A Test of the Imperium
All that good press aside, I’ve been reluctant to purchase it because of it’s very long play time. The box says 3-4 hours but I think that is extremely optimistic. I would say 5-6 would be a better estimate with experienced players. My Friendly Local Game Store Sentry Box recently started a rental programme with their board games. Instead of trying out the game in the store, you can rent the game for a small fee and take it home to play for a week. If you like the game, then you can apply the rental fee to the purchase of the game itself. I think that’s a great programme and it gave me the opportunity to rent TI3 to try it out.
My regular Monday night gaming group set up a special Sunday game day specifically to play TI3. We had to schedule it a couple of months in advance with the various significant others. That day happened today.
Here’s a picture of the game about halfway through (at the four hour mark). This is a five player game.
As you can see there’s a lot of bits in this
game. The complexity is quite high and there are many
things going on at the same time.
I have to say that I did enjoy the game, but I
don’t think it’s for me, for a couple of
reasons.
First, the game has an extremely long play time. I am
used to playing games that take 45min-2 hours.
Although I never felt that the game dragged or that
there was any downtime, it was still a very long tIme
to sit in one place to play a game. Second, the game
is a conquest-style game, so naturally encouraged a
lot of conflict. I really don’t like that kind
of warfare-like conflict in my games and so it really
isn’t my type of game. Still, I wanted to give
it a try just to see how it feels. There are always
exceptions to what I regularly play.
So the final verdict is that it is indeed a good
game. It’s very well put together and there are
lots of interesting options and things you can do on
your turn. The cards modify the game in cool ways and
cause you to modify your strategy and really think
about your turns to use them carefully.
However, I won’t be buying the game. It’s
not a game for me, but I am happy that I played it.
One other notable mention: Craig did bring over a
wonderful treat. It was a Strawberry Shortcake using
a sponge cake rather than the traditional biscuit
cake. It was delicious. Thanks Craig!

Games with Nasty Intent
There are also games that
have a bit of bait-and-switch to them. These games
look innocuous but by playing them you quickly
realize that they aren’t as nice as they
appear. These are “wolf in sheep’s
clothing” games, to continue the sheep theme,
though I don’t know how much farther I can push
it. Here I’m thinking of Tongiaki (Uberplay) and Kahuna (Rio Grande)/Kanaloa (Tilsit). Coincidentally, these
games all have tropical themes, though I’m
not sure if there’s anything in that.
These games use bright pretty colours, and you are
lulled into a sense of serenity as if you were
sitting on the beach having drinks with little
umbrellas in them. That is, until you are rudely
awakened from this illusion when your opponent
cackles nastily and sinks your boats (Tongiaki) or
blows your bridges off the island (Kahuna/Kanaloa),
and does it with a smile. You soon realize that the
bright pretty colours were hiding a game where you
now have to fight for your life and the little
umbrellas won’t save you.
I recently discovered
that there is a third category of games that fit with
this theme of nastiness (screwing up your
opponent’s plans in a nasty fashion). These are
games you have played for a while and know them to be
“nice” games; known for their
competition, surely, but not games that encourage
nastiness. These games have well, I suppose you could
say “chivalry” to them, or perhaps
“gentlemanly competition”, where the
competition is definitely present, but the gloves
stay on. (I couldn’t think of how to fit sheep
into this one, which is probably for the best.)
Imagine a proper English tea on a sunny Sunday
afternoon with a game of dominoes or backgammon. That
kind of thing.
Well, I was rudely awakened recently when one of the
games I had considered “chivalric” had
suddenly revealed itself to have a nasty underbelly.
Carcassonne: The City by Rio Grande
is a stand alone Carcassonne game. It
doesn’t have any of the seemingly dozens of
expansions from the base game. I believe it to be
superior to the base Carcassonne game because of
the walls; they close in the game, set a
definitive time limit and add tension to the game.
I have always though it to be chivalric.
Recently I’ve been regularly playing it with a
group of friends over my lunch hour. Surely I can
blame them, for they uncovered the nastiness in the
game and took it to a level I never expected. I had
nothing to do with this and was dragged along as an
innocent. You do believe me, don’t you, Dear
Reader? I am in earnest here!
Ahem.
