Showing posts with label princes of florence. Show all posts
Showing posts with label princes of florence. Show all posts

Sunday, June 20, 2010

Weekend Gaming

Puerto Rico

Rachel, my brother Ben, and I played Puerto Rico on Friday evening. We used the basic building set with the following changes:
  • Assembly Line instead of Small Market
  • You mys move one of your colonists onto Hospice when you buy it
  • Factory was 8 instead of 7 and replaced University
  • Library was in the 7 slot
Library is an official expansion building which usually costs 8, but I don't think warrants the cost in a four or five player game. 8 is probably right in a three player game, but no one ever buys it, anyway. So I thought I would try it out at 7, with some trepidation.

What do you know, the first third column buildings that either Ben or Rachel bought were Library. Mine was Harbor. No one bought Factory. I'll say that the decision as to which of the four three column buildings to buy was a lot tougher. Library did quite well, and I'm not sure if it should be bumped back to 8 or left at 7. On the other hand, I won without it, so there you go.

I was first player, followed by Rachel and Ben. On the first round, I took Settler/corn, Rachel took sugar, and Ben took coffee (instead of indigo). That set the stage for the rest of the game:

Since Ben took the first trade good, I was bound to go for tobacco while Rachel was bound to go for coffee. I took tobacco, but Rachel never got a trade good, which is a tough position to play, even with a Large Market. She bought one, but it didn't do her much good.

Rachel had a sugar monopoly for much of the game, but I forced her to ship it at a crucial time. Until about mid-game, we thought she might be winning, but after that I passed her in money, and my Harbor caught up to her early victory point lead.

Ben traded coffee a few times, but he waited for far too long to lock a coffee boat. Which means that the Harbor that he took didn't do him much good.

Ben and I both ended with two large buildings, but Ben had little else on his board. Final scores: me 60, Ben 53, Rachel 51.

Dominion

I taught my cousin's two teenage girls (15, 17) to play this, and Ben played as well. I had previously gotten them hooked on Bohnanza, and I think they had tried Settlers. Their father (my cousin) was holding discussions with my brother David about starting them on a D&D campaign.

Kingdoms: Chapel, Cellar, Moat, Workshop, Village, Militia, Moneylender, Council Room, Festival, Market.

Festival is nice, but it must be combined with card drawing. My most annoying hands was when I had the card drawing (but not the Festivals) and then I drew the Festivals but couldn't play them. Festivals are not exactly the same as money, after all.

Ben and I both Chapel's away from Estates early. He also took Militia, which he played often but never affected me in the least (either I had Moat, or I didn't care about tossing down cards). Surprisingly, I only took one Village; maybe I should have taken more.

The girls asked, round after round, nearly the same questions again and again: What can I do? What does this mean? What should I do? When I asked them back the same questions, they knew what they could do and what it meant; they just didn't want to decide what to do. Things finally began to flow smoother near the end.

Ben won 27 to my 26, and the girls each had in the high teens.

Princes of Florence

We stayed at a neighbor's apt, and, while looking around the room, I noticed that they had a copy of Ticket to Ride: Europe on the shelf. I thought that this would be a good second intro game for the girls, but David somehow convinced them, and Ben, to learn Princes of Florence.

Given the girls' lack of enthusiasm for making decisions in Dominion, I didn't think this would go over that well. But David sat beside them and helped them make nearly every decision as the game went on. In the end, the girls said that they liked both of the games equally well.

I won with three Jesters (one on the last round). I just squeaked to victory. One of the girls ended round 7 with the same score as me, and then we both played our prestige cards mine was half value at 4, while hers was half value at 3.

Final scores: me 60, cousin 59, Ben 54, cousin 51. The lower scoring cousin was unable to play her last profession.

Moot

I dropped this on the table for my aunt, sis-in-laws, mom, cousins, and other non-gamers to play with, and they all love it.

Friday, November 02, 2007

Session Report: Gaming at TABS

I found my way to Dueling Grounds, one of the sites of the Toronto Board Game club. I arrive at 5:30 and there were only two others there. People began streaming in, however. Especially, a horde of Magic players eventually arrived for a weekly tourney of some sort. There were eventually around 40 people in the mid-sized basement, about half of whom were only playing Magic. Two distinct groups, really.

I nabbed the fourth and fifth person to arrive to play It's Alive with me, including my Toronto contact, Steve Xombe from BGG. Steve was nice and friendly.

