Category Archives: Games

Tabletop Civilization

Through the ages(2)_reduced

We’re currently re-arranging our daily schedules a bit so as to be able to play boardgames more often, perhaps making our CarcaSean visits a twice weekly rather than weekly affair. The highlight of last week’s sessions was Through the Ages: A Story of Civilization, which was kindly taught to us by Han. As its name implies, it’s a boardgame inspired by the PC-based Civilization series and attempts to abstractly simulate the competition between rival civilizations from ancient history to the modern age. Since this was our first game and due to time constraints, we only played up to Age 2, skipping the third and final age.

The keyword here is abstract as my first thought when all of the components were taken out of the box was “Where’s the map?” Indeed, there isn’t one. The main board basically serves only as a handy way to track the many different variables the game needs, including the Cultural Points that the players need to accumulate to determine victory. Without a map, any civilization is assumed to be able to attack any other when necessary. The only territory that the players fight over are the Colony cards that confer various advantages to the civilization that manages to win them.

Continue reading Tabletop Civilization

Massacring natives for fun and profit (redux)

Colonization 2009-09-28 21-54-12-69_reduced

Colonization is another one of the games that 2K Games sent me a while back but I’ve only just gotten around to checking it out. Its complete title is Sid Meier’s Civilization IV: Colonization which is quite a mouthful. This is because it is a remake of the original Colonization from 1994 using the Civilization IV engine. The original game is considered one of the great classics published by Microprose back in the day and one of the rare few that I missed out on playing. As such I’m particularly glad to have to have the chance to play this updated version.

In this game, the player takes control of settlers from one of four European nations who must found a colony in the New World. There you have to contend with not only the native population, but also the colonies of the other European powers. The object of the game is to grow the colony into a powerful nation in its own right and eventually become strong enough to declare independence from your mother nation and defeat its forces. Contrary to expectations however, Colonization is not a 4X game in the traditional sense, but an economics and logistics management game.

As such, gameplay in Colonization feels more similar to a city builder like The Settlers than any game in the Civilization series. Your colonists, each of whom can be individually named, can be tasked with various jobs, including gathering raw resources, processing them, preaching in churches to attract more colonists from Europe or constructing buildings. Colonists outside of a settlement can be assigned a job as a pioneer capable of building roads or tile improvements by equipping them with tools. Similarly, any colonist can be turned into a soldier by giving them guns.

While any colonist can be assigned to any job, some have skills that make them dramatically better at some jobs, so a big part of the game is shuffling colonists around to places where they can do the most good. Furthermore, since it is far more lucrative to export processed goods, like cigars and cloth, instead of the tobacco and cotton raw materials, it’s in your interest to build up the infrastructure to support these higher value industries. This raises the cash necessary to buy the weapons, ships and most importantly, skilled colonists, that you’ll need to win.

My initial impressions on this game are, frankly, not that good. For one thing, it’s an extremely micro-management intensive game. Most of your time is spent checking on the inventories of different materials in each of your settlements and transporting them around in wagon trains. There’s also not much combat in this game until the endgame phase as it’s usually easier to achieve your aims through peaceful trade. Finally, I have doubts about the game’s longevity since there are only four different European nations to choose from and I suspect that most games will turn out more or less the same. There aren’t even any scenarios to spice things up a little. Anyway, I still haven’t managed to win a game yet, so I’ll hold off on my conclusions until then.

Colonization 2009-09-28 23-12-14-11_reduced

A good old-fashioned dungeon romp

Descent(4)_reduced

Strangely enough, in all my years as a gaming geek, I’ve never done an actual table-top dungeon romp before. I’ve played pencil-and-paper role-playing games in the past, but due to my snooty attitude towards Dungeons & Dragons, I’ve always stayed away from it and preferred less hack-and-slash oriented games like RuneQuest, Shadowrun and Robotech (okay, maybe this last one is a bad example.) I’ve cleared dungeons in MMOs like World of Warcraft before, but that’s not quite the same thing. So when Sean offered the opportunity to participate in a session of Descent, I agreed despite some misgivings over how long it would be expected to require.