At any rate, a recent game was so nasty that I took a
couple of pictures of it. The first one below, you
will notice the walls have almost entirely closed off
the game. This occurs near the end of the game. Once
the walls completely enclose the game, or you run out
of tiles to place, the game is over.
Players experienced with
Carcassonne: The City will notice it very unusual
that the number of tiles on the table is so small. In
fact, a little less than half of them are left. The
four players in this game have done a very good job
of closing off many scoring avenues. This is usually
done with walls.
But yet, there’s more nastiness to come. In the
game the wooden playing pieces, called
“meeples”, can be oriented in
different ways. The ones lying down in the picture
are called stewards, and gain you points at the
end of the game for every green space that they
are connected to. These connections only extend to
a green space, a road, or the walls. So, you can
stop an opponent from getting more points if you
can enclose their steward in a smaller area. What
are the smallest possible areas? Well, two of them
manifested themselves in this game.
The first is in the picture below. This was such a
nasty move that I took a picture of it as it was
happening. Here the player (not me) is enclosing the
blue steward entirely with green space, meaning blue
will only get a pittance at the end of the game. This
move was done, of course, with a smile.
Later on one of my
stewards was cut off from all green space using
walls, earning me zero points!
All this goes to show that any chivalric game can be
surprisingly drawn down into the muck with a
combination of players with nasty intent. I had
nothing to do with this and was dragged along as an
innocent. You do believe me, don’t you, Dear
Reader?
All Trains Stop at Kingsport
The Kingsport expansion brings the town of Kingsport into the game, which is a coastal town a short train ride from Arkham. It’s a rather sedentary place, but all nature of unsavoury things can still happen there. The expansion adds some nice effects to the game. There are the moving rifts, which are tears in the fabric of the universe. You don’t want them around because if they stay around for too long Bad Things Happen. There’s a nice assortment of new monsters to fight, though I for one would rather not like to run into a Leng Spider on my Saturday stroll through the park.
The Kingsport Head is also in the game, including the dreaded Strange High House in the Mist. I also like the new Epic Battle cards, which changes the manner in which way the final battle takes place. It’s a nice change and can easily fit in with the rest of the game, even if you don’t use the Kingsport expansion. I quite liked some of the new characters as well.
The more I play Arkham Horror the more I appreciate that it really is a form of RPG with a board. The game is extremely thematic and you don’t necessarily care too much if your hat is handed to you at the end, albeit rather rumpled and torn. The experience is all worth it.
First Impressions of Mythic
It's an intriguing idea.
The author, tired of not having people to play RPGs,
or not having time to come up with scenarios, set
about to create a gaming system that would allow on
the fly gaming for Role Playing Games. This may be
used with any game system so you can play D&D or
Call of
Cthulhu or even Illuminati,
for that matter. The only thing that limits you is
your imagination for spinning storylines.
I must admit that I was (and still am) a little
dubious. I find it hard to believe that such a system
would actually work very well. I was quite surprised
at the number of positive reviews. Though, as we all
know, all reviews need to be taken with a grain of
salt.
That being said, the approach reminds me a bit of the
Once Upon
A Time card game, where players take their
story in a variety of directions based on what
kind of cards they have. It's a very enjoyable
game, so why wouldn't something like this work
just as well? In both cases you make heavy use of
Lateral
Thinking and can probably come up with
surprising results. I know that you can for Once
Upon a Time, at least.
So, I have picked up the PDFs and am going through
the rules. So far it looks interesting enough to try.
I'll have to do another post later to report my
findings.
Mythic looks like it will be an extremely creative
exercise. My hope is that it will be fun too.
Tactics Revisited
I knew that statement would garner comment, and so it has. Jeremiah has provided many examples of games where he feels that eurogames do indeed have tactics, but concedes that the range of options at any one time are rather limited (which he points out is not necessarily a bad thing).
Yes, it is true that eurogames have tactics. However, perhaps I didn't explain enough of my rationale about eurogames.
I suppose what I was struggling to describe is related to the two terms "tactics" and "strategy" and how badly they are defined. Someone can point at a strategy and say "see that's a strategy" and point at a tactic and say "see that's a tactic". However, defining them in anything other than example becomes problematic.