I taught the rules and we were off without any difficulties. Both Villagers and Coffins didn't make much of an appearance until we were halfway through the deck, at which point they began to appear with regularity. The three 10 Coffins came out one after the other, and each of us picked up one at decreasing cost.

Steve eventually completed his game, but even with his bonus, I was slightly ahead in points owing to a strong board. The other player only managed to collect four parts, and most of his excess cash was wasted.

Next up was Bohnanza, owing in part to a lack of games brought to game night, strangely enough. We played 4 players, and the other three players were all named Steve. I didn't think I was dong too well, as my RHO was doing dandy. In the end, however, I wasn't too shy. RHO had 21, OO 17, me 16, LHO 14 or something like that.

Steve Xombe drifted to another table and two other guys (Rob and Kevin) sat down to play Princes of Florence with us. Unlike my group, we didn't play with any fix for the extra Profession card. Not surprisingly, second player won - and that was Kevin, the guy who said that we didn't need the fix because it all evens out. :-)

I thought I was doing just dandy in the game, but I was paying quite a bit more for my items than anyone else was, for some reason. Kevin got a Recruiter in the first round for 200 (!!!) while I pad 1100 for my Jester. Then Jesters sold for less money, while I paid 700 for my recruiter. That's just the way the ball rolls.

I came in third behind Kevin and my RHO, while my LHO was only a point behind me. Rob never played more than 3 works, and was trying to build his way to success. He even saved the last work for the last round and best bonus, but it wasn't nearly enough; he ended up 10 points behind fourth place.

Meanwhile I had been trying to negotiate with Dueling Grounds to sell me bulk Magic commons at a reasonable rate, but the most they would do for me was 10 cents a common, which I thought wasn't low enough for me. As I suspected te Magic players were more than happy to simply give away their common cards or sell them to me at much lower rates that that. I picked up a whole bunch of the newest commons with weird new abilities.

I even played one guy using one of his decks against him. Despite having to read the cards each turn and learn the new abilities, I managed a win with some nasty trample and extra elves, despite what looked like a nearly unblockable wall he had set up.

Anyhoo, looking forward to next week's game session.

Yehuda

http://www.boardgamegeek.com/thread/233443

Sunday, January 14, 2007

First Mentions on Usenet, 1993 - 2002

First review of Magic: the Gathering

Shawn D. Marier
Mon, Jul 26 1993

First there were card games, then there were collectable trading cards, now we have a collectable trading card game. When I first heard about this game a few months ago I was a bit concerned. I personally do not like trading cards and feel that for the most part they are a waste of money. So my feelings from the start toward this game were a bit negative ...

The game is quick to learn, and the starter deck comes with a small 36 page rule book. I learned the basic rules in about 2 minutes, and only needed to pick up the rule book for a few strange situations ...

The real nice thing about the trading card aspect of the game is that every time you play a new opponent you should get to see cards that you have never seen before. This will keep the game fresh and exciting, if not expensive as you try and find the perfect cards to defeat your opponents.

Over all I give this game a very high rating, the art is wonderful, the game is very enjoyable. Hopefully 'Wizards of the Coast' will come out with a collectors set in the near future so that us collectors of SF/Fantasy art will be able to see all 300 pieces of art.

First review of Settlers of Catan

Dirk Bock
Fri, May 26 1995

... The flaw in its design is, IMHO, that you do not have any control which tiles produce what, when, and for which player(s). This doesn't seem too bad at a glance, but due to the fact, that you may be excluded from the "valuable" parts of the board by not being able to build roads in the beginning, a player may become cut off from the race for victory quite early ... In our games such a situation, a single player losing after about half an hour and just waiting for the rest of the game (up to two hours), occurs in about half of the games.

I would describe the situation something like: you need skill to win "die Siedler", but you've got to have luck in the first stages not to lose it.

But apart from that flaw, which could, again IMHO, tolerated in a game lasting less than one one hour, Die Siedler von Catan *is* fun and satisfying to play.

First Review of El Grande

Jonathan Degann
Fri, Apr 12 1996

... There is considerable fun as you kick your opponents out of regions,
or launch a surprise attack from the "tower" (the 10th region) into
a region of your choice.

I enjoy it every time I play it.

