Wednesday, October 14, 2009

Random Dungeon Twister Updates

One of the many things I enjoy about Dungeon Twister is the ability to rewind a few turns and show people where the game went South for them. Not everyone can pick out "that moment" in a game - and I can't pick it out every time. But I love being able to define the key moment.

Even when it works against me.

Frequently, that key moment is only a turn or two before the end of he game.

One of my more regular opponents of late is a man named John. We've been playing a game every few days - and I nearly always win. Before this weekend, I would have said "Always win." See, he beat me for the first time the other day.

And I can exactly trace back the critical moment - but it's only a turn before.

We were playing Paladins and Dragons, and he was ahead. In fact, the score was four to two in his favor. I'd struggled for effectiveness for he entire game. P&D is my weakest set in play. He did an excellent job of making my characters completely ineffective.

His Elf Scout was in a position to score that critical fifth point - I saw this, and moved my Paladin (who was in the area) to block one of the possible routes. I then moved my Pickpocket in to try to block his other possible route. Unfortunately, I misplaced my Pickpocket by moving him one space too far. Had I moved him one space fewer, I would have completely blocked his exit to the point where he would need to engage in combat in order to escape (and I didn't think he had enough actions to fight and escape). As it was, John had enough actions to run past my Pickpocket and out of the maze.

The day before, we played the with just the basic set. I beat him because of a jump his Goblin made about three turns before the end of the game - had his Goblin jumped to the right instead of directly across the track, he would have been in a position to grab a Potion of Speed and a treasure and make it out of the maze. Since he jumped directly across, I was able to ignore the Goblin as a threat and just sprint for the exit myself.

This, by the way, is not to say John is a bad player - he's not. And his skill improves noticably after every game. He's a very quick study. I give him two to three more games before he starts to beat me more often than I beat him.

I also suffered a rather humiliating defeat the other night. I learned a few lessons that game, which I hope to be able to share later. The first lesson? I play DT really poorly against French-speaking opponents. Seriously. These days, I seem to do very well against English-speaking opponents.

It may be my opponents - I seem to only play people who are active in the French and Belgian tournament scene.

Speaking of which, congratulations to Fabrice "Sherinford" Weils. As of this weekend, he is the Dungeon Twister World Champion. Phil Goude (LIDT President) posted the standings here.

I've also been appointed to the LIDT Board of Directors (as has Geoff Heintzelman) for the LIDT. This will last at least until elections which are held at the end of February.

Again, I would like to encourage you to join the LIDT. Even if you choose not to join, you should check out the forums. There is a lot of good discussion - if you don't speak French, do what I do and use Google Translate. And don't be afraid to post in English - or to respond to French posts in English. I do this all the time, actually. And I usually receive responses in English. In other words: Language is only a barrier if you allow it to be one.

And, in blog news, I've also made it a bit easier for those of you looking for character advice - this link will bring you all of my "Dungeon Twister Characters: Multiple Uses" posts. The link is also on the side of the page, under "Key Posts From This Blog."

My file listing characters, items, terrain, etc. has been updated. It now includes characters from Prison.

Next week, I may talk about Cyclades, or Steam, or Stronghold or Neuroshima Hex. I may also break down and talk about Eclipse Phase or Cthulhutech - both of which deserve discussion. I may also discuss Terrain or Items in Dungeon Twister - after all, there's more to the game than the characters.

Wednesday, October 07, 2009

Dungeon Twister Characters: Multiple Uses Part VI - Prison

Here's the same warning I've put on each of the other Multiple Uses posts: The following is my analysis. There are very good players who disagree with me. There are very good players who agree with me.

This is my sixth set-by-set entry in the series - I'm skipping the French-Only sets for now, but will get back to them, because they bear discussion. This entry will discuss Dungeon Twister: Prison.

Base Set Average Movement: 3.625
Base Set Average Strength: 2.00

Prison Average Movement: 3.875 (Includes 3 characters repeated from the original base set)
Prison Average Strength: 1.875 (Includes 3 characters repeated from the original base set)

As you can see, this set is a hair faster and not quite as strong as the original base set was. This set also includes three repeat characters - the Wizard, the Cleric, and the Mechanork.

I'm not going to rehash the Wizard, Cleric, or Mechanork - you can find them here.

Chris did a great job with this set - there isn't much in the way of ambiguity about what these characters are meant to do. This makes Prison an excellent intro to the game, so this is more of an overview of these characters than necessarily multiple uses for them, although I hope to hit a few of those as well.

