zwischenzug (ZVI-shen-tsoog) — noun

A chess tactic in which a player, instead of playing the expected move, first interpolates another move, changing the situation to the player's advantage (such as gaining material or avoiding what would otherwise be a strong continuation for the opponent).

Friday, August 19, 2011

Publisher Profile: Days of Wonder


Days of Wonder is a board game publisher based out of both the United States and France.  They focus on family friendly games that vary from easy to moderately complex, have high quality components, and excellent art work.  Of the BoardGameGeek Top 100 games, there are six published by Days of Wonder.  Three of them are Ticket to Ride games, one is Small World, and the other two are BattleLore and Memior ’44.  These last two games are light wargames (light being a relative term for wargames) that use a common rule structure, based in fantasy and World War II respectively.  Small World is a fantasy themed, world conquering game that loosely has the same feel as Risk.

I actually have all of these games except for BattleLore, and while I haven’t played them all, I have been extremely happy with what I have.

Days of Wonder games generally are ones where the rules do not take a lot of gaming experience to understand.  Rules are actually one of their strong points.  Days of Wonder stays away from “gamer jargon”, uses a lot of illustrations to explain the rules, and the rules are well laid out overall.  The games do have either small figurines or illustrated tokens, and depending on the game the Awesomeness Factor is at least better than average.  These games will generally appeal to young and old alike, with nearly everyone being able to play – including the wargames.

Memoir '44 in play (image by Rollo Tommasi)
I would love to come back and say that there is some big issue, but there really isn’t.  Days of Wonder produces excellent games that are enjoyed by many people.  The only caution that might be offered is dependent on what type of games you prefer.  With the exception of the wargames and a few games such as Small World, Days of Wonder tends to produce what would be referred to as Eurogames: games that have a fairly tight rules structure, with abstractions to ease game flow, less direct confrontation, and points awarded both during game play and again after the end of the game.  Eurogames are very appealing to some, and less to others, and some people are game junkies and will play it all (that would be me).

For the family or casual gamer, I would say that the odds of getting a good game for your family and friends is pretty high when purchasing a Days of Wonder game.  Of course, it is always better to try before  you buy, but in a pinch I personally would take the risk. 

It’s Your Move



Tuesday, August 16, 2011

Educational Games


Image by Jesse Elliot
My wife hates it when I do this.  And she is right, I should not disparage games like Following Directions, or any number of games that just sound boring!  Following Directions might be an incredibly fun game, despite is rating of 2.0/10.0 on BoardGameGeek.  Who am I to judge?  The simple fact is that the title of the game was written to appeal to teachers and parents, and not to students.  That’s the problem I want to address as our thoughts turn to the upcoming school year (at least in my little piece of the cosmos).

 We have a tendency to divide the world of games into two camps: games that educate vs. games that entertain.  The first are almost universally seen as worthwhile (though I might be the lone exception to that rule), and the second are seen by many as an indulgence (particularly when played by adults).  Very few games, maybe just chess, are seen as both, though most people I know have only a passing knowledge of chess.   However, that division is a false one that is largely brought about by the laser focus our culture has on academics.  Not only do our kids have more homework at a young age, but heaven forbid they play a game that is just for entertainment!  We even turn sports into hard work!  How do we know that a game is educational?  One glance at Following Directions makes it pretty clear that it’s not fun, so it must be educational.

Unfortunately, the kids have exactly the same impression.  Whether or not Following Directions is fun (and I really have no idea), the simple fact is that it doesn’t pass the cover check, and that’s all the kids need.  Children tend to be incredibly influenced by cover art and other (missing) glimpses of the Awesomeness Factor, including the title.  What results is a game time that requires effort just to get the kids to play!   There are ways around this problem.

Promotional Image from Jolly Rogers Games
The first is to find games that have at least a fairly cool name and a nice look.  At the very least, it can’t be boring.  This is less important if the class is all involved in the same game and cannot really see artwork; my wife has had the after school program playing exciting games of 20 Questions for Kids and was asked to bring it back.  Bananagrams makes a great, short word game.  I would love to see a game of Founding Fathers used to teach about the writing of the United States Constitution.  Art Shark is a solid game that shows off classic works of art and their artists, reinforcing the history of art.

