At GenCon, this year, one of the things Asmodee had in the booth was an area for the digital version of Splendor. At the time, it was available on iOS. Now it's also on Android and Steam.
I have it on my Kindle Fire, and the app is solid. The art and gameplay are exactly like the tabletop game. In fact, it's only missing two things: that wonderful tactility of the physical game and online multiplayer.
I also have Ticket To Ride, Summoner Wars, Catan, Carcassone, and several other games on my Fire. And they're all good implementations of the various games. But I'm one of those guys who likes bits. For me, part of the joy of Splendor is stacking and restacking my chips.
On the other hand, playing Catan without having to set up the board is nice. Finishing Ticket to Ride and not having to re-score to make things didn't get missed during the game is awesome. Not having to count and add for Longest Route is very nice.
And then there's the player factor:
I love, for example, Lords of Xidit. It's an often-overlooked gem. A great little game. But too many folks in my local group aren't fans, so I don't get to break it out very often.
But I can (and do) play it on BoardGameArena.com, where it's not hard to find enthusiasts. I've (so far) only played it against some friends from Plus. Folks I can't play in person with (unless they move to Seattle).
I don't buy games for the art. I don't buy them for the rules. I buy them for the social interaction. Gaming is the only social interaction I actively seek out.
So I'll buy digital versions. I'll use them as personal tutorials. But - for me, at least - they fall far short of the actual physical games.
This week at Game Night, I'm bringing Mysterium. It's practically Halloween, and I can't think of a more appropriate game to play.
Wednesday, October 28, 2015
Wednesday, October 21, 2015
That Post-Essen Blitz
Posted by
Eric Franklin
I didn't mention it this year, but Essen Game Fair was recent. Even if I wasn't keeping track, I'd know based on the sheer number of new games suddenly appearing at the local game stores.
Yes, a few of them showed up at GenCon in limited numbers, but now they're Widely Available.
BoardGameGeek did their usual Essen Spiel Preview this year, and it was (and continues to be) a bit terrifying. That's a 32-page GeekList of games that are debuting at the show.
Yes, a few of them showed up at GenCon in limited numbers, but now they're Widely Available.
Below are a few games you may have missed, and one you couldn't escape (and not all of them are Essen games). As ever, I'm providing Amazon links to them, but I really would prefer that you support your local game store (if you have one).
Deus - This is not a new game for Essen. Hell, it was a 2014 game that won a ton of awards. And it's good. Really good. It was even a Kennerspiel des Jahres Recommended game this year. That's a big deal.
Discoveries: The Journals of Lewis and Clark - More and more, I'm learning that I like dice games. Especially if they do something interesting with the dice. This is a worker-placement game that uses dice as workers, and allows you to sabotage other players by recalling dice in your color from them. It's cold, it's cruel, it's brilliant.
Starfighter - I talked about this game a lot at GenCon. It's out, now. This is the best two-player game I've played in a very long time. It's a combo-building game, but you need to be careful to make sure that your combos do something, otherwise your opponent will beat you.
Ultimate Warriorz - It's not the deepest game. It's not the most complicated game. To be honest, I might even be able to play this with my nephews! But it's fun. I work on a surprising number of games for Asmodee (surprising to them, too, I suspect). I don't request copies of everything I work on, either. I'm way behind on my Dixit expansions. I don't have any of the Timeline: Animals or Timeline: Dinosaurs or several other Timeline sets. Because - much as I like those games - I don't need more. But this game is one I requested. I think it surprised them when I did so, too.
Mysterium - You couldn't get away from this game if you're at all involved with Geek Social Media or blogs or podcasts. This is the game that caused stampedes at GenCon this year and crazy lines. The game is sorta like Dixit meets Clue. One player is using images to communicate with the other players in an attempt to solve a murder. There is quite literally nothing else like it on the market. If my shipment hits me in time, I'll be playing this at Game Night next week.
T.I.M.E. Stories - Oddly, I can't find the base game on Amazon, so that link takes you to the first expansion, The Marcy Case. This is the first "decksploration" game I've seen. It reminds me more than a little of Quantum Leap (the TV series) - players take the role of people who are jumping back in time to prevent paradoxes and the destruction of the universe. It's sort of a choose-your-own adventure book with character skills and die rolls. And the game is structured so that you can put it away without losing your place. Again: Nothing else like it on the market. And there are a bunch of expansions coming with a variety of themes. Zombie survival horror. High fantasy. Action. Adventure. Suspense. I'm really looking forward to this one.