Colossus
The Colossus is an excellent Hitter. In fact, he's the strongest non-Dragon Hitter in the game. He has a few advantages over the Dragons in this role, too - he's only worth 1 VP if killed and he isn't vulnerable to the DragonSlayer.

He's slow, but he can help your Runners by breaking the portcullises open (just like the Warrior could previously). Just be sure to back him up - there are three characters in this set alone who can run right between his legs. I suggest leaving an empty space between him and his backup (unless there is an intersection to slip through) - it makes Group Combat more likely.

Naga
The Naga's ability to move through the Arrow-Slits combined with his Speed of Six makes him an excellent Runner. You can also use him very effectively as a flanker to set up Group Combat, or as a retriever to grab items you want (or want to keep away from your opponent). Give him a Rope, and he's nearly unstoppable anywhere on the map.

Banshee
For 2AP, the Banshee may push any character in line of sight back one space. The Banshee is a ranged Ring of Repulsion. Those of you who have played Fire and Water are cringing already. The ability to push a character back a spaces is a nice quick way to kill off your uncareful opponents.

A lot of people complained at how dramatically the Ring changed play when Fire and Water was released. By including the Banshee in the new base set, people get to start paying attention to positioning right off the bat. The Banshee also introduces a bit more Action Management by having a special ability which requires an additional Action Point.

With the Banshee's speed of 5, it's also a good Runner, especially if given a rope.

Backstabber
The backstabber can open Portcullises like the Thief. She's a bit slower and has the same basic combat stats as the Thief, but she has +2 Strength in Group Combat if at least one unwounded friendly is involved.

She's completely straightforward in terms of ability, and I expect a lot of people will have her following the Colossus around. I'd argue that doing so is a waste of the Backstabber's ability - she should follow one of your runners around. Pairing her with the Colossus means you'll have combat strength of 9 + card, which is completely overwhelming. Pairing her with the Naga gives you 6 + card, which is nearly as difficult to overcome and means you have a fast-moving flexible hit squad that doesn't look all that scary until after their first combat.

In extended play, pair her with the Assassin.

Telepath
The Telepath chooses his opponent's combat card in one-on-one combat. This ability reminds me a great deal of the Weapon Master from Paladins and Dragons, but it's both more and less useful - for one, the Telepath has a base strength of zero. Since he can't choose to force his opponent to play a '0,' he will have to play at least a three in order to beat even the weakest characters. And that number goes up the more often he's in combat. If your opponent hasn't thought through this themselves, his ability looks pretty scary. It means your opponent may devote significant resources to taking the Telepath out, making him an effective decoy.

The best use I've found for the Telepath involves cleaning up wounded opponents - since the Strength for wounded characters is zero already, it's easier for the Telepath to be useful against them.

Saturday, October 03, 2009

Heroes of the World

So, after several on-again/off-again posts about what was in the booth at GenCon, it's time to talk about what (in my opinion) was the best new game in the booth.

That's not to say the other games in the booth were bad - in fact, one reason I like demoing for Asmodee is the fact that I won't get stuck demoing a lemon. I can honestly and without hesitation say that I liked every game in the booth. I'll admit that I'm a bit burned out on Ghost Stories, but I'll still tell you (honestly) that it's a good game.

The Game of the Show for me? Heroes of the World.

It's funny that I like this one, too - after reading a few of the comments posted about it on BGG, it really doesn't sound like a very good game. In fact, it sounds boring and derivative.

That is not at all the impression I have of the game. At the moment, I have more recorded plays than anyone. I don't know if that makes me an expert, but it does mean I've played it more than just about anyone.

The game is very simple. Each turn, players will add a Hero to their hand, and then choose a Hero from their hand to play.

You then run through four steps with each Hero.

Step 1: Add population to the board. You get to add a number of population markers equal to the number shown on the Hero you play. They can only be played in regions influenced by this particular Hero, however.
Step 2: Educate the People. Some Heroes provide Discovery Markers, which are drawn from a bag and must be played in the regions influenced by that Hero. These are things like "Pottery" and "Roads." Each Marker also has a point value. There are "bad" advances - Slavery and Epidemic, for example, are worth 0 points. If playing a marker causes one Region to completely fill, then the turn pauses so that region can be scored. I'll go over scoring in a bit.
Step 3: Make War. Not all Heroes have a conquest value. If they do, you may choose a region (which, again, must be on the Hero's card), choose a target, and roll the die. Four results are good for the Attacker, one is good for the Defender, and one is bad for both.
Step 4: Make & Spend Money. Each Hero has a Treasury number - this is what is added to the player's pocket. You can then spend money on one of three things: Moving population around, Wonders (which have a variety of effects), and Victory Points.