Another approach is to re-theme a game so that it has more relevance to the classroom.  Play Risk, but with a map of the United States, teaching geography.  Play memory, but make it so that you pick three cards, and must make a math sentence out of them.  (Hey! I just thought that one up!)  One of the easiest games to do this with is Trivial Pursuit, by making up your own set of cards.  Break the classroom into four or five teams and you are set!

Lastly, expand your idea of educational.  Personally, I think that most game teach some very important life lessons that are key to success.  Most games teach kids, “be patient, and wait your turn”.  (How many video games teach that?)  From games, kids learn that sometimes you have to make due.  My dad would say you must “play the hand your dealt”, and he wasn’t just talking about cards.   Games teach that sometimes you don’t get to “have it all”, you must make tough choices.

And if you must play Following Directions, for heaven’s sake please disguise it.  Lose the box and call it “Traffic”.  (“Oh no kids, the words ‘following directions’ on the backs of the cards is just what you do with the cards…”)  The game board actually is pretty well done.  And who knows, maybe with a teacher that shows a little enthusiasm, the game is actually fun!

It’s Your Move!



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Wednesday, August 10, 2011

Ticket to Ride at Target

At least in Ohio, Target has started carrying Ticket to Ride.  That means there are now five games that I can heartily recommend available for purchase there:
  • Ticket to Ride
  • Risk (Revised Edition)
  • Settlers of Catan
  • Qwirkle
  • Bananagrams
Any and all of these games would be great for friends and family!

It's Your Move!





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Tuesday, August 9, 2011

The Powerful Magic of the Lord of the Rings: The Card Game

I might as well follow up last week’s post about Fantasy Flight games with a review of one of their new offerings, entitled Lord of the Rings: The Card Game.  As I mentioned before, I had to read the rules a few times to understand how this would work.  My son and I finally managed to play it this weekend, and it is not only a lot of fun but tells a good story.  The components are modular, so the story can change and the game should provide a lot of variety.  A quick rereading of the rules showed that we had done only a few minor things wrong, which would have actually made the game easier, so I can’t wait to play it again.

Image by Surya Van Lierde
Lord of the Rings: The Card Game is a “living card game” (LCG), a concept that has been pioneered by Fantasy Flight recently.  If you have played Magic: The Gathering, or even watched your kids play Yu-Gi-Oh!, you have seen a similar concept that has been around for a while – the collectable card game (CCG).  The difference between the two is in the expansions.  A CCG has expansions, aka “booster packs”, which have a randomized set of cards in them, so the player buying the booster pack has no idea what they will be getting.  Those cards are then used to build a customized deck of a certain number of cards to play with.  Very powerful cards are more rare, so one might have to buy quite a few booster packs to assemble a good deck to play with, particularly if the goal is to play competitively.  Add to this the fact that new cards come out every year, and you will understand while your child has a ton of Yu-Gi-Oh! cards and empty pockets!

In contrast, the booster packs for an LCG have titles, and every deck with the same title will have the exact same cards in it.  The player knows what they are buying beforehand.  This makes it easier to keep away from the arms race a CCG can turn into.  The market is that group of gamers, many of them ex-CCG players, that want the same game play experience but no longer have the means or desire to spend a lot of money.

This particular game has one more unique element to it; it is a cooperative game.  The players all play together to complete quests.  The events happen in Middle Earth, the world of the Lord of the Rings and The Hobbit.  For you Tolkien fans, I will add that the timeframe of the game is those years between the defeat of Smaug and Bilbo’s eleventy-first (111th) birthday.  This allows the game broader artistic license for storytelling.

