2) - Not bad, but I don't love it as much as many others do. The timing and planning aspect is interesting, but the multiple ways to score, the area majority competition, the building special powers and the end-game scoring buildings all feel a bit too familiar. I prefer The Road to Canterbury. Too many things in a game doesn't necessarily make it better or give it more depth. Sometimes it just makes the game more tedious.
  16. Conflict of Heroes: Awakening the Bear! Russia 1941-1942 (2) - There is so much more I have yet to explore. I want to, but never quite find time to revisit this game. It's a tragedy for boardgamers who are very much into the hobby and end up needing to play so many games and being unable to dedicate more time to some good games that take more plays to fully appreciate. This happened to Allen's and my exploration of Earth Reborn, and I suspect Robinson Crusoe may get neglected before I play all six scenarios that come with the game unless I make a conscious effort to do so.

    Conflict of Heroes: Awakening the Bear! Russia 1941-1942

  17. Clash of Cultures (1) - After playing this in January 2013, I saved up my game-buying quota through the year to eventually buy it in December 2013. I like how the objective cards will drive players in different directions. I like some of the clever mechanisms implemented. The warfare part is just so-so, serviceable but nothing to write home about. I think it's a hard problem to solve - how do you represent warfare in a game where the scope spans thousands of years? I like how warfare is abstracted in Through the Ages.
  18. Kingdom Builder (1) - Gameplay is much better in action than on paper. I was pleasantly surprised. The variability in game setup provides much replayability.
  19. Animal Upon Animal: Balancing Bridge (1) - Dexterity game. I prefer the original and more straightforward Animal Upon Animal.
  20. The Castles of Burgundy (1) - It's another multiple-abstract-ways-to-score-points game, but I do like how you have to plan your expansion and try to make every die roll useful.
  21. Asara (1) - A pretty average game. You use a form of worker placement mechanism to build towers. You compete to build the tallest towers in 5 colours and you also compete to build the most towers.
  22. World Conquerors (1) - Not-tedious dudes-on-a-map game driven by cards which represent great conquerors in history. In a way similar to Small World, but more flavourful because of the historical touch. It's educational!
  23. Fearsome Floors (1) - I think I have actually played this before, before I started logging my game plays. So it's probably not really new-to-me.
  24. Stone & Relic (1) - Card game. Didn't like. Very tactical, and much effort required in working out the best move every turn, so the game doesn't flow smoothly.
  25. God's Playground (1) - Classic Martin Wallace, the type that tells stories. The country (Poland) is going to hell. What are you going to do to save the country and at the same time to make sure you're a bigger hero than other nobles (players)? Of course you let them fail in saving their chunks of the country, as long as the invaders don't spread to your chunks of the country.

    God's Playground

  26. Feed the Kitty (1) - Children dice game. Not much decision-making. It's for younger children.
  27. It's Alive! (1) - It was free on the iOS. Was OK, but I have not learned the nuances.
  28. Lancaster (1)
  29. Jamaica (1) - Light and fun race game with some conflict. B-E-A-U-tiful. Good family game.
  30. Ugg-tect (1) - Big-group party game. Eye-catching because you need to hit your teammate (and sometimes yourself) on the head. However I don't think it's something you want to play a lot of. I guess it'll work if you play it once a year at family gatherings.
  31. River Dragons (1)
  32. Edo (1)
  33. Nanuk (1) - Bluffing, persuasion, gambling, reading the mood of the group.
  34. Panic on Wall Street (1) - Chaotic real-time multi-way negotiations.
  35. Cloud 9 (1) - Good and simple push-your-luck game. Suitable for families too.
  36. Kemet (1) - Modern dudes-on-a-map design that encourages offense. Do turtling and you'll fall behind. The map is small (gameplay-wise, not physically) and teleport stations (obelisks) make every territory only a few steps away.
  37. Concordia (1) - There's a rondel-like mechanism in this Mac Gerdts game. Make no mistake about it. Quite a decent game.
  38. Rialto (1)
  39. Bremerhaven (1) - Brutal blind bidding. Usually losers get nothing. Some won't like it. I found it funny, but then that's probably because of the company.
  40. Kuhhandel Master (1)
  41. La Citta (1) - A game that gave me a warm, fuzzy feeling because it's a late 90's and early 00's style design.
  42. Cappuccino (1) - A quick abstract game, a little like DVONN, and supports up to 4 players.
  43. GiftTRAP (1) - Family / party game about guessing what gifts your friends will like and hoping they will know what you like.
  44. Tokaido (1) - An OK game. A bit of a multiple-shallow-ways-to-score-points game (a type which I'm getting tired of), but then 7 Wonders by the same designer, is one too. Tokaido is a bit like turning the time (turn order) mechanism in Thebes (and I think Neuland too) into a game. The art is absolutely gorgeous and helps evoke the feeling of taking a leisurely trip.