The problem is that the terms are interrelated with each other. Perhaps they aren't actually different at all, just terms applied to different levels of abstraction of the same thing. Presume we are talking about board games (see, the examples again!). I have a goal for how I want to move all my pieces from here to there and it will take many moves to do it. That's strategy. Now, I have these immediate problems during my turn, or over the next couple of turns, and I need to figure out how to solve those immediate problems to eventually achieve that goal I was just talking about. That's tactics. But are they different from one another?
I'm arguing that they're not really different. Yes, they are different levels of abstraction and change differently as the game moves forward, but other than the abstraction (or perhaps I could say "level of focus", which is really just another term for abstraction) they are pretty much the same.
What I'm writing makes me think of the the work done by the Goal Oriented Action Planning (GOAP) working group from the IGDA. GOAP is basically a way of programming artificial intelligence into games and other programs. GOAP considers that AIs have a modularity to them and the working group introduces definitions for "goal", "action", and "plan", which they themselves adapt from a planning standard. When you read these terms, they seem very close to each other and to the terms strategy (GOAP goal) and tactics (GOAP plan).
So what does this all mean when I said that eurogames don't focus too much on tactics? Well, it all comes down to feel or perception. Let's assume (as I do) that strategy and tactics are different levels of abstraction of the same thing. What I'm concerned with then is whether the game feels more strategic (more decisions at higher abstraction) or more tactical (more decisions at lower abstraction). Whichever way the game feels then dictates which of these two labels to apply.
In my mind eurogames are structured around making more (not all) decisions at the higher levels of abstraction. Wizard Kings, on the other hand, focuses on more (not all) decisions at lower levels of abstraction. Of course, the degree to which this is done varies from one game to the next, but I believe eurogames feel more strategic.
To use some example provided by Jeremiah: I would apply the strategic label to Caylus, Tigris & Euphrates, Tikal, Java, and Carcassonne: The City. I would argue that Blue Moon City, Samurai and Through the Desert are somewhere in the middle, and that Tongiaki, Kingdoms, Lost Cities, and Blue Moon are more tactical.
I have often wondered if this balance of game play towards the strategic is one of the characteristics defining a eurogame as opposed to an American-style board game, but that is an entirely different discussion.
I doubt this settles the matter. I'm not sure such a matter can ever be truly settled, due to the nature of the words we are using. However, it may help frame the discussion a bit more.
Wizard Kings Tactics
I suppose I should define those terms, since they are easily confused. Tactics refers to the actual steps you take to achieve a goal, whereas strategy defines the overall goal. Wikipedia does a much better job explaining it.
I am exploring this tactical aspect of games though Yggrda Union, but I was really looking for a tactical board game, since I play lots of board games (and have talked about this at length on my website).
Eurogames? err...not so strong on the tactical side. It doesn't seem that eurogames really focus too much on tactics as an essence of game play. (Don't shoot me for generalizing with that statement. Eurogames certainly do have tactics in them.) I looked through my whole collection and could find bits and pieces here and there, but no real game that could fulfil this desire for a truly tactical game.
The obvious place I can go to get these kinds of games are wargames. Many of them are very tactical and very good at it. I looked at Hammer of the Scots and Fire in the Sky. There were many good candidates...but I hesitated. I really don't like the idea of playing wargames. It's one of those slippery slope arguments, but the idea of playing a game where humans are destroying one another through war is really unappealing to me. The slippery slope comes in because all games have some form of conflict, even cooperative games like the excellent Lord of the Rings. I can handle conflict in a fantasy-themed game but I really dislike when it looks too much like war. I even refuse to play the eurogame Memoir 44. I have looked at it and it appears to be a great game and, even though everyone from Tom Vasal on down thinks it's not-to-be-missed, I resist a stylized game of war.
I was able to come up with a compromise I can live with (and also enjoy, let's not forget that!). It comes in the form of the game Wizard Kings from Columbia Games, the famous wargame company in the States. They do a very good job of keeping the rules short and sweet (though at times confusing for mere eurogamers like me). The Wizard Kings maps are of excellent quality and are some of the clearest I have ever seen. I mention this because I have seen some dreadfully confusing maps in other games.
Unlike many wargames,
which can play for hours or days, Wizard Kings can
play very quickly, with many scenarios taking less
than an hour. You can configure the maps in many
different configurations, use different armies, and
invent whatever scenario you can think of. I
particularly like one of the supplied scenarios where
the Amazons are defending their great wall from an
invasion by the Barbarian horde.