Lord of the Rings: The Card Game comes in a very oversized large box for what’s inside: 228 cards, two accessories for tracking a player’s “threat level”, some counters and a set of rules.  At first I wasn’t thrilled with this, since my shelf space is at a premium.  Then I realized the boosters will fit in the box too, so in the end it will probably be a good thing.  A breakdown of the cards shows that there are two broad categories: player cards, further broken down into heroes, attachments (weapons and such), events (special actions) and allies; and non-player cards which are quests and encounters.  Quests make up the objective of the game, while encounters are the creatures, places and events that work against the players.  Heroes are placed in front of the players, and each player has a hand of cards that will strengthen the abilities of the heroes to complete the quest.  This is done in a sequence of actions, which include flipping over encounter cards, to see what befalls the heroes in fulfilling the quest.
Gandalf is a major ally, though he doesn't really change up the rules as some other cards do.  Image by Chris Norwood

While this sounds pretty straightforward, it’s not.  First, the game play sequence has seven stages to it, and so is a little involved.  Secondly, one of the characteristics of this type of game is a lot of text on the cards.  This text actually modifies or suspends game rules during the course of the game, so the game play is always in flux.  Lastly, the cards are designed to work in various combinations with each other, so that understand the optimum sequence of card plays takes some experience.  Sorting out the results of conflicting cards takes some getting used to, and actually is benefitted by prior experience with other games.  Anyone can learn it, that is certain, but the amount of time required to be proficient is more than casual.

From the storytelling perspective, the cards were excellently designed.  In a game where you are travelling through the mysterious Mirkwood Forest, there three smaller decks of enemies and locations  that are combined to form the encounter deck.  A few similar small decks stay in the box.  For a different quest, the encounter deck will be created from a different combination of these small decks, and this keep the enemies and locations appropriate to the quest.  The result is excellent, and combined with very good artwork the story really comes through.

All of this combines to make Lord of the Rings: The Card Game a really great game, but one that is not suitable to a casual evening with some friends or a game night with the family.  (If you are thinking, “Maybe, but I bet I would have fun with so-and-so”, I submit that you may be transmogrifying into that creature known as a gamer, and are beginning to fade from the world of casual gaming.)  As a result, while I am really looking forward to exploring this game further, I can already give it a thumbs down for the purposes of this blog.




It's Your Move!
 




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Monday, August 8, 2011

Funagain Games Free Shipping Starting at $70

Some people may have known this, but I just discovered it.  Funagain Games has lowered their free shipping threshold to $70.  This is an excellent online store with a great reputation.

Time to put together an order!

It's Your Move!

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Friday, August 5, 2011

Publisher Profile: Fantasy Flight Games

Wednesday I posted a link to Fantasy Flight’s announcement of some new Star Wars games.  It started me thinking about the personalities of the different game publishers, and what it means for the family and casual gamer.  While it’s not a sure fire way to tell whether or not the game will suit your tastes, it might help.  I thought I might dedicate a few posts to looking some of the game publishers and the common characteristics of their games.

The mere mention of Fantasy Flight Games (FFG) immediately brings one thing to my mind: Awesomeness Factor.  FFG spends a lot of effort on the artwork and production of their games, which is particularly important because FFG publishes a lot of heavily thematic games: games that tell a story as they play out.  A look at the top 100 (out of 53,000) games on BoardGameGeek will show fifteen are FFG titles.  Only Rio Grande Games has more.  Of those fifteen, eleven are fantasy themed and three are science fiction themed.  Many times these games have specific tie-ins (Lord of the Rings, Battlestar Galactica) or are set in a common fictional universe such as Terrinoth, a world that sets the backdrop for the games Runebound, Runewars, Decent and others.

This attention to production plays out in several different ways.  First of all, the artwork is top notch.  Secondly, all of the game components are well made.  Cards, typically a good indicator of the production quality, are always of the highest quality.  Many FFG titles come with miniatures, and though they are a monochrome plastic, many people take the time to paint their minis in keeping with the other artwork.  (I haven’t done this – yet!  I have bought some paints and brushes though.)  The attention to detail and thematic art helps the players feel as though they are in the story.  If that’s an important part of your fun, this company is hard to beat.