Of these new games that I've played for the first time this year, I am most keen to continue playing Android: Netrunner.

Games Acquired

Numbers in brackets are how many times I have played the game, including non-2013 plays, e.g. including playing friends' copies before I decided to buy a copy myself.

  1. Android: Netrunner (11)
  2. Android: Netrunner - What Lies Ahead (Cycle 1, #1) - I did some research, and these three expansions are recommended to be the best first steps in expanding the game. I have not played that much of Netrunner so I probably won't buy more expansions until I do.
  3. Android: Netrunner - Humanity's Shadow (Cycle 1, #5)
  4. Android: Netrunner - Future Proof (Cycle 1, #6)
  5. Qwirkle (3)
  6. Aquaretto (2) - Because elder daughter Shee Yun likes it.
  7. Hanabi (8)
  8. Sekigahara (4) - One of the purchases I'm most happy about. I really like this game.

    Sekigahara

  9. Conflict of Heroes: Awakening the Bear! Russia 1941-1942 (2) - Because I came across a very good deal at Meeples Cafe. But I promise I didn't buy it just because it was on sale. It was a great opportunity for me to try something different.
  10. Ticket To Ride Africa (3)
  11. Robinson Crusoe (11)
  12. Axis & Allies 1914 (0) - I should set a goal to get this played in 2014.
  13. Dixit Journey (8) - I count plays of Dixit too. Younger daughter Chen Rui likes this and requests to play almost every time that we visit Meeples Cafe. So I bought a copy for her birthday. So technically this is her game, not mine. Ditto Aquaretto above.
  14. Roads & Boats (0) - I should set a goal to get this played in 2014.
  15. Clash of Cultures (1)

Hey this year I don't need to make excuses about why some games (e.g. expansions) shouldn't count toward my 18 game quota.

Other Thoughts on Specific Games

  • Favourite new-to-me-in-2013 game: Android: Netrunner, but I am still reserved about how much I will like it because I am still a beginner.
  • Unexpected and pleasant discoveries in 2013: The Road to Canterbury, Fleet, Kingdom Builder (because it really didn't sound like much from reading the rules), Qwirkle.
  • Other new-to-me games in 2013 that I like: Robinson Crusoe, Cloud 9, Clash of Cultures, Star Wars: X-Wing.

    Star Wars: X-Wing

  • Some (because the full list is too long) games that I like but did not play in 2013: Le Havre, Automobile, Carcassonne (oh blasphemy!), Hansa Teutonica, Rommel in the Desert, Endeavor, Die Macher.
  • Some games that I wish I had played more of: The Great Zimbabwe, Conflict of Heroes.
  • I'm glad to have explored further in 2013: Sekigahara
  • I'm glad to have played these old favourites: Puerto Rico, Age of Steam, Goa, Java.
  • Paths of Glory is still unplayed. I should make an effort to get it played.

Java



My 2013

I rarely host gaming sessions at home now. Allen and I tend to go to OTK (Boardgamecafe.net / BGC), unless we have specific 2P games we want to play. Then we usually play at his place. I am grateful that Jeff continues to host the Friday gaming nights at OTK.

My longest-running boardgame kaki (fellow addict) Han ended a one-year overseas job posting, only to find that he was going on another out-of-town job posting. We still keep gaming via the iOS, playing Ascension, and we still try to meet up for games whenever he's back in town.

I contributed to getting a colleague Zaiham who is an ex-Magic player back into the hobby. I played Blue Moon and Lord of the Rings: The Confrontation with him, and encouraged him to game again. Now he is back into Magic: The Gathering and enjoying himself very much. I've learned a bit about the system from him too, although I don't intend to pick it up. Nowadays he's the one who keeps encouraging me to visit Spartan Games Arena to play Netrunner. They have a healthy community of players there.