I mentioned that I'd get to scoring:
Once all of a region's Discovery Marker spaces are full, each player counts the number of Population markers they have in that space. The first three places may score points - First place scores the total value of the Discovery Markers in that Region. Second scores first place, rounded up. Third place scores the lowest value Discovery Marker in that region. The scoring timing gives an edge to the player who triggers the scoring, as they have the ability to inflate their numbers before triggering the scoring.

Once four of five regions are scored, the game is paused again to set up for the Modern Epoch. The unbuilt Wonders are discarded, and the draw pile of Heroes is swapped for a different set. There's a different set of advances for the modern world, too.

The game ends when seven out of eight regions are scored.

So what's new mechanically?

Not much, actually. Area Control is old hat. Role Selection is old hat. Card Drafting isn't new. Using money to move pieces isn't new, either.

But re-using old mechanisms doesn't mean a game is bad - Mission: Red Planet is a lot of fun, and it's mechanics are all recycled. It borrows its role selection from Citadels, and its area control (and scheduled scoring) from El Grande.

Heroes of the World sold a copy every time we demoed it. Over the last five years, we have had some really good games in the booth, but never before has every single demo led to a sale.

Of all the games in the booth this year, it's the one I've played the most post-GenCon, as well. It's also held up very well to repeated replays - I love Ghost Stories, but I got burned out on it after GenCon. Although I'm getting the itch to play it again ...

I love Senji, too. Again: Burned out on it.

Part of the reason for the lack of burnout is the "weight" - Heroes of the World is a fairly light game. But don't mistake its weight for anything resembling weakness.

Next week, I'm probably going to talk a bit about Dungeon Twister: Prison. It's out in Europe and the rules are available online, so I can talk more freely, now, and I have a few things to say.

Wednesday, September 30, 2009

This Week

I'll be a bit late in posting this week - my boss has been out of town, so I've been too tired to write and edit. And believe me when I tell you that I need the editing.

She'll be back on Wednesday, so I should be able to get my post finished on Thursday evening. I hope.

Wednesday, September 23, 2009

Game Overview: Magnifico

I mentioned previously that there were three new games sprung on us at GenCon - I already discussed Dice Town. The second of these games was Magnifico.

On Wednesday evening, my wife and I borrowed this game (and the third one), and took them back to the hotel room to learn the rules so that we could demo them effectively on Thursday.

This one was mine to learn. I read through the rules, but was too tired to make sense of it.

Too tired? Before GenCon even started?

Yes. You see, on Tuesday evening, the Asmodee team went out for dinner together. As we do every year. We had a great time, but we didn't get back to the hotel room until after midnight. Then we spent Wednesday setting the booth up, which is where the new games appeared. The dealer's room during setup is hot. Very hot - as in "they don't bother with air conditioning" hot. And setup is a lot of physical labor.

So after that, we were exhausted. And I couldn't make sense of the Magnifico rules. So they had to wait. After I played it, I regretted having waited.

On the face of it, Magnifico resembles Risk - moreso than any game I've played in the last few years. How does it resemble Risk? Plastic armies conquering territory. Six-sided dice for combat resolution. A colorful map. Yep, that's it.

How is it different?
1) Auction Phase. Players bid on blueprints for tanks and airplanes that they can build. Players also bid on art and unit upgrades.

2) Income. In Risk, you gain income based solely on how much territory you control, and that income is all new armies. In Magnifico, your income is based on territory held and your castles, and that income is money. Army growth is simple: Do you hold a territory? Place an additional unit there.

3) Expansion. In Magnifico, you spend money to build Tanks and Airplanes, you spend your money to develop upgrades for your units, you spend money to upgrade your fortification, and you spend money to attack.

... wait. What? You spend money to attack?

That's right. You can't just attack anyone you want to attack. You have to spend 10 Ducats to attack an unoccupied territory, and you have to spend 30 Ducats to attack an opponent.