Is it tactical? Yes, very much so. Especially the
shorter scenarios, where you have to move very fast
in a short number of turns. These scenarios play out
in about twenty minutes and have a wonderfully
tactical feel to them. Jeremiah
and I have played a longer scenario and it was ok,
but it felt more like a wargame and lost a bit of
the tactical feel I was looking for. We'll
probably stick to the shorter scenarios or invent
our own.
Now I just have to get better at it. Tactics, that
is. I realize that I have a long way to go.
Fire, Ice and Sand
Take Runebound, for example. No matter what we do, the forests are always on fire at some point of the game. There are a lot of forests in the land, let me tell you, and we are reminded of that every time this card appears.
In Arkham Horror, there
are equally charming conditions, but at the other end
of the temperature spectrum. It would take a pretty
cold day to slow down those beasties. Naturally,
Arkham is eager to oblige, in spades.
The Egyptian
expansion added the wonderful sandstorm to
Arkham, Massachusetts, and so the "Against all
reason..." on the card took on a whole new meaning
when one game went from ice to sand in two turns.
And, of course, we can't
forget those careless
picnickers.
Reiner softens you up for the big boys
We came very close to victory at two hours but the forces of Azathoth rallied and blew open a whole bunch of astral gates to slow us down. Neither was it very fun having a gaggle of maniacs rampaging through the streets of Arkham, having recently broken out of the asylum en masse after chanting in unison something in an unknown ancient language (probably Egyptian, sometimes I hate that expansion). For once, the cultists were of very little concern, which was a novelty. They were like pups in comparison to what else filled the streets. The wizards were fighting the bad fight and causing no end of trouble in Dunwich, where the Dunwich Horror was slumbering and (gratefully) didn't wake up. We sent the Colour Out of Space to the outskirts so many times it was oozing green out there. Naturally, the picnickers were at it again, causing their own carnage. In short, Arkham came perilously close to being wiped out of existence.
Due to all this, the three hours of game play flew by. We were way too busy sending beasties back from whence they came to notice the time. Nevertheless, I believe that I have found the culprit for my expanded tolerance for longer games. His name is Reiner Knizia and he is very, very guilty. The byline on his website is "Bringing Enjoyment to the People", but it should be really something more sinister like "Bringing Board Game Addiction to the People".
Yes, it's all his fault. He designed a fantastic Lord of the Rings game and then Fantasy Flight Games sold it in North America. Fantasy Flight produces great quality games and they really draw you in. Once I played my first two and a half hour LOTR game, I was hooked. It was a very easy step to other monster length games (forgive the pun) like Runebound and Arkham Horror, and Fantasy Flight makes it oh so easy to get your fix.
I know that the wargame community will scoff at me and tell me that my three hour games are just a quick appetizer for them, but everything is relative. It seems long to me. Except when I'm playing, of course.
I'm just glad that Fantasy Flight takes a long time to release new big box games, otherwise I'll have to significantly revise my maximum playing time guidelines.
Now let me go take care of that Gug before things get out of hand.
BoardGameGeek Sidebar
Now you can see which games I've been playing! Incidentally, you can also see my entire collection of games.
Definitely a Gamer's Game
I guess the actual review will have to wait until I can get the guys together to play it.
Runebound the Boardgame
This is one of those big box games from Fantasy Flight, who are known for epic scale games, especially if there are lots of expansions. I say this with humour, because usually their expansions are very good additions to the main game (whereas some expansions from other game companies would have been best left unprinted).
At any rate, I'd best describe Runebound as Dungeons & Dragons without someone playing dungeon master and without scenarios. Oh yeah, it's a lot shorter too. I did play some D&D when I was younger (which lead someone to give my mother an article about how I would be forever damned, which Mom found quite amusing, but I digress). However, playing D&D was always a hassle because it was impossible to get the right combination of people together. Now, today the big factor is time. I have no time to plan these things, nor would I want to spend the length of time required to play even if I did have the time and inclination to worry about scenarios. I do have other things to do, after all.