Zaiham and Blue Moon

The children are older now, 8 and 7 in 2013. We still occasionally visit Meeples Cafe. Shee Yun (8) is able to handle slightly more complex games. The children are not boardgame fans like I am, they have plenty of other toys, but sometimes they do ask to play. I'm happy enough with that. Shee Yun (8) had 113 plays (slightly less than 2012, surprisingly) of 53 distinct games (increased), and most played games are Lord of the Rings: The Confrontation (10), Spot It (9), and Heroica: Nathuz (6). She probably has played quite a few games on the iPad which I have not recorded. Chen Rui (7) had 84 plays (significantly lower than 2012) of 38 distinct games (significantly higher than 2012), and most played games are Spot It (12), Heroica: Nathuz (5) and Cafe International (5). She probably played games on the iPad that I have not recorded too.

Shee Yun and Chen Rui playing Dixit.

In 2013, my wife Michelle had 73 plays (slightly less than 2012), of 36 distinct games (also slightly less). She is not particularly interested in boardgames now, but is still willing to play sometimes. I think I have now stopped looking for games which I think will be good spouse games. She is not that keen about learning new games. I'm thankful that she had played this many games of Netrunner with me in 2013. It was a game that I had hoped to turn into a spouse game. She didn't like it, but still humoured me and played 7 times. We did play Through the Ages, Antiquity and a handful of Robinson Crusoe. I shall be content to play occasional games of Race for the Galaxy (and other games she already knows) with her. I shall not try to make her play Roads and Boats (which is supposed to be best with two) if she is not keen. Her most played games in 2013 are Android: Netrunner (7), Race for the Galaxy (7) and Dixit (5), most time spent was Robinson Crusoe (8hrs).

Michelle and Android: Netrunner

I am able to keep my game purchases within my self-imposed quota for the first time in many years because I really have little urge to buy new games, which in turn is because there are many games that I own which I am keen to play and am not playing enough. Still, I couldn't resist getting Roads and Boats, Axis and Allies 1914 and Clash of Cultures. I do hope to play them. Reading about boardgames on the net and on Google Reader is starting to feel like a waste of time because many articles are about new boardgames (of course) and since I'm not particularly keen about new games, I am spending much time clicking "mark as read" and scanning for articles that I am interested to read. I feel I'm enjoying writing (blogging) more than I enjoy reading. Now the type of article I enjoy are people sharing their stories and experiences, and short impressions which are not rule summaries. I always struggle with this myself when blogging - how to describe a game without regurgitating the rulebook. I decided I should still give an overview of the game, but I hope I'm not doing to others what I myself dislike. Well, at least you can always cleanly skip my "The Game" sections.

I wrote 68 posts at this blog in 2013, compared to 95 in 2012. I didn't realise I have been posting much less. I felt I was still constantly writing. But then I've never set any schedule for blogging. I write when I have time and when I feel like it. I still enjoy it, so I keep taking photos and sharing them and I keep sharing my journey. Here are some posts in 2013 that I like:

  • I came to a realisation that being a happy boardgamer is not about playing only good games, or about seeking out all good games, or about playing with close friends and family. It is simply about the act of playing games with fellow players who also enjoy playing. The games need not be all exceptionally good. The fellow players can be total strangers (you'll become friends and get to know them better).
  • Giving a game a rating when you review it may not be a good thing.
  • There are different ways to enjoy the hobby. There is no wrong way.
  • I miss games from the late 90's to early 00's.
  • Ranking the 2012 games that I have played.

2013 was a year of chasing after new games less and sitting back and relaxing to just enjoy the process of playing games. I hope to do this more in 2014.

Sunday, 5 January 2014

La Citta

Plays: 2Px1.

The Game

La Citta is a year 2000 game which I have heard of since I started boardgaming seriously around 2004. I never got around to play it, and only had the opportunity recently when Allen bought a copy at Meeple Cafe's sale.