The bad news is that our session actually lasted longer than I expected, about five and a half hours in all. The good news is I had a blast the entire time and would gladly do it again! It’s all a bit embarrassing really because even more so than BattleLore, much of the appeal of Descent lies in being able to play with all the awesome miniatures and other props. As one of the players in our session, Chee Wee (sorry if I got the spelling of your name wrong) commented, there’s an open-mouthed kid in the candystore feeling when you see all that cool stuff laid out on the table.

Continue reading A good old-fashioned dungeon romp

Street Fighter!

StreetFighterIV 2009-09-04 22-21-34-10_reduced

In my last years of high school, Street Fighter 2 was pretty much the arcade game of choice. I remember how great a revelation its graphics and sound were coming after games like Karateka and Budokan. In the days before the Internet, we couldn’t know the full extent of its popularity or the boom in fighting games it kicked off, but we did know that we had something special in our hands. It had a variety of characters, each with different movesets. It gave each of them command-based special moves and it used six buttons to control, which I believe was unprecedented for the time. The boys in school talked about it constantly.

Due to this nostalgia, when Capcom announced that Street Fighter IV would be based not on the forgettable Street Fighter III but the classic Street Fighter II, I knew it would only be a matter of time before I got it. I knew that I would never have the time or patience to master its intricacies in the way a teenager could, and that it would be too light a game for me to be truly absorbed in, but I’d want it all the same just to be able to play around with the familiar characters at my leisure and kill the odd hour here and there with mindless bashing fun.

Continue reading Street Fighter!

Mr. Jack and recording boardgame plays

DSC00236_reduced

My wife and I played a game of Mr. Jack to start off our weekly session at CarcaSean. It’s a two-player game in which one of the players takes on the role of the infamous Jack the Ripper while the other player takes on the role of the detective trying to catch the murderer. The board represents the Whitechapel district of London and is populated by eight characters, all of whom are connected to the case in some way and any one of whom can turn out to be Mr. Jack. Yes, this means it’s possible that the murderer could be Sherlock Holmes or Inspector Lestrade.

The cool twist about this game is that both players take turns to control the same eight characters. Typically, the detective tries to arrange the characters such that the use of the Witness / No Witness card eliminates as many suspects as possible while the other player tries to prevent this. Quite unintuitively, I quickly found that, as the player in the Mr. Jack role, it is far easier to keep all of the characters in sight than trying to keep them out of sight. I messed up early because of this and eliminated a lot of characters from suspicion on the very first turn. Still, I did manage to keep my wife from guessing who the murderer was until the very last turn. Overall, a light but fun game. It is astonishing however how a game with such a simple ruleset can involve so much thinking.

Our main course for the evening was still Agricola which we played with Sean, using the I deck, the first time for all of us. The thing about Agricola with me is that immediately after finishing a game, I feel like playing a second time because of a conviction that I should be able to do better the second time around. Both of us like it so much that we’ve seriously talked buying a copy. The main argument against that is that we’d end up just playing it against each other, and my instincts tell me that two-player Agricola just doesn’t have enough competition in it to be consistently interesting.

Finally, with some encouragement from Sean, I spent some time today recording my boardgame plays so far on BoardGameGeek. The exact dates of some of the earliest plays are somewhat suspect and I’ve probably left off some plays of the games that we own but it should be pretty accurate otherwise. You can see the list here. As Sean says, it’s not like it serves any purpose, but I guess making lists is just the geeky thing to do. On a side-note, this is the list of games that Sean owns. That’s a lot of games!