The Builders: Antiquity - I really liked The Builders: Middle Ages. This one turns the complexity up just a hair. I can't wait to get it to the table.
7 Wonders Duel - A two-player only 7 Wonders game. What's not to love? It's considerably different from the "main" 7 Wonders game - players are drafting tiles instead of cards, for example. And there's no passing back-and-forth in the draft. Players can only pick tiles that are available. All-in-all, it's a completely different game with the same theme. This might knock Starfighter off of my "Favorite 2p Game of 2015" pedestal. Maybe. I'll find out soon enough.
Shakespeare - I'm a theater geek. And I'm married to a theater geek. I knew when I did a pass or two over the rules to this one that I was going to need to own it. Players need to higher the right actors and set dressers and costumers to put on the best possible plays. It's already drawing rave reviews, and most of the mention the strong theme.
As they trickle in and hit the table, I'll probably have more to say about these games. I got a new toy for my camera, so expect photos, too.
Wednesday, October 14, 2015
Character Flaws are Story Hooks
Posted by
Eric Franklin
I'm sure you all know this, but I am a huge proponent of character-driven games. As a GM, I love it when the players start throwing ideas and hooks at me.
(Side note: I need to work on being better at this as a player)
Players contribute to the story in a number of ways, some of which are less obvious than others, and their first contribution for the vast majority of games is their character, because the characters are what the GM should structure the world around.
This is one of the ways in which I prefer characters who require construction. Much as I have enjoyed all of the versions of Dungeons & Dragons over the years, it wasn't a system that was structured towards that sort of "GM and players telling a story" that I like. First and second editions were especially bad at that, because every fighter was (essentially) just like every other fighter. The differences were all in your skills (and weapon proficiencies), but that was only as useful as your DM made it. And the difference between WP: Khopesh and WP: Broadsword only rarely came up.
I can't speak to fifth edition, however. I suspect that the "backgrounds" that it uses provide some of those story hooks which I so desperately crave as a DM.
But most games with constructed characters allow players to take advantages and disadvantages. You know. One eye. Cursed. True Love. Higher Calling. Things that either constrain your character in some way so that you can get more points to boost your character somewhere else or that boost your character's abilities in some way.
Realistically, these are almost all story hooks. Even the advantages can provide good hooks for the GM to use. Contacts and Allies? Who are they? Cursed? By whom and why? Dark Secret? What is it?
Skill selection can provide some of these story hooks, but often that requires deeper inquiry from the GM to the player.
As a player, I'm generally rotten about giving my GM good explicit hooks. I'll freely admit that. I'm a big fan of the amnesiac orphan characters in D&D-style games (which some GMs really appreciate and some really despise). 13th Age kept me from doing that via its backgrounds that invested me in a bit of worldbuilding (I'm pretty sure Wade is still shaking his head a bit at the presence of an Imperial Inquisition in his world). But I really love interesting advantages and disadvantages.
As a GM, I love to see players like me when it comes to advantages and disadvantages, because it gives me ideas. Even players who aren't excited about a game can steer it quite a bit with their selections.
In my current Legend of the Five Rings game, for example, I have one player who didn't choose any advantages or disadvantages. He has one disadvantage, but it came from his clan's Heritage roll and not from his choice. As a GM, this has made it difficult for me to hang any kind of story off of that character.
With the Dungeons & Dragons game nearing its end (within a year or two, I suspect), there will almost certainly be another game spinning up to take its place. I need to be sure to give my GM as many plot hooks as I can ...
(Side note: I need to work on being better at this as a player)
Players contribute to the story in a number of ways, some of which are less obvious than others, and their first contribution for the vast majority of games is their character, because the characters are what the GM should structure the world around.
This is one of the ways in which I prefer characters who require construction. Much as I have enjoyed all of the versions of Dungeons & Dragons over the years, it wasn't a system that was structured towards that sort of "GM and players telling a story" that I like. First and second editions were especially bad at that, because every fighter was (essentially) just like every other fighter. The differences were all in your skills (and weapon proficiencies), but that was only as useful as your DM made it. And the difference between WP: Khopesh and WP: Broadsword only rarely came up.
I can't speak to fifth edition, however. I suspect that the "backgrounds" that it uses provide some of those story hooks which I so desperately crave as a DM.
But most games with constructed characters allow players to take advantages and disadvantages. You know. One eye. Cursed. True Love. Higher Calling. Things that either constrain your character in some way so that you can get more points to boost your character somewhere else or that boost your character's abilities in some way.