Painted Fury of Dracula minis by Kevin Duffy

The downside to FFG titles is that they are often complicated.  The simple reason for this is that stories are complicated.  If you are trying to create a game that feels like you are in the middle of the fight against Sauron, it’s not going to be simple.  After all, Tolkien told the story of the Lord of the Rings in three volumes.  This certainly isn’t true of every single game, but the more thematic (and in FFG’s case, the more popular) games are all pretty involved.  FFG takes a lot of flak about their rule books, and the fact that they aren’t particularly well written.  Personally, I think the level of clarity isn’t as good as some other companies' games, but I do think they are in line given the level of game complexity.   Fortunately, FFG is very good about publishing FAQs and other clarifying material on their website.

Excellent artwork and card construction are an FFG hallmark (Photo by Matti Luostarinen)

A couple of months ago, I would have said the second thing to come to mind about FFG was customer service, which was so far above “top notch” that it redefined the term.  However, their customer service department, which consisted of one person, recently resigned to pursue other opportunities in life.  (Thaad, you will be missed.)  We will see how well they do with her gone.

For the family or casual gamer, I am sorry to say that FFG productions are probably not what you are looking for in gaming.  They do publish games that are more casual, but generally the level of complexity might well be higher than is fun.  The rules take some getting used to.  We recently purchased Lord of the Rings: The Card Game, and I read the rules three times before I started to understand what was going on.  Even then, I went to BoardGameGeek and looked at the FAQ's to finish my education.  It’s a game designed to include solitaire play, so Saturday morning I hope to actually play the game.  I am sure I will end up reading the rules again afterwards, and seeing all of the things I did wrong. 

The practical upshot for the family or casual gamer is this:  make sure you do your homework before buying a Fantasy Flight game.  While the kids will probably get into the story line, think twice.  Read reviews, including comments made on BoardGameGeek.  Feel free to drop me a line and I will answer as best I can.  If you do purchase it, and it is more than you are “game” for, let me know.  Who knows, maybe your close enough that I can come teach it.  Or, you could send it to me to decipher…

It’s Your Move!


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Wednesday, August 3, 2011

"Feel the Force"

I am not sure these will be family/casual games, but this is just too cool NOT to report.  Fantasy Flight games has just obtained the license for Star Wars products, and has announced two games are in the works:

While the second is cool, the first sounds awesome!

Tuesday, August 2, 2011

“I Have An App For That!”


Or at least a game…

When people find out I have nearly 250 games, I get one of two reactions.  If they are under 13, I get, “Really!  Cool!”  In the back of their minds they are trying to figure out if they might be invited over, or how to befriend my son.  If they are older, I get a simple “Oh.”  In their minds, they are trying to figure out if they are dealing with a mature adult, or someone who’s wife dresses him in the morning.  (No, she doesn’t.  Einstein’s wife dressed him in the morning, one could be in worse company.)  Nonetheless, I am not likely to drop the boardgaming hobby, or reduce my number of games.  There are advantage to a large collection and the variety that goes with it.

First of all, I have a game to suit any “thinkiness” level.  There are people who feel that “thinking = work”,  and I have games for those folks.  These games have a fairly uncomplicated set of rules, but interesting decisions to be made.  I am not talking about kids games, though they generally could play them.  At the other end, I have games for the hobby gamer who feels that four hours of concentration leaving you drained of energy is a good afternoon.

I have games that cover a wide variety of themes.  Incan Gold, for instance, is a press your luck game that casts players as archeologists ala Raiders of the Lost Ark.  The further you go in, the more riches you bring out, but the more likely it is you will die.  I have wargames, party games, economic games, sports games, sci-fi games, fantasy games, horror games, double-think games, word games and a game on the 2008 presidential election.  If you have an interest, there is a pretty good chance I have a game that covers it.

I have games for two players, and games for 20 players.  Again, some of these are light and breezy, and some are brain-burners.  (Though I don’t have a twenty player brain-burner.  Even I wouldn’t play that!)  While most games are designed around two or four players, I have made a point of getting games that include solitaire play (it’s hard to find wargame opponents) and can cover a room full of people.