La Citta is a city-building game. You run multiple cities, striving to grow them to be populous and sophisticated. Each city starts as one castle with three citizens. It grows as you construct new buildings starting from the spaces next to the castle and then extending outwards. Every building needs to be manned in order to be effective, and every citizen needs food. You need to build farms next to farmland to grow enough food. You need to build mines next to mountains to mint coins. You need markets, fountains and baths to allow your population to grow beyond a certain number. By default every city grows by one each round, unless you hit the limits which you need such buildings to abolish. And very importantly, there are many buildings which provide services to your people. There are three types of services - health, education and culture. Every round one or two of these will be demanded by the people, and if your city does not provide them better than a nearby opponent city, you citizens will emigrate to greener pastures.

The roughly triangular tiles are terrain tiles. They are either farmland, lakes or mountains. Cities always start with a castle hex which is in the colour of the player (light green or dark brown in this photo).

Scoring is done at the end of the game. Most points come from citizens (1VP each). You also score 3VP per city which has all three types of services. So you always want to keep growing your cities. The competition in the game comes in the limited space on the board, and outdoing your competitors in services provided by your cities.

The Play

I did a 2P game with Allen. The game supports up to 5 players. I had thought 2P might not be very interesting, but it turned out to be better than I expected. With 2 players, some sections of the board are not used, which helps maintain the competitiveness.

Since it was only two of us playing, those darker green and beige coloured spaces along the edges were not in play.

I spent the early game focusing on farms and food. If any of your citizens starve, they die (obviously!), and you also lose one action in the next round, so famine prevention was at the top of my priorities. Food supply is not just an early-game thing. Because of the free growth every round, you need to keep up. And there's also the possibility that you gain citizens through immigration. During the game I realised that attracting people to your cities may not always be a good thing. You may find that you don't have enough food for the newcomers. And who do they blame? You! Sometimes stealing people away from your opponents may turn out to be doing them a favour, when they are struggling to feed their own citizens. So the markets, fountains and baths sometimes are not really hindrances to growth. Sometimes they are helpful tools for population control.

There is a strong spatial element in this game. You need to analyse the board setup (which is random) to decide where you want to start your cities. You need to consider not just access to farmland (for food), mountains (for money) and lakes (for growth - baths and fountains can only be built next to lakes), but also how many competing cities are in the vicinity, even whether you would be choking your own other cities.

The competition to win over citizens can be quite brutal. One poorly serviced city can suddenly run short of workers if its citizens get lured away by multiple nearby cities in the same round. This can trigger a downward spiral as buildings get abandoned and the city's service levels further plummet. You can end up with ghost towns.

My (light green) city at the bottom left is hemmed in by two of Allen's (dark brown) cities. Cities are not allowed to merge, so there must be at least one space separating them.

Players actions are mostly limited by what cards are available in the action card pool on the board. However each player also has 3 multi-purpose personal action cards available every round. So there's always a fallback. The action card pool introduces some variability, and also sometimes presents tough decisions, e.g. whether to take an action you really want, or one that you know your opponent really wants.

There will always be 7 face-up action cards to pick from. Let's look at some of them. The first one allows you to build a specific building which gives 1 education (black) service point and 1 health (blue) service point. The second card allows you to peek at one of the Voice of the People cards (these cards determine which service type or types will attract citizens from one city to another that round). You peek at one for free, or you see all of them if you pay $2. The fifth card allows you to gain an extra citizen, or two if you pay $2, three if you pay $5. The 7th card allows you to boost the service value of one building by one, or by two if you pay $2, by three if you pay $5.

The Thoughts

I am probably a little biased towards La Citta. It's the type of Eurogame from the period when I fell in love with Eurogames, so it's easy for me to like it. It's the same principle as how those pop songs from your youth always sound much better than the rubbish that the so-called artists are putting out today. La Citta is not really as simple and concise as its peers (game from the late 90's and early 00's). There are many types of action cards and buildings, so it is not a minimalistic or elegant design compared to its peers. But the various bits don't feel superfluous. I like how prominent the spatial element is. This is a real boardgame. The board does matter. It is a platform on which you actually compete, and not a storage space for game components, or a data recording tool, or a device for executing some abstract mechanism.

