Guderian alone

July 23, 2011

Today I cleaned our front room.  It’s the room in our home that tends to accrue clutter.  It was too hot outside to do much, so I opted to be productive inside after a brief hour of yard work, which was finished by 9 a.m.

By noon I had put the room to rights, and after a trip to Good Will to dispose of some of the clutter, and a stop at Subway for a sandwich, I had the afternoon gloriously open before me.  With a date to meet friends at the baseball game this evening, it didn’t seem auspicious for getting friends to come by for a game.  But with the newly cleaned room available, I set up a card table and laid out Panzergruppe Guderian.

I have played Panzergruppe Guderian once.  But that was at least 3 years ago, and my opponent who taught the game wasn’t around today.  So I took it slow, reading the rules carefully.  Although Avalon Hill rates this as an introductory wargame (4 on their 1-10 complexity scale), I found some of the concepts hard to fully comprehend.  Fortunately I could draw on my prior game experience.  Even so, I made myself a couple of player aids – the turn sequence, and some reminders on supply and overruns.

I only completed 2 of the 12 turns.  But I have left the game set up, and anticipate playing more tomorrow.  Since this room is largely unused by us otherwise, I can likely leave it set up for an extended period of time if I wish.  Panzergruppe Guderian uses  untried strength for the Soviet forces.  So this makes it quite appropriate for solitaire gaming.

I have not been playing many wargames of late.  But I still like them, and suspect playing Panzergruppe Guderian solitaire may be quite fun.

Memoir ’44 Online

July 17, 2011

Recently I’ve been playing the online implementation of Memoir ’44.  And I gotta say that I’m enjoying it!  Despite our annual game of Memoir ’44 over Labor Day weekend, I have generally spent much more effort collecting this game set rather than playing it.

So it is nice to actually get to play some of these scenarios.  The implementation is very good, and the people I’ve had as opponents have ranged from friendly to polite.  I suspect I will keep playing this for a while.  If you decide to check it out I have the clever user name of  ”kevin_whitmore”.  Look me up and we’ll have a match!

“B&O”ne Headed

July 14, 2011

Tuesday night Chester brought B&O back for another play at the game club.  I was pleased to get into the game, as I had missed it the other time he brought it.  I then proceeded to make a bone-headed first play.  So entirely stupid that I basically threw the game away.  I tried to be a good sport and just played to improve my position.  Which I did, but still finished a distant 5th in our game.  I’d be interested in trying again, but I sensed enthusiasm for this game has waned quickly.

In other news, I enjoyed my 10 minute game of Meander on Tuesday night.  I owned Meander back in 2001 thru 2004, but eventually removed it from my collection.  Seven years later I realized I missed it, so I now own it again.  I intend to hang on to it from now on.  It’s a remarkable game, for its chunky pieces, and that you end the game with a gravity test!  Check it out on BGG if you’ve never seen this one.

A second play of 18NEB

July 4, 2011

Chester and Alex came over today for a game of 18NEB, an 18xx game set in Nebraska.  As I have written before, 18xx games currently command the top spot in my gaming preferences these days.  But these games tend to be long, too long for a typical weeknight game session.  So I look forward to these occasional weekend sessions.

Chester and I had played 18NEB earlier this year with a visitor from out-of-state.  While I had won that game, I did not kid myself.  I had no strong recollection of being especially creative in that victory.  Indeed, Chester told me today he felt he had screwed the other player late in the game, which handed me that victory.

One nice feature of 18NEB is that is a compact 18xx game.  Generally speaking I seem to have some of the bigger and longer titles in the series.  We had holiday celebrations to conduct later in the day, so a shorter game of 18NEB fit our needs nicely.

Another feature of 18NEB is the brutal use of tokens.  I was the first to do this, but certainly not the last.  In this game small villages upgrade into single slot green cities.  I was operating the Misouri Pacific, which was stuffed away in a corner of the board.  To break out, I jumped on a small town stop of the Union Pacific’s route, upgrading it to green, and placing a token to ensure I had some additional liberties.  But this also meant I bisected the UP’s route, which I am sure did not please Alex.

The game has room for stock shenanigans, although we saw little of that.  The incremental capitalization of the railroads means everyone can easily launch a company.  I chose to launch 2 right from the start.  (I’m not sure that was the best decision, though.)  Despite the 2D stock market, I still found myself feeling this was much more of a route-planning game.  I like that aspect of the game.  With the more 1825-like tile upgrades for small towns, I feel there is a lot of room for creativity in the board-play.

I look forward to playing this nice title again!

A re-visit to Liberté

July 3, 2011

I played Liberté for the first time back in 2004.  I didn’t much care for it, and I never got back to it.  I traded my copy away, and pursued other games.  As it happened, Liberté went out of print, but the author, Martin Wallace, began to build quite the oeuvre of games noted for their flavorsome themes, integrated mechanics and deep strategic replay values.  Liberté began to take on the status of a “grail game”.  (A game many people wanted but could not afford or find.)