Realistically, these are almost all story hooks. Even the advantages can provide good hooks for the GM to use. Contacts and Allies? Who are they? Cursed? By whom and why? Dark Secret? What is it?
Skill selection can provide some of these story hooks, but often that requires deeper inquiry from the GM to the player.
As a player, I'm generally rotten about giving my GM good explicit hooks. I'll freely admit that. I'm a big fan of the amnesiac orphan characters in D&D-style games (which some GMs really appreciate and some really despise). 13th Age kept me from doing that via its backgrounds that invested me in a bit of worldbuilding (I'm pretty sure Wade is still shaking his head a bit at the presence of an Imperial Inquisition in his world). But I really love interesting advantages and disadvantages.
As a GM, I love to see players like me when it comes to advantages and disadvantages, because it gives me ideas. Even players who aren't excited about a game can steer it quite a bit with their selections.
In my current Legend of the Five Rings game, for example, I have one player who didn't choose any advantages or disadvantages. He has one disadvantage, but it came from his clan's Heritage roll and not from his choice. As a GM, this has made it difficult for me to hang any kind of story off of that character.
With the Dungeons & Dragons game nearing its end (within a year or two, I suspect), there will almost certainly be another game spinning up to take its place. I need to be sure to give my GM as many plot hooks as I can ...
Wednesday, October 07, 2015
Mystery Rummy
Posted by
Eric Franklin
A few weeks ago, Steph and I went to WorldCon, which was in Spokane. While in the dealer's room, I spotted a booth (Uncle's Games) that had the Mystery Rummy series of games in stock.
Now, I'd asked Brian at Phoenix Games a few years back if he could get them, and they were (at the time) sadly out of print. So when I saw them, I immediately grabbed the first one (Mystery Rummy: Jack the Ripper). I took it back to the room, and Steph and I fumbled through a hand or two.
It leads to five games with similar rules and very different feels.
Now, I'd asked Brian at Phoenix Games a few years back if he could get them, and they were (at the time) sadly out of print. So when I saw them, I immediately grabbed the first one (Mystery Rummy: Jack the Ripper). I took it back to the room, and Steph and I fumbled through a hand or two.
I was immediately hooked. It was a solidly fun game that built on the classic Rummy rules. But I still wasn't sure I wanted to grab the others. So I grabbed the fifth one (Mystery Rummy: Escape from Alcatraz), took it back to the room, and read the rules. And - again - it was a solid game with rules that were different enough from the first one that it didn't feel like a rehash of the other game. This told me that all five games were likely distinct from one another.
So I grabbed all five, and took them back to our usual Wednesday gathering.
Where they were (and continue to be) a hit.
And where I learned that they are back in print and are now readily available through distribution.
Each of the five games has at least one special tweak to the rules. Jack the Ripper, for example, doesn't let you meld cards until a victim has been played. Jekyl & Hyde restricts what you can meld depending on which aspect of the good Doctor is currently active. Escape from Alcatraz has action cards that trigger the first time anyone lays down cards every turn.
It leads to five games with similar rules and very different feels.
Some of them are two-player-only, some of them are 2-4 players. Jack the Ripper, for example, is playable with 2-4, but I don't recommend it with more than two. Escape from Alcatraz is good with three or four, but it's playable with two.
You can get them for around $20 from your FLGS. If you're at all curious, I recommend picking one up and giving it a shot. So far, Jack the Ripper is my favorite with two players and Al Capone and the Chicago Underworld is my favorite with four (but several folks in the group prefer Escape from Alcatraz with four).
Unrelated to the above: I brought one of my old computers out of retirement, so I'm not completely computerless while my laptop is being repaired (under warranty), so maybe my posting schedule won't be terribly affected ...
Unrelated to the above: I brought one of my old computers out of retirement, so I'm not completely computerless while my laptop is being repaired (under warranty), so maybe my posting schedule won't be terribly affected ...
Wednesday, September 30, 2015
Probable Posting Delays
Posted by
Eric Franklin
I arrived home the other day to find that my laptop was dead. It's still under warranty, so it's being repaired, but it means I have less time in which to write for this blog.
It may not impact my posting, but it may cause delays or even missed weeks.
It may not impact my posting, but it may cause delays or even missed weeks.