I like how direct the competition is. Your city expansion can get blocked. You lose people. You run short of operators for your buildings. People die from starvation. In many other games a poor round may mean your opponents score more points than you do, but here, you feel the pain. The game can be very competitive, if players are aggressive and position their cities to block one another. Even if you prefer to start more peacefully and further apart, sooner or later your cities will come into contact with others' cities. There is no way to avoid fighting over citizens.

Saturday, 4 January 2014

69

There's a best boardgame websites voting going on at BoardGameLinks, and my blog is currently at #69. Go check it out. Please "like" my blog if you like my blog. :-) You may also find some interesting blogs / sites that you have not heard of before.

Wednesday, 25 December 2013

Kuhhandel Master

Plays: 4Px1.

The Game

Kuhhandel Master is an enhanced version of an older game, Kuhhandel a.k.a. You're Bluffing, first published in 1985. I had not played the original game before, but it did sound familiar. The new version can be played using the original rules, but since I learned it with the full new rules, I will now only want to play it that way.

Kuhhandel Master is a card game with lots and lots of auctions. You try to collect full sets of animal cards. There are ten types of animals, with four cards each. Let's start with the end game scoring. You score points for the complete sets you have at game end. Each animal type has a VP value. You add them up. Then depending on how many complete sets you have, you multiply the sum with this number. The animal VP values vary greatly, from 10 to 1000, but because of this multiplication that you need to do, you must not underestimate the value of the lowly 10VP animal.

On your turn you have two options. You can either draw a card from the deck to be auctioned off, or you challenge an opponent who has a same animal type as you do. When you auction a card, everyone else bids until only one bidder remains. You then have a choice of selling the card, or keeping it. In the latter case you pay the last bidder the amount that he has bid. When you challenge an opponent, you put one or two of an animal card onto the centre of the table, and he does the same. You then offer a number of money cards face-down. He has the option of taking the money and letting you get all the animal cards, or accepting the challenge. If he wants to fight for the animals, he gives you one or more money cards face-down. You both take each other's money, and secretly look at how much there is. Whoever has paid more gets the animals. It is through these challenges that animal cards will become grouped together, and once all 10 animal types have formed complete sets, the game ends.

The money in this game is one very interesting aspect. Everyone starts with: 2 x $0 / 3 x $10 / 1 x $20 / 1 x $50. Those $0 money cards may seem unusual, but they are an important part of bluffing. When challenging others, you can add those $0 cards face-down to make your opponent think that you've committed a lot of money. The game has a closed economy. There is no bank like Monopoly. You earn money from or lose money to your fellow players. Also there is no giving change. If you win a bid at $40, but are only able to pay using a $50 money card, you won't get the $10 change. Each time a donkey card is drawn, there is new money injected into the game - everyone gets one more money card, starting with $50 for the first donkey, and then $100, $200, $500 for the remaining ones. What this means is the value of money will deteriorate. If you are richer than your opponents, you want to take advantage of that before everyone gets the next windfall.

Two additional elements compared to the original game are rats and pedigree cards. If you have the rat cards set at the end of the game, it cancels one of your animal sets. This can be very painful because the number of animal sets you have is a multiplier for determining your final score. When a rat is drawn from the deck, the active player immediately passes it to the next player. This next player can accept it, or play a money card on it (face-down) to divert it to his next player. This process goes on until a player cannot resist taking the accumulated money cards, or he runs out of cards that he can add to the pile. When a rat owner challenges another rat owner, whoever offers less money takes all the rats at the centre of the table.

Pedigree cards are special animal cards. For each of the ten types of animals, there is one corresponding pedigree card. At game end, if you own a pedigree card and the matching animal set, you add 250VP to your VP sum before applying the multiplier (number of animal sets). If you own a pedigree card but not the matching animal set, you add 250VP after the multiplier is applied. Pedigree cards are auctioned using the Dutch auction. The active player starts a countdown from ten, ten referring to the number of money cards the buyer must pay to claim the pedigree card. As the countdown proceeds, any bidder can stop it, thus offering a specific number of money cards to buy the pedigree card. The active player may decide not to sell it. If so, he pays the highest bidder the number of money cards he offered.

Because of the rats and the pedigree cards, those $0 money cards become quite useful. These animals are won by the quantity of money cards and not by the value of the money cards.