First Mention of Gipf

Daniel Blum
Mon, Aug 18 1997

Mayfair had their usual range, including LOTS of Siedler items - Seafarer,
the card game, everything but the Seafarer 5/6 player expansion (and no,
I don't have any more of those, sorry). They had pretty good prices on
the Siedler stuff, too. They had two new abstract strategy games -
Balanx and Gipf. Balanx had a cute tilting board but struck me as a
gimmicky Chinese checkers variant. Gipf's box had mostly overblown piffle,
so I passed on it as well. Unfortunately there was no way to play either
of these unless one found a partner and rented a copy in the open gaming
area (Mayfair had a table in their booth, but it was occupied all weekend
by a huge 3D Siedler board).

First Comment on Princes of Florence

Greg J. Schloesser
Tues, Apr 25 2000

DIE FURSTEN VON FLORENZ: Without a doubt, the hit of the show.
Fabulous. Played twice and taught a half dozen other groups how to
play. Buy it!
Jay ... are you listening? Is it to late to release this one in
English?
Initial rating: 9

First Comment on Carcassonne

Carl-Gustaf Samuelsson
Fri, Nov 3 2000

We found a table and a German girl joined us for a test of "Carcassonne". An easy, but quite clever tile laying game. You build up a map with the tiles with roads, towns, meadows and monasteries. You try to control them by playing one of your 7 followers on them and when an entity is completed, you score it and take back it (if it hasn't become a farmer, which is scored at the end). We were sure it would be a great filler for the late game evening, so I found a copy for 23 DM.

First Play of Puerto Rico

Stan Hilinski
Tues, Jan 29 2002

I mentioned this on Spielfrieks, but a guy in a group was sick for about a
week, and since he had nothing better to do, he constructed a homemade
prototype of Puerto Rico based entirely on photographs and Mik's
description ...

Normally I'd say nothing here about the experiment. except for
one thing. Our lame wannabe copy of Puerto Rico was received with complete,
total enthusiasm. At our next Friday gathering, the original five showed up
just to do it again. I have not seen anything close to this since Princes
of Florence hit our table last year. It is all they want to play ...

Yehuda

Monday, September 20, 2004

Power Cards in German Games

Settlers of Catan

In Settlers of Catan (SoC), there are two types of cards: resources and developement cards. I will discuss the developement cards, as the resource cards are all identical (the resource cards are not variable power cards). There are 25 available cards: fourteen Soldiers that move the robber, two each of three cards that give you bonuses (roads, resource cards from the deck, resource cards from other's hands), and 5 victory point cards.

All cards are useful to some degree at any time. A VP cards may not be that useful at the beginning of the game, but will surely be by the end of the game. A soldier may is always worth at least one resource card stolen from your opponent, even if you have no need of moving the robber, and is a step in securing two bonus victory points. The other cards are each worth their cost, except in the rare case when you have no more roads to build.

The game can be played quite well without these cards. Players can build roads, settlements and cities quite well. The game involves a random element of dice rolls which has a high luck factor; you can plan for the best spots on the board. You can work around some poor rolls with good trading. You can position yourself not to need certain resources more than others. Ultimately, a long string of bad luck, or bad luck at certain times, will kill your game.

The cards add the following elements to the game: a) additional avenue of victory, through Larget Army and the VP cards, b) opportunity to plan against the robber blocking your resources, c) opportunity to slow down the leader (with some luck), d) opportunity to win when other avenues are closed to you, such as settlement space on the board, e) resources that might be too hard to acquire otherwise.


Amun Re

In Amun-Re, power cards are one of the three things you can buy each round, along with bricks and farmers. There is no limit to the number of bricks you can buy, a space limitation on farmers, and a purchase limitation on cards. The cards give you: free farmers, free bricks, vp's if you fulfill certain requirements, slight control over the auction or slight control over the group "sacrifice" action. Any card can be discarded for 1 GP.

Many of these cards are simply more powerful than others, such as getting a free Farmer vs "bid again in the same province". Some cards are useless in certain situations, such as duplicates at the end of the game, vp cards when you can't fulfill the requirements, etc...

The game can be played well without the cards. Players can build pyramids, and buy farmers, acquire gold and auction. The random element of the game is acheived through the uncertainty of the auction and the random order in which the regions are available.

The cards add the following elements: a) additional vp's through region matching, and acquiring some types of resources, b) some power to manipulate the auctions via a surprise element, c) free resources that could be acquired anyway. In my opinion, the detracting elements of the cards outweighs the benefit in this game. a) could be achieved by having players buy what vp cards they wanted directly, or make them available through some other means, or simply by giving all bonuses met to all players. The b) cards are not powerful enough to warrant buying them; each player should simply start with one of each to be used once during the game. If the remaining cards consisted only of c) cards - free bricks, farmers or money - the game would be better off.