Simultaneously I had developed an esteem for the games of Martin Wallace.  And with the passage of time, I realized my tastes in games had significantly shifted from where I was in 2004 when I had last tried Liberté.  So earlier this year, I was able to trade for a copy of this game.  As it turns out I ended up getting a first edition, which pleased me.  Apparently a second edition had come out, suddenly making this game no longer quite so valuable.  Whatever the circumstance, I was happy to get the Warfrog edition, as their spartan graphic style appeals to me.

So we played this game last week.  We struggled a bit to absorb the rules, but as is so often the case, we found the play of the game easier than expected.  Not surprisingly we did muff a couple of rules, but the game was largely played as intended, and if we play again I think we can correct our understanding of the rules going forward.

My original assessment was the game was a sea of color, and too much to process.  There are three faction colors and up to 6 player colors.  In our game we had just 4 players, which cut back on the amount to process.  For whatever reason, this time I was able to read the board much more easily.  So my chief complaint from before was not bothering me so much.  And thus I felt I was able to better assess what the game was trying to do.

My sense is that you are trying to ride a surfboard.  You want to be the chief backer of whichever political party is going to lead the government.  If that seems impossible, then you want to be the second honcho of the ruling party, or the head honcho of the opposition.  Seeing which party is likely to be on top means you have to assess the board.  Stacks of faction blocks topped with player markers quickly fill the board, creating a swath of color to decipher.  I would totally understand if a player declared they would not care to do this.

But I actually enjoyed myself a fair bit with this game, and hope to play again relatively soon to cement my understanding of how to play.

Where o’ Where to Post?

June 26, 2011

Just recently I’ve conceived the idea to do a series of posts in the BGG blogs about the over 500 games I have rid myself of.  If you care to read them they can be found here:

http://www.boardgamegeek.com/blog/98/the-game-bistro.

I suspect that BGG will be a better read venue than here.

A few new items on the game shelves

June 17, 2011

I participated in a Math Trade over at BGG.  A math trade is a somewhat confusing method for multiple people to trade games.  As a simple example, Person A trades a game to Person B, Person B trades a game to Person C, and Person C trades a game to Person A.  In this way a trade can be accomplished, where no single pair of people could have found mutually acceptable games to trade.

I traded away Cyclades, a game I played once and UR: 1830 BC, a game I never played.  In return I got Long Shot, a light horse racing game for up to 8 to play, and an obscure older game called Pacific Northwest Rails, a game I decided to take a chance on.  My general sense is that I lost some value with these trades, but it is a way to leverage some games into new games.

I had hopes of enjoying Cyclades, and the initial play seemed mostly good.  I enjoyed my single play.  But many of my likely opponents were lukewarm to this one, and it does seem like the game is really best with 5 players.  The game play seemed a bit old-fashioned, (which I don’t mind), but also a bit abrupt.  It seemed like there ought to be a bit more game to play than there was.  And, unfairly, I felt Cyclades didn’t compare well to Giants, the previous game from this publisher that had so delighted me.

Ur: 1830 BC, was a game I recently set up and inspected, after owning it for at least a couple of years.  I had recently played Poseidon, and had been impressed.  Since Ur: 1830 BC was also an 18xx variant, I set it up and attempted to figure it out.  After solitairing it for part of a game, I realized that this game was surpassed by Poseidon, being a better 18xx variant, and a game that would actually groom players for an 18xx game; while Ur was just a more fiddly dead-end off the 18xx system.  So without a proper play, I said goodbye to Ur.  That said, I would have been happy to play it, but with stacks of actual 18xx games around there was no chance of that happening anytime soon.

Long Shot is one of the games I got in trade.  It is handsomely produced, with deluxe plastic horses, a big deck of Long Shot cards, a couple of dice and a lovely mounted raceboard.  It appears to be an hour-long game with easy rules, and with the possibility of hosting 8 players.  Perhaps this will take over some of the 8p gaming we might have done with Master Thieves.

Pacific Northwest Rails is an older game from a smaller publisher.  It comes in a long squared tube, which I have not yet investigated.  Mostly it has little commentary on BGG, but there were enough positive comments I thought it might merit some investigation.  I will publish more about this one in the future.

Apart from the math trade, I am also getting a few other new-to me games:

Water Lily: A very simple game, where you play within the game box.  It’s by Dominique Ehrhard, an author who can amuse me, or leave me behind.  I am quite fond of Don Pepe and Marakech.  I liked Iliad.  But Odysseus was bad, and a couple of others were merely okay (Montgolfiere and Die Weinhandler).  I also liked Serenissima years ago, although it did have some end game problems.  Based on how simple the game sounds, I suspect I will play it a few times, and then be ready to put it on a prize table.  But hope springs eternal!

Paper Clip Railways: Arrived this week.  It is, perhaps, an over wrought rendition of String Railways.  I am eager to try it, but don’t hold out a lot of hope that this is going to be a top-tier game.  But any game that uses hundreds of paperclips is a brave swipe at trying something new!