Scoring example: My three animal sets are worth 500+350+160=1010. I have a dog pedigree card to go with my dog set, so 1010+250=1260. I have three complete sets, so 1260 x 3 = 3780. I have two lone pedigree cards, so 3780+250+250=4280.

The Play

I played with Allen, Heng and Jeff. This is a closed economy game, which means whenever someone becomes richer, someone else has become poorer. The wealth levels of players will go up and down, and it is important to gauge how strong or weak your opponents are. You want to challenge them when they are weak. Even when they are strong, sometimes you want to take the opportunity to challenge them too with the intention to lose but to earn a handsome sum from them. When they are rich they will probably be more willing to spend, especially when you challenge them with an animal card they are desperate for.

You need to watch what animals your opponents are collecting. You need to read your opponents during the challenges. Ideally you want to win by spending just a tiny bit more than them, or you'd want to lose but earn a huge sum from them. There is much bluffing involved. During a challenge, only the two players involved will know the amount that exchanges hands. The others won't know. During such moments the two trading players should try to mislead the other players, or at least try not to reveal any clues. Stay cool when you get a lousy deal, or pretend to be upset when you've just made a killing. It is usually in the interest of your trading partner to play along, because he would want to mislead the others too.

In the early game I probably spent too much money on buying animal cards, which left me weak for quite some time later on, and I had difficulty buying cards for some time. When others were later happily spending their money cards buying animals, I had to patiently collect money cards and rebuild my wealth. At one point I had a very full hand of many $0 and $10 cards. All I needed was for rats and pedigree cards to come up. And eventually they did, of course.

It was still early in the game and I was down to just a few cards.

I think in our game the donkeys came out quite early, so the additional money cards entered the game early. The $500 money card was already in the game at this point, because all four donkeys were out.

The tension ramps up as the game nears the end, because by then you get a clearer and clearer idea of who is leading, what animals each player may be targeting, and and what needs to be done to stop your opponents.

Heng won the game. He had the horses, which are worth 1000 base VP. This was not the only reason he won. He also captured other animal sets. The rest of us probably should have worked together harder to stop him. Overall the number of animal sets and pedigree cards won by the players were quite close.

When I had this many cards, and a pedigree card came up, I would pretentiously complain, "Do we have to start at ten? Why can't we start at fifteen?"

The Thoughts

On the surface this is a game about set collection, but the most important thing about the game is actually the auctions, which means you need to know how to evaluate the worth of a card or a set of cards. There is also an important bluffing and mind-reading element when you challenge others. The game is very interactive because you need to pay attention to what others are doing, how money is changing hands, and what cards have yet to turn up. You need to pay attention to the ebb and flow of the wealth level of the players, making use of your opponents' weak moments, and even their strong moments, when they are more likely to overspend.

The basic mechanisms are straight-forward. The evaluation of a card's worth is not always so.

Adding the rats and the pedigree cards doesn't make the game much more complex. Having learned the game this way, I think I will find it bland without these two elements.

Monday, 23 December 2013

Merry Christmas!

I wish you plenty of quality time spent with friends and family playing boardgames.

Wednesday, 18 December 2013

in photos: Tzolk'in Tribes and Prophecies, Monopoly

10 Nov 2013. I played The Settlers of Catan with the children - a game that Chen Rui (left, 6) claims is her favourite now, even though she is quite clueless about strategy.

Barbarossa, a clay-moulding guessing game. I made the three in the foreground. Chen Rui made the three on the left behind mine, and Shee Yun the three on the right. I made a van, a cello and a rope. Chen Rui made a rope (the one at the back, and that bulge is a knot), a carrot, and something else - I forget. Shee Yun made a fridge, a carrot, and an eraser I think.

We didn't use the play dough that came with the game. They look wet and oily. We used the children's play dough.

30 Nov 2013. The children persuaded me to play Monopoly with them. Of all games. We have plenty of decent children games at home, and they have to pick Monopoly. But I guess what's important is spending time together. And I realise I'm probably somewhat prejudiced against this game. The children don't have any preconceived notions. They treat Monopoly as any other game in my collection, and they like it. It is probably partially due to me having it on the iPad (I think I downloaded it when it was free).

We didn't finish the game though. We stopped after playing for about an hour, or slightly more. The kids were bored. See I told you Monopoly sucks.