Wednesday, September 23, 2015
Gaming With Non-Gamers
Posted by
Eric Franklin
A year and change ago, My 13th Age GM's wife joined us "for one session" as a birthday gift for our GM. She's a non-gamer, you see.
But she showed up for the next session. And the session after that. In fact, she's become a regular member of the party. It's been really good having her in the group.
She's brought an energy to the table that I hadn't realized was lacking. An energy I haven't seen in a while.
An energy I wish I still had, actually.
Last session, we were stuck. We could sacrifice a party member to achieve our goal, but that was something that most of the party wasn't especially willing to do.
The goal was (essentially) healing the forest. And her character was a ranger with a healing spell that she could cast as a ritual. "Can I cast the spell to heal the forest?"
Cue GM blinking.
But it was a good idea. One that none of the rest of us had even come close to thinking of.
The GM took a few seconds and laid out some conditions for us that made sense. Essentially, the party was not allowed to take any aggressive action for the amount of time it took her to cast the spell.
It worked.
Over the years, I haven't been able to game with non-gamers nearly as often as I would like. Because I love the ideas they have. I love the excitement they bring to the table. And I love their problem-solving. When you don't know the rules, you don't know what limits they have.
Using a healing spell to heal a forest glade? Brilliant. None of the experienced gamers at the table thought of it. And, when she asked if it was possible, I know the skeptical look was on my face, and I saw it on at least one other face at the table.
GMs for new players have a few challenges that co-players don't have, too. A GM needs to be rules-familiar enough to teach the new player what they're doing, but the GM also needs to be able to encourage creativity within the rules.
Tons of GM advice books encourage the GM to say "Yes," to players. That doesn't mean "break the rules." It means "If the rules don't cover it, figure out how to make it work. Especially if it's cool." If you screw a rule up, fix it between games.
Oddly, this doesn't just apply to a brand new gamer. It also applies to people learning a new system. In the L5R game I'm running, none of the players are hugely familar with the system. Three of them played an earlier edition, the rest are new. And we've had a few rules hiccups - I let a player use an inappropriate skill at one point, for example. The fact that skills can sometimes be used with different attributes is still throwing them a bit, too. But we're getting there.
Hell, I still struggle with the binary nature of the system - you succeed or your fail most of the rolls. There's no "margin of success" in the game. If you want greater effect from your roll, then you have to call a Raise before you make the roll. And that's tough even for us experienced guys.
But it does keep me looking forward to the next session. And makes me think that I need to come up with something fun so that my GMs look forward to our next sessions more than they already do.
Oh - and Steph and I have started our annual Christmas Scheming.
Tonight is the Game Night Anniversary Potluck. We'd love to see you there.
But she showed up for the next session. And the session after that. In fact, she's become a regular member of the party. It's been really good having her in the group.
She's brought an energy to the table that I hadn't realized was lacking. An energy I haven't seen in a while.
An energy I wish I still had, actually.
Last session, we were stuck. We could sacrifice a party member to achieve our goal, but that was something that most of the party wasn't especially willing to do.
The goal was (essentially) healing the forest. And her character was a ranger with a healing spell that she could cast as a ritual. "Can I cast the spell to heal the forest?"
Cue GM blinking.
But it was a good idea. One that none of the rest of us had even come close to thinking of.
The GM took a few seconds and laid out some conditions for us that made sense. Essentially, the party was not allowed to take any aggressive action for the amount of time it took her to cast the spell.
It worked.
Over the years, I haven't been able to game with non-gamers nearly as often as I would like. Because I love the ideas they have. I love the excitement they bring to the table. And I love their problem-solving. When you don't know the rules, you don't know what limits they have.
Using a healing spell to heal a forest glade? Brilliant. None of the experienced gamers at the table thought of it. And, when she asked if it was possible, I know the skeptical look was on my face, and I saw it on at least one other face at the table.
GMs for new players have a few challenges that co-players don't have, too. A GM needs to be rules-familiar enough to teach the new player what they're doing, but the GM also needs to be able to encourage creativity within the rules.
Tons of GM advice books encourage the GM to say "Yes," to players. That doesn't mean "break the rules." It means "If the rules don't cover it, figure out how to make it work. Especially if it's cool." If you screw a rule up, fix it between games.
Oddly, this doesn't just apply to a brand new gamer. It also applies to people learning a new system. In the L5R game I'm running, none of the players are hugely familar with the system. Three of them played an earlier edition, the rest are new. And we've had a few rules hiccups - I let a player use an inappropriate skill at one point, for example. The fact that skills can sometimes be used with different attributes is still throwing them a bit, too. But we're getting there.