The end result is that I have a game for nearly any situation.  And while your family doesn’t need 250 games, some variety might be good.  You and your spouse might only have two kids, but a six player game might be handy when their dates come over for dinner.  That game for two players may seem unnecessary, but eventually when those two kids marry those dates, you’ll be back to two player games.  The casual gamer might have an even wider variety, with their own significant other, friends, parties and others.  So, when you are looking at buying games, or even cleaning out that closet in the hallway, think a little beyond your normal gaming situation and have some variety on hand.

It’s Your Move!

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Thursday, July 28, 2011

The Game That “Settles” In, Never To Leave - Yeah!


Promotional image from Mayfair Games
One of the great family games of all time has to be Settlers of Catan.  Not only did it win the Spiel des Jahres in 1995, but it is the game that really brought German style games to the American market.  It has broken ground again in being one of the first German styles games to move into the mass market; Settlers is available at Target stores.

In Settlers, players are on a resource rich island, attempting to build their colony the fastest.  Players collect resources (wood, sheep, wheat, ore or brick) based upon the location of settlements they own, and then use those resources to build more settlements, roads which connect them, or upgrade the settlements to cities.  These, in turn, produce more resources.  Cities and settlements count towards victory points (as do a few other things), and the first player to ten victory points wins.  Negotiation is a big part of the game, since the trading of resources is allowed.  These negotiations are full of worries about helping the other players more than yourself, particularly if you are negotiating with the point leader.

A game being played with a Third Edition copy. (Image by Mikko Saari)
 The first reason this is such a great game is how reachable it is.  With some help, a child down to about age eight could play this.  After a time or two they could play on their own, though they won’t play particularly well.  Once the boy or girl hits double digits, however, this game will take off.  I have successfully taught this game to a lot of people.  Keep in mind, it isn’t the first game I teach people, unless they have had some prior gaming experience.  It is a great second game.  I can’t stress that enough.  This game is a classic.

The second reason this is such a great game is that it has both dice and cards in it.  Most people are used to the idea of cards and dice in a game, but not necessarily together, and not used in this way.  These are not “roll-and-move” dice.  We are not thinking “draw a card, play a card”.  Dice are used to generate resources, and the resources are represented by cards.  This is a great game to break those notions of how dice and cards are used, and lay some groundwork for other games that use traditional game elements in non-traditional ways.

This game also has a modular board, which is a concept that is also life-altering when you first see it.  The “board” is made up of hexagons which are shuffled and set out, so the board configuration is always changing.  This means that your strategy and tactics need tweaking with every play, and Settlers stays fresh longer than many other games.

This game has some serious fans! (Image by Matthew M Monin)
Lastly, this game is fun.  I have played it somewhere around 25 times.  It’s not often the first game I pull out, but that’s mainly because I tend to play new games as often as I can.  It comes out every few months, and we enjoy it immensely.  In fact, most of our “Do you remember the time…” gaming moments come from Settlers games.

Settlers of Catan is a available at many game stores and online.  In my neck of the woods, it is also at Target and a Barnes and Nobles.  I highly recommend this game for your collection if you don’t have it already.  This game is a “must-have”.

Risk (Revised)
                Ages:                    8 and up
                Time:                     90 minutes
                Players:                 3-4



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Saturday, July 23, 2011

Busy, busy, busy...

I have to apologize for only posting once this week. Work continues to be berry hectic; it's that time of year on my line of work.  I would have prepared for it my writing ahead last weekend, but we had guests in from out of town. Plus, it was the monthly session of our gaming group, and if I am going to choose between writing about games and playing games, playing will win every time.

Things ease up once the month is over.  I will write some this week, but thanks for your patience as things are a little thin.

In the meantime, play one for me.

It's Your Move!

Wednesday, July 20, 2011

Reviewed by Another Gamer -- Board Game Reviews by Josh: Abalone Review

This past winter I mentioned that Abalone was played on a Scout outing. I didn't give it a full review, but overall I think it's a good 2-player game. It is very easy to learn and play, even for kids down to about seven years old.

Josh Edwards is a well respected reviewer on the web, here is his review:

Board Game Reviews by Josh: Abalone Review

It's Your Move!

Tuesday, July 19, 2011

Games of Grief: How many players does this support?