We didn't use the toy credit cards and toy card reader that come with the game. I find them annoying and cumbersome. We used plastic coins I bought in Taiwan and paper money from Power Grid: Factory Manager.

13 Dec 2013. I played Tzolk'in with the Tribes and Prophecies expansion at Boardgamecafe.net. This photo shows the prophecy board. The first quarter of the game (rightmost spot) does not change, but for each other quarter some special rules will apply and some special scoring will be done too at the end of the quarter. E.g. in Quarter 4 (leftmost tile) whenever a player gains a crystal skull, he must decrease his position at one temple. At the end of the quarter, you lose 5VP if you have no crystal skull. You are not penalised if you have one or two. You gain points if you have three or more. These prophecy tiles are randomly drawn and revealed before the game starts, so you can plan for them up front.

That big tile at the bottom is a tribe tile. You get two at the start of the game and pick one. Your tribe gives you a special ability throughout the game. Mine lets one worker take a stronger action than he is supposed to be able to, if I pay one corn (i.e. $1). I find this quite powerful.

In this particular game there were two monuments that gave points for tech achievements, and also one prophecy related to techs, so I focused a lot on gaining techs. By game end, I was maxed out on three of the four tech tracks. This game has quite many moving parts and players will need at least the first game to get a grasp of what's going on. In this game, two of us have played before and two were new to the game, and there was an obvious gap between our scores at game end. I remember I was quite clueless in my first game too, not knowing how to plan ahead and work towards some of the monuments.

My overall impression of Tzolk'in hasn't changed. The timing aspect of the worker placement is interesting, and once you get into the rhythm, it's a clean and clever concept. However the rest of the game mechanisms are quite typical of VP-scoring Eurogames - multiple ways to earn VP's, collecting resources to convert them into VP's, and some area majority competition. Overall still a decent game. I like the expansion and would prefer to always play with it, but if you're new to the game, start without it. It gives some variety. It doesn't change the game much.

Sunday, 15 December 2013

Bremerhaven

Plays: 4Px1.

Bremerhaven and Le Havre are from the same publisher, and the artwork is done by the same artist. Le Havre is the largest port in France, while Bremerhaven is the largest port in Germany. However these two games are by different designers and are very different.

The Game

In Bremerhaven, every player runs his own port, and you try to score the most points at game end by maximising your wealth and your prestige. Victory Points = cash x prestige.

The core mechanism is blind bidding. Every round a number of ships (bringing in various goods), a number of trucks (demanding various goods), and various actions are available for players to bid on. Everyone has five cards of various values, and you take turns playing a card face-down next to the thing you want. Once all cards are played, they are all turned face-up. If more than one player have played cards on one spot, then whoever has the highest card value total wins and gains the benefit, while the others leave with nothing. There are two exceptions - the build action space and the card upgrade action space allow losers to take actions, but they have to pay the difference between their total card value and the winner's total card value. Once all competition at the centre of the table is resolved, players take what they have won and do their own thing at their player boards.

The top row is for the ships which bring various goods. The bottom row is for the trucks which demand various goods. The six action spaces in the centre row are: earn parking fees, gain a building card, perform a build action, upgrade a card, determine market prices, change turn order.

You make money mainly by taking goods from ships (for free) and then delivering them to the trucks (which pay you). You only have three berths for ships and four loading bays for trucks. Two of the loading bays are not even available initially. You need to do build actions to open them up. Every ship and every truck that you win will stay at your port for a certain number of rounds, thus tying up your berths and loading bays. The length of stay of a truck is basically your time limit to fulfill the truck's demand. If it leaves without all the goods it wants, you are penalised.

Money is just one multiplier for your final score. The other one is prestige. Prestige is not accumulated. Instead, it is a measure of the highest total prestige value you have ever achieved throughout the game. Ships and buildings have prestige values. Buildings, once constructed, stay forever, but ships come and go. So your total prestige will fluctuate. What is important is your highest ever achievement, not what you have at game end.

The player board. Berths for ships on the left, and loading bays for trucks at the top. Whenever a ship or truck arrives, you place a number of time tokens on it, and remove one token at the end of every round. Once all tokens are removed, the ship or truck leaves. Initially only the six spaces on the left half are available for temporarily storing goods and constructing buildings. You need to use build actions (and pay money) to remove the construction cards on the right half to make more space available.