Practical Solution: when you buy a card, pick two, keep one.


Evo

In Evo, power cards have numerous different effects. Three are dealt to each player and others may be acquired at the expense of adaptations through the auctions. Most cards simulate a double or triple power adaptation for the round they are played in, some cards change the climante direction in a manner that benefits your planning. A few cards are useless. A few cards are heavily luck dependent.

The game can be played well without the cards. Players can auction off the adaptations, move, fight, etc... withou regards to the cards. They seem to server no function except to provide surprise. They are used to make the game less strategic and more wild, and to simulate uncertainty.

As suggested on the Geek, the cards are better off being picked by the player, instead of being dealt randomly.


Cosmic Encounter

In Cosmic Encounter, there are two types of cards in the same deck. Challenge cards are the dice rolling of the game. I will not concern myself with these. The remaing cards, Edits, Flares, Kickers, etc... are the power cards. The provide a limitless set of different experiences in the game.

While the game can be played without these cards, as the powers are already a random factor, one of the joys of Cosmic is that the cards are so over the top that they far outweigh all tactics in the game. Powerful cards will certainly determine the victor. There are so many of them however, and the interact in so many non-intuitive ways, that you can never be completely certain that the card you play is going to be the one to do it.

In a sense, it is specifically the surprise element of the cards that drives the game, as the game itself is of no strategic interest, except in regards to the formation of allies and laying out of the spotlight.


Princes of Florence

In Princes Of Florence (PoF), there are three types of cards: professions, bonuses and prestige cards. Profession cards are played for indirect points; their value depends on what areas you have invested in. You can alleviate the randomness of these cards by buying them early and planning around them. Bonus cards add between 2-4 indirect points, and you choose 1 card out of 5. The difference is usually a 1 point difference, and negligible to the game, except insofar as it does or doesn't let you play a work that you had not planned for correctly. Prestige cards give points directly, and again you choose 1 out of 5. They are typically worth between 5-8 points, and rarely you will not be able to select a worthwhile card. Again, buying them early allows you to plan around them, although this is not always easy. Buying them late introduces a large element of luck.

The game cannot be played without the profession cards, and thankfully the luck issue in them is irrelevent. The game could be played without the other cards. You couls score points by playing works.

The bonus cards add an element of strategy to catch up when you have no alternatives for playing a card, and for trying to secure best work in a round. The prestige cards introduce another means of acquiring vp's.

It is likely that the game would be slightly less luckier if the prestige cards were no longer available during the last two rounds, or if one could choose which ever cards they wanted during the last two rounds.


Goa

The power cards of Goa provide more of the resources that can otherwise be provided (but may be difficult to do so), as well as colonists which cannot be readily acquired. In general, they may be planned for. Unfortunately, many of the cards are stronger than others, especially as the game progresses. Colonist cards are useless after you have acquired all of your colonies. Progression for money is nigh impossible in a cash poor game. Due to the hand limit, which card you get when is a matter of high luck. If you have good ship production, getting more ships is less useful than getting spices, and vice versa.

The solution is to buy them before any other actions, and then plan your actions accordingly. This is not always possible, and some cards may go to waste.

The power cards are also used directly for victory points my matching symbols on the cards. If you match the symbols, you score more points, otherwise less points. Since a game of Goa is often won by 1-2 points, this introduces a high luck factor into the game.

The game could be played well without the cards and the card track, by reducing the number of auctions to six, for instance. The auctions provide a high degree of randomness with little luck (but we won't go into that).

The cards add: a) the possibility of acquiring items that are beyond your reach otherwise, and quicker, b) an additional means of vp's to win the game, c) colonists that could otherwise not be acquired.

I have written a long series of changes I would like to make in this game, elsewhere. Just addressing the above, you could remove all of the cards, change the track to acquiring colonist cards, and put symbols on the colonist cards which you could choose when you buy them.


These games have many things in common. The first four games involve allocating your pieces onto the board to control certain positions. The last two games require you to collect and play various items in order to advance your position independent of other's activities. The power cards also seem to be very similar, adding free items that are otherwise hard to acquire, or additional vp's. However, in each game, the game's balance indicates how strong a role the cards play in determining whether the cards are used to add a high degree of luck or simply randomness into the play.

Yehuda