4) Multiple unit types. There are infantry, tanks, and aircraft. Each uses their own set of rules when attacking, as well. Infantry is straightforward - each hit rolled on the die inflicts one hit on the enemy. These hits are then reduced by the fortification level of the defender, and casualties are removed. Each tank rolls multiple dice and does a certain number of hits (reduced by fortification, of course). Aircraft work similarly to tanks, but they can ignore fortification when they attack.

Didn't I mention the fortifications?

Your castles serve as factories (each castle and build one Tank or Airplane per turn), but also help protect your infantry when you are attacked. Since all casualties are taken out of the infantry, this is potentially huge. And you can upgrade your castles. Every tower increases the number of hits your castle absorbs by one.

Oh - and since the Tanks and Airplanes can be captured, they are cast in a neutral color. If I attack with three infantry and two tanks, and you kill my infantry, my tanks become your tanks.

5) Victory Conditions. Risk plays until there is a sole survivor. Magnifico plays until someone has 30 Victory Points. Victory points are scored by winning the auction at the beginning, having the most territory, having the most castles, having the most DaVinci cards in play, and so on. In practice, the game plays in about an hour.

The game has a surprising amount of depth - the unit upgrades can swing a game, and knowing what upgrades you want can make a huge difference in the auction. Aggressive players need to bid enough to get what they want, but can't bid too much or else they won't be able to afford their attacks.

This is a good game - it's a solid game, and I liked it very much - but it wasn't the best new game in the booth.

Wednesday, September 16, 2009

Seven Years Strong

As of tonight, the Wednesday Game Night I host has been running for seven years. In the last seven years, well over a hundred different people have attended. Somewhere, I have a list of people who had attended as of a few years ago.

We've played hundreds of games, ranging from a variety of unpublished prototypes to games that are hundreds of years old. Here is a list of the games we played in the first year.

We've had to reschedule twice (that I can recall), but we have always met at least once per week.

The crew grows and shrinks and grows and shrinks. New people move to the area, and they move away (and we do miss you), but the games go on.

We've been hosted at Phoenix Games for close to five years, now, and it's been good for us. It's increased our visibility and, at the same time, has helped sell games.

To celebrate, we're having a potluck.

Normally, we charge $5 per person to attend. Tonight, it's free if you bring food.

We'd love to see you there.

Tuesday, September 08, 2009

PAX '09: How I Got A Badge


Map
Originally uploaded by Gamethyme
I can't figure out how to scheduled a post with Flickr, so this will be up a few hours earlier than normal. In fact, it'll be up Tuesday Night instead of Wednesday Morning. Don't get used to early posts, however.

I need to write about PAX. And I still haven't given GenCon a full writeup, either.

I will do both of these in detail later. For now, the Tale of How I Got A Pass.

As long-time readers of this blog will know, my home Game Store is Phoenix Games (at the moment, this may be a better link). Phoenix is where my weekly Wednesday gathering is held, and it's where the bulk of my boardgaming dollar goes.

You will also know that I demo games for Asmodee Editions. This is not restricted to Phoenix. One of the game stores I visit often is Uncle's Games, as it's about a mile from where I work and is a well-run game store. I spend the bulk of my role-playing dollar there.

I had been asked for feedback on whether or not Asmodee should consider a booth at PAX. My plan was to buy my pass on payday. Unfortunately, PAX sold out.

I had loaned my copy of Dixit to the Uncle's Games district manager in hopes that they would pick the game up (they did, by the way - they loved the game). When I swung by to pick my copy up on Monday, there was an employee there that I didn't know. We spent some time chatting, and I'd discussed a desire to attend PAX, as I was loaning a number of my games to the game library.

"Let me pull some strings and see what I can do," she said. I left her my name and number and e-mail address.

Thursday morning, I had voice mail. "This is Jodi from Uncle's," she said, "I have a PAX Pass for you, but you have to be willing to spend some time in the tabletop gaming area."

What? You mean I have to spend time in one of the two areas where I had planned to scout most heavily? In exchange, I am free to wander the convention for a few hours?

So, to make a long story short, I wound up at PAX, wearing a badge that said, "Uncle's Games," a very odd feeling. (If you're reading this, Jodi, thank you again!)

I took a few photos, and compiled a report for Asmodee. I even got to play a few games. Some of you will notice that this list is very similar to another list I recently compiled.

Over the next few weeks, I plan to talk about PAX and GenCon and the games I played. I think we all know how good I am at keeping to my plans, however.