There is a certain joy in bringing in new games, and reading the rules, hoping it will provide some entertainment.  I’ll chronicle how these games do in the coming weeks.

Return to Planet Steam

June 14, 2011

Just five of us at the Bistro tonight.  We opted to play Planet Steam, which was great, because we had not played this since last fall.  We had one new player, so once again we did not use the Expert rules.  This is a long-standing goal of ours.  But the game is demanding enough just to learn, so we would not consider foisting these rules on a new or inexperienced player.

I have previously tried to avoid Planet Steam with a full complement of 5 players.  But tonight I did not mind the extra chaos and the reduced number of turns.  In general, I think there is more control with fewer players, and  4 still seems like the sweet spot.  Since I had not played with 5 in a very long time, I needed to be reminded what the extra role available was.  As it turned out, I never got him.  The IDF agent, I think?  Anyway he allows you to select a free resource, even if they are otherwise unavailable; or he allows for a free space ship upgrade.  He was a popular choice each round.

Chester walked away with the victory, with me a small gap back in second.  I had a great time playing this game, and it still remains at the top of my estimation.  I currently rate three games as a “10″.  Planet Steam and El Grande are my very favorite evening-length strategy games.  1830 is my other 10, if a longer game.

Despite Planet Steam being a favorite, I have never sought out the various expansion cards for the game.  They might be fine, but they seem to be the sort of expansion that change the way the game plays, and I am not too keen to do that to this nicely constructed game.

3 more from the Shelf

June 9, 2011

Tuesday night was full of gamers – 12 of them in all – about as big a turnout I’ve seen in months.  We broke into 3 different tables, 4 players per table.

I played New Orleans Big Band, at the intrigued request of one of the ladies.  The game was fun.  I didn’t really rate it highly, just giving it an ‘OK’, but we enjoyed playing together, and the theme was very enjoyable.  In game we are all promoters trying to put together a band.  We scour the French Quarter (of New Orleans) searching for musicians.  As you find them you put them behind your screen.  Unfortunately there are several event cards, which are rather capricious.  We willfully ignored the “lose a turn” effects, feeling they did nothing to promote the fun.  Nevertheless, one of the players got hammered by the event cards, while another waltzed through with no dire effects.  After the game, I threw away one of the cards, a musician Black Kathy, who basically loses the game for you if you get her.

So while we had fun, and the game played quickly there were the problems I mention above, and there was very little of the game actually on the board.  In truth, it could have been a cardgame.  So the game critic in me dinged the game, while at the same time I found myself enjoying the experience.

I then asked if folks would be willing to play Tonga Bonga, as I felt it was ideal for the tastes of one of the ladies playing.  After a bit of shuffling we found our foursome and proceeded to sail the isles of Tonga Bonga.  I find this game endearing for its lighthearted presentation.  But it really does offer a nice game for the gamer.  Do you post high wages to attract better movement dice?  Do you become miserly, to avoid spending too much money, and hope other players are forced to give you movement for free?  I tried a bit of both, and squeaked out a close victory.  At 45-60 minutes, I find this game delivers enough game in a brisk way to keep me engaged.

Finally, with a couple of people departing, we ended up with a table of 6 players, and an hour left.  I proposed Der Fliegende Teppich, or The Flying Carpet.  This proved brisk, fun and popular.

A nice night of gaming!

3 from the shelf

May 31, 2011

I returned from a business trip, (oddly from a symposium scheduled over the Memorial Day weekend), just in time to host game Tuesday night.  As it happened, I played with three new(ish) players.  One had played with us just a time or two before, and a while ago at that.  The other two players were coming over for the first time.

I mentioned in my previous post that I like to match the games to be played with the interests and proclivities of the players at the table.  We stumbled around trying to figure out what might be a good fit, as we didn’t have any history together.  I ultimately offered Moongha Invaders, as I thought it might be a decent bridge between strategy and fun.  I think folks had some fun with the game.  Moongha is a funny game.  There really is some game to play – but the theme is rich, and it is entirely possible to play to just have fun, not really worrying about whether you are winning.  I think the rich theme disguises the game underneath.  Even so, while I like Moongha, it is just a fun occasional game for me.

With three new players, I wanted to mix things up, and find out what sort of games people like.  So I proffered Siesta, a damn good but highly abstract game.  One thing I really like about Siesta is the thoughtful play, the room for observation and brilliant moves.  Best yet, it comfortably plays in less than 1 hour.  Siesta seemed to earn a better reception than Moongha.

We still had time, so with a bit of time left we decided to play Saint Petersburg.  This is a classic Eurogame, and I don’t have too much left to say about it.  Saint Pete is an easy game to teach, and reasonably straightforward to learn.  Saint Pete was the best received game of them all for our table tonight.

A fun evening of gaming and three new players who were well met.  I hope to see them again across the game table!


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