Most of us have been caught in a game that we cannot win, cannot end, and cannot leave.  It’s the Triangle of Torment, and it’s too late!  Sometimes, we can avoid this because we know the game lends itself to this particular type of torture. Risk and Monopoly are the best known perpetrators, but there are far more.  At other times, it happens because a game is outside its “sweet spot”.  This is the number of players the game really supports, really produces a great experience, not what is on the box.  Sure, you can play Monopoly with six, but do you really want to?  Every game is lengthened by adding players.  At a minimum, more decisions are being made, and that will slow things down.  Yet, some games are relatively unaffected by the number of players.  They scale well.  This post will identify some of the signs of a game stretched too thin, or a game that can tolerate a wider range in the number of players. 

Rule 1:  If the number of players supported has a wide range, the game probably doesn’t play well at the upper limit.  The most obvious hint for how many players can play a game is the number of players listed on the box.  That’s useful information, just not perfect.  Generally, a game cannot be stretched past the top number of players due to the components included.  The number of pawns, player mats or something other piece is the limiting factor.  If someone wants to play Scrabble with five, there aren’t enough tile racks.  It would probably be a good idea to politely say “no”.  After all, there is a reason the game says 2-4 players.  Beyond that, many games are not great when played at the upper limit of their player count.  If the box says it plays 2-6 players, there is a pretty good chance it isn’t very good at six players.  This is particularly true when the spread of players supported is four or more.  Games where the spread is one are generally safe; Ticket to Ride: Nordic Countries says 2-3 players, and that’s accurate.

Rule 2:  Sometimes a game has a number of roles that define the best number of players.  War of the Ring is a 2-4 player game where victory is achieved by good overcoming evil or vice versa.  There are two sides: good and evil.  Only two people need play.  In fact, unless you like the role of Igor, it is going to be a bad game with more than two.  This is true in so many games, which can be generalized this way: don’t count the number of players, count the number of roles.  Most historical wargames have two sides: North vs. South, Axis vs. Allies,  Romans vs. Carthaginians.  An exception is Diplomacy, which, like Risk, has multiple roles.  This is exactly the reason why Axis and Allies is great with two or five, but not with three or four.  The game is either played with two roles (Axis / Allies), or five roles (Germany / Japan / United States / Soviet Union / Great Britain).

Rule 3:  The conditions that determine the end of the game indicate how additional players impact the play.  Many end game conditions are actually similarly structured, with a few defining characteristics.  The first thing to look for is whether or not the game uses a common pool of resources that directly impact the endgame, or if resources are separate or immaterial to the end game.  Take Scrabble for instance.  The game essentially ends when the 100 tiles run out, plus a turn or two.  It is a common pool of tiles, so whether two people or four people are playing, they have to play 100 tiles.  Game length doesn’t overly suffer.  In Pandemic, there are three ways to lose: run out of disease cubes in any one of the four colors, run out of player cards, or have too many outbreaks.  The number of each is fixed, regardless of the number of players.  The game will end in roughly the same period of time – sooner if you manage a win!   On the other hand, resources have nothing to do with the end game in Monopoly or Risk, they are essentially infinite, and therefore more players will definitely increase the game length.

Rule 4:  How much confrontation a game has, along with how it is structured, have a big impact on game length with respect to the number of players.  Non-cooperative games without confrontation tend to last longer in direct proportion to the number of players involved.  If each person is trying to get to ten points, and the score of an average loser is 8, then a game with an extra player will have 8 extra points scored – more time.  If there is confrontation, the next question is does the game play with replacement or without replacement.  If I am playing a game where my ninja heals if not killed, then each attack, no matter how many players, has to kill me from full strength. (This game could go on forever!)  However, if there is no replacement, each attack weakens me, regardless of the source of the attack.  If I am playing 4-way chess, with the goal of eliminating everyone else, there are more pieces playing, but Player A taking a rook benefits Players B and C just as much, and the damage is cumulative.  The game is less impacted by the number of players.

Armed with this, you can avoid that never-ending game – you will see it coming.  Maybe you can redirect to a game that is better suited to the number of people sitting around.  After all,

It’s Your Move!