I’m a terrible vampire hunter

DSC00222_reduced

Our regular session at CarcaSean last Saturday was a pre-arranged game of Fury of Dracula. This was our first experience of a mostly cooperative game with one player assuming the role of the antagonist. In this game, most of the players take on the role of hunters who must track down and destroy Dracula who is controlled by a single player. The action takes place on a board that represents all of Europe. Dracula can win through a variety of ways including maturing enough young vampires or simply eluding the hunters long enough. The hunters are forced to destroy Dracula before he has earned enough points to win.

In retrospect, getting the most experienced and skilled player in our group to be Dracula was probably a bad idea. Our first game went disastrously for the hunters as we muddled around the coastlines of Europe being confused about why we hadn’t picked up Dracula’s trail when we were sure that we must have disembarked at a port. We simply forgot that a port location had been cleared out of the trail earlier. That first game went by so quickly that we decided to do another game.

This one went a little better in that we managed to actually have a confrontation with Dracula this time. However, he managed to play an Evasion card just as all of the hunters were close to surrounding him and we learned that even if we won every fight, we’d still have to successfully confront him multiple times to whittle down his blood supply. So either our Dracula was very, very good, or we were very, very bad vampire hunters.

My thoughts on this game is that while at first glance it seems that deductively working out Dracula’s hiding place is important, in practice, it comes to using event cards to locate him and perhaps judicious use of the Sense of Emergency ability to pin him down. The good thing about this is that a session doesn’t take very long at long, but it doesn’t strike me as having enough replayability to consider buying. It strikes me that many of these American games have a strong luck factor. It’s been a while since my wife and I had a chance to play a Euro game. I think we’re going to try to do that for our next session. I’ve been meaning to try out Mr. Jack which should be a game of almost purely logical deduction. We’ll see how that pans out.

DSC00221_reduced

Our most epic boardgaming experience yet

DSC00210_reduced

We held our much anticipated Twilight Imperium 3 session at CarcaSean on Monday, which was a Public Holiday in Malaysia. This is pretty much Fantasy Flight Games’ flagship product and its raison d’ĂȘtre. Chances are it’s one of the most visually impressive games at any store, what with the huge size of the box and the number and quality of the components inside. Equally impressive is the expected playing time for a session, ranging from four to six hours for experienced players.

With that mind, our group tried our best to arrange things to have as smooth and as quick a session as possible, with the players reading up on the rules beforehand or watching this excellent series of tutorial videos, going with a preset map and using the Age of Empire variant rules. I’m happy to report that with a total of five players, our session lasted about five and a half hours, not too bad for a bunch of newbies.

I don’t really have the time to write an in-depth review but I enjoyed it more than I expected. The mechanics are pretty neat and all players are constantly engaged with the game. I wish we had more time to play because personally I felt that I had barely gotten to grips with what the game was about and had just started carving out a piece of the galaxy when it ended. My biggest complaint is that combat is tedious, especially since there’s so little player input involved once it starts. Pretty much the only meaningful decisions the participants can make is whether or not to announce a retreat after each round.

I’m not familiar with the earlier editions of the game, so I run the risk of seeming like a fool when I state that winning through Victory Points feels a bit too gamey and Euro-fied. Instinctively, I’d like that it should be more or less obvious which player has won a game by looking at the map at the end of a session, but as it stands but that’s not the case here. I suppose, as one of the players mentioned, the biggest hurdle to jump is to understand that Twilight Imperium 3 is not a wargame. I’d been forewarned but I still got caught up in building up stuff rather than chasing points.

Finally, it’s a bit disappointing that our game ended due to hitting the End Game card rather than one player getting 10 points. It’s just feels so artificially constrained. Anyway, the shop owner won by a fair margin due in no small part to the intimidation factor of having a War Sun on the map. Personally I’m very much keen to have another session of this but arranging it will be difficult and I doubt my wife would be very enthusiastic. This experience has probably cemented her preference for Euro-style games rather than epic American ones.

Check out this thread on QT3 for some interesting discussion and insights on this game.

DSC00211_reduced