Stars mean prestige. Ships and buildings have stars. The track on the right is to mark your highest ever prestige total.

Notice the bollards at the berths. Some ships specify a minimum number of bollards required. If you don't build enough bollards, you won't be able to get some of the larger ships.

Buildings give special abilities. The build action lets you construct buildings that you've won from the building card space, add bollards, and also expand available space at your harbour. The upgrade card action lets you discard the lowest card from your set of five, and replace it with a higher valued card. So you can compete better next round. The set market prices action lets you determine the prices of all four types of goods for that round. Trucks leaving that round pay players according to these prices. Naturally you will want to maximise your earnings and minimise those of your opponents, if they have trucks about to leave. If no one takes this action, prices are determined by a random card. The turn order action not only determines turn order. It also determines the tiebreaker advantage and the salary for the round.

At the end of every round, an event card (which can be good or bad) is drawn for the next round, and the game end countdown (either 1 or 2 steps) is also determined. The number of rounds in a game varies from game to game.

The Play

Ainul, Ken, Heng and I did a 4P game, all being new to the game. It all started peacefully enough, as we tried to figure out the game, but soon those moments of hey-why-did-you-put-your-card-on-the-same-spot-as-mine started coming, and evolved to become downright vicious competition. We had plenty of escalations as sometimes two, and even three, players kept committing more and more cards to the same spot. It was painful for all involved, even the winner, because he had to spend many cards. This destructive bidding that we had was probably partly due to a rule mistake we made. We had thought that the buy building card space allowed more than one player to buy a card. We had some rounds when the second or third player on that space paid to buy the next building card that came up. Since we had more building cards in players' hands than we should have had, the competition for the build action space was very heated.

The bidding can get very brutal. Look at how competitive it is! Green has committed three cards (out of five available), and Red and Blue two each.

That said, I suspect the bidding would still have been quite cutthroat even if we had played correctly.

I did not do much card upgrading, and my cards were the weakest. So I had to settle for going for spots that I didn't think others would want. In a way that helped, because it meant I got into fewer contests. But then sometimes it may be good to compete. If your cards are strong enough and you can read your opponents well, you will be able to kill two birds with one stone - win what you want and deny your opponents.

I had a building which let me adjust the duration the ships and trucks stayed at my port. I almost always made them stay for a shorter period, so that they tied up my space for less time, and I could do more business. It was very helpful. However it was Ken who did the best in making money. By mid game his wealth had shot ahead and he left us in the dust. I was quite sure he was going to win. In the late game he made a call which costed him the game. He wanted to boost his prestige. To do that he had to build bollards so that he could receive large ships with high prestige values. He invested quite a lot to do that. Unfortunately the end result turned out to be not worth the money he sank into this effort. Ouch.

The Thoughts

What I remember most about Bremerhaven is the brutal blind bidding wars. The logistics and coordination part with the ships and trucks are okay - not bad but not particularly exciting either. They mainly provide a context and an ever-changing backdrop for the competition in the bidding rounds. You must watch your opponents' boards to determine what they need and guess what they want. There is not much long term strategy. Player boards don't really develop to become very different from one another, although the buildings do provide some variety and player ability differentiation. The timing aspect is interesting. You need to be careful with your money. In the second half, you need to start scrutinising every dollar spent to make sure it will give you sufficient returns. If not, you are basically throwing away VP's. The prestige element is also about timing. You only need to hit a good peak once during the game. It doesn't have to be exactly at game end. You don't need to maintain a high prestige total throughout the game. You only need to orchestrate that one perfect storm. Planning for and grabbing that right moment is an interesting challenge, especially when you often don't get what you want from the bidding wars. One tough decision that sometimes comes about is after you have hit a decent peak, do you want to spend more effort to go for another even higher peak? Is there enough remaining time to do so?

Some won't like the unforgiving nature of the blind bidding mechanism. I think it is indeed quite harsh, but I find it very funny too. How players crash and burn spectacularly and get one another killed in the bidding rounds can be quite entertaining, even when you are part of that mess. My game being played with a group of crazy fellows certainly helped make it a fun experience. I can imagine if played with serious types the game can be a grim and merciless one. But then maybe some will like it that way too.