Enter Runebound. This game has all the wonderful feel of D&D, but in boardgame form. It still was really long (about 4 hours), but Jeremiah and I have found a few combinations of house rules and some of the optional rules to get it down to about 2 hours with two people. These two hours fly by, and so I consider this a successful formula.
The game itself consists of the board, which is a map of the territory, dice for terrain movement and a couple for combat, item cards, hero cards, and encounter cards. Encounters are divided up into a variety of forms and colour coded for difficulty. As you defeat beasties, you gain experience points which allows you to make your heroes stronger in a few different categories of skills. That's generally it. The story line deals with the High Lord Margath who is attempting to take over the world, and you have to defeat him and the Dragon Lords who have sworn allegiance to him. All very heady swords and sorcery stuff, but done quite well. Each of the encounter cards adds a little bit to the story, and it all works very well together. There are a variety of expansions that extend the game in various ways, all expanding the story but still working well together (for some reason every game we are unlucky in that the forests are on fire). There are also major variants, that change the map and the scenarios, for example introducing sailing and island travel, which are a lot of fun too.
If you're looking for deep strategy, you're going to have to play something like Gipf or Tigris & Euphrates. Runebound is an entirely different kind of game, but still one that is a lot of fun. Now, with our shorter game rules, the game is tighter and tenser, and you have to worry every move about what to do; no footling or lollygagging about! To paraphrase Reiner Knizia, a good game is like life; something where you have too many appealing decisions to make each turn and must choose carefully amongst them if you want to do well.
This is definitely a game that I will enjoy playing for quite a while.
You can also check out what Jeremiah thinks.
Til the End of Time is Taking Forever
I spend most of my game playing time playing board games or card games. To me, the fun in game playing is the social aspect of playing with people. I do play some computer console games, however. When I was younger, many of the games I played on my Commodore 64 were dexterity games, like Jumpman and Wizard. They were fun at the time.
Now, I don't have the reflexes or inclination to play such games, and am more interested in thinking about what to do rather than mashing away at the X button. Thus, most of my recent console games are Role Playing Games, or RPGs. These games take quite a bit of time (but not so much button mashing), on the order of 40-60 hours, so understandably not many of them get played in any one year. I do have a real life after all.
I've recently gone back to a game I put aside about a year ago, called Star Ocean: Til the End of Time. I was stuck and got tired of it. Star Ocean TTEOT is a monster of an RPG on two PS2 discs (and that's not just video on those two discs) with an epic-scope soundtrack covering 5 CDs worth of music! I didn't know what I was getting into when I started it, but now, 40-some hours into the game, I realize that I'm probably not even halfway through! Ack!
This length is a distinction of the games made by triAce. Their first two Star Ocean games, made for the Enix empire, were also punishingly long, though I only learned this recently. So, you have to have a certain amount of almost pathological tenacity to play these games.
The problem is that the game has great characters and a compelling storyline, so it's not that easy to abandon.
So now what do I do? Do I soldier on knowing what is in front of me or walk away from my 40 hour investment? It's certainly no Zork.
Well, for now I'll turn off the game. and go make some tea.
PÜNCT is out!
Pünct is the final game in the fantastic Gipf Project. This project is a series (actually, six) of abstract strategy games, all independent, yet interrelated. Abstract strategy games sometimes have the reputation of being dry, boring, hard to learn, geeky (think chess). The Gipf games are none of these.
NB: Edward de Bono dislikes chess because he feels that it is complex for complexity's sake (see my previous posting). I tend to agree.
These games are all very easy to learn, can be played with pretty much anyone, and can be played at many different levels. You realize the depths of the game only with replay, though you don't need to know them to have fun.
Each of the games in the series have a unique play mechanic that makes the game stand out, even from other similar games. In my mind the most unique is Tamsk , where you need to manipulate time as part of the gameplay.
Perhaps the most interesting twist in the Gipf Project is the use of potentials, where special pieces may be used with Gipf (the flagship game of the series, and my favourite) that tie in with the other games. All the pieces are very simple and do only one thing. They may be added in pretty much any combination, and yet dramatically change the game. It's a pity that more people don't play with the potentials, because they really are a stroke of genius.
If anything could be called a magnum opus in the gaming world for achievement by a game designer, this would be it for Kris Burm.
My copy of Pünct is already on order to complete my Gipf Project collection. I have no doubt it will be played often.