Hell, I still struggle with the binary nature of the system - you succeed or your fail most of the rolls. There's no "margin of success" in the game. If you want greater effect from your roll, then you have to call a Raise before you make the roll. And that's tough even for us experienced guys.
But it does keep me looking forward to the next session. And makes me think that I need to come up with something fun so that my GMs look forward to our next sessions more than they already do.
Oh - and Steph and I have started our annual Christmas Scheming.
Tonight is the Game Night Anniversary Potluck. We'd love to see you there.
Wednesday, September 16, 2015
Game Night Anniversaries
Posted by
Eric Franklin
On September 17, 2002, I had a couple of friends over to play this game I'd just acquired. Settlers of Catan.
We played three games that night. Andrew won the first one, I won the second one, and Andrew won the third one.
At the end of the evening, we all looked around, and said, "That was fun. Can we do it again next week?"
Well the 25th didn't work, but the 26th did. So the second Game Night that I hosted was held on a Wednesday instead of a Tuesday.
And so was the third. And the fourth. And the fifth.
In fact, for the last 13 years, Game Night has been held on Wednesday almost every week. We've moved it for Christmas and New Year's Eve and a few other holidays, but we've been remarkably consistent.
A year or so later, we moved Game Night to Phoenix Games, because we'd more than outgrown my apartment. I don't care how many tables you have, 30 people in a two-bedroom apartment with furniture is going to be a squeeze. And my apartment complex had really bad parking.
And it's been a Phoenix ever since.
I've written in a few places about Game Night and what it's meant to me. Short answer? A lot.
When I stopped keeping track in 2005 or so, more than 300 different people had attended and more than 150 unique games had been played. Those numbers are much, much higher now.
In the last 13 years, the group has seen at least four weddings of group members: Steph and myself, Jim & Dawn, Derek & Serena (who met at game night), and John & Katie (who met in person at game night). And there are probably a few other weddings that I'm forgetting, because I do that. Several of the regulars have had kids. Too many have moved away.
We've grown and shrunk and grown again several times. For a bit, there was a Meetup for the group. It caused a surprising amount of growth.
On September 23rd, we'll be having our annual celebratory potluck, kicking off around five and running until ten or so.
If you've never attended before but are thinking about it, this is a great opportunity to get to know us. If you've been before but have stopped coming, this is a great chance to get re-acquainted with us (we've missed you).
Phoenix Games has recently moved to a new location. Their new address is:
Phoenix Games
9700 Harbour Place, #218
Mukilteo, WA 98275
We'd love to see you there.
We played three games that night. Andrew won the first one, I won the second one, and Andrew won the third one.
At the end of the evening, we all looked around, and said, "That was fun. Can we do it again next week?"
Well the 25th didn't work, but the 26th did. So the second Game Night that I hosted was held on a Wednesday instead of a Tuesday.
And so was the third. And the fourth. And the fifth.
In fact, for the last 13 years, Game Night has been held on Wednesday almost every week. We've moved it for Christmas and New Year's Eve and a few other holidays, but we've been remarkably consistent.
A year or so later, we moved Game Night to Phoenix Games, because we'd more than outgrown my apartment. I don't care how many tables you have, 30 people in a two-bedroom apartment with furniture is going to be a squeeze. And my apartment complex had really bad parking.
And it's been a Phoenix ever since.
I've written in a few places about Game Night and what it's meant to me. Short answer? A lot.
When I stopped keeping track in 2005 or so, more than 300 different people had attended and more than 150 unique games had been played. Those numbers are much, much higher now.
In the last 13 years, the group has seen at least four weddings of group members: Steph and myself, Jim & Dawn, Derek & Serena (who met at game night), and John & Katie (who met in person at game night). And there are probably a few other weddings that I'm forgetting, because I do that. Several of the regulars have had kids. Too many have moved away.
We've grown and shrunk and grown again several times. For a bit, there was a Meetup for the group. It caused a surprising amount of growth.
On September 23rd, we'll be having our annual celebratory potluck, kicking off around five and running until ten or so.
If you've never attended before but are thinking about it, this is a great opportunity to get to know us. If you've been before but have stopped coming, this is a great chance to get re-acquainted with us (we've missed you).
Phoenix Games has recently moved to a new location. Their new address is:
Phoenix Games
9700 Harbour Place, #218
Mukilteo, WA 98275
We'd love to see you there.
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