Tag Archives: Carcasean

Weaver of tales

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CarcaSean received a shipment of new games last week so everyone was eager to try them out. Of these, Heroscape: Rise of the Valkyrie was easily the most visually impressive with its Lego-like terrain pieces and pre-painted miniatures. The most unusual however was the new edition of Tales of the Arabian Nights which is barely a game at all and can be best described as a more advanced version of the old Choose-Your-Own-Adventure books. Each player takes the role of one of the famous characters from the stories from One Thousand and One Nights and sets off on a grand adventure. The point of the game is not to win per se, but to see what crazy scrapes you get into.

As a game that’s all about telling stories, there’s little in the way of rules. There are no statistics for the characters for example and everyone starts the same except for gender. Everyone does choose three skills to start the game with but that’s pretty much it in terms of differentiation. Victory is determined by collecting Destiny and Story Points over the course of the game and a neat little twist is that each player can secretly decide how many of each they need to win before the game begins, so long as they add up together to 20 points. Due to the randomness and unpredictability of the game however, this is obviously meant more to give an ending to the game rather than awarding victory to a player in the traditional sense.

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Avengers Assemble!

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Being somewhat of a fan of superhero comics, I’d noticed the Marvel Heroes box sitting on a shelf on the very first day I stepped into CarcaSean. It wasn’t until much later that I ventured to ask Sean about it. At that time, he told me that he had only played it once himself and didn’t quite understand what the point of the game was. He recommended that I get our resident Ameritrash expert Han to teach the game to me. Even that was quite a while back and only this week did I get a chance to play this out-of-print game with Han, Sean and my wife.

Initially I had the mistaken impression that it was some sort of miniatures-based battle game, perhaps something similar to the Heroclix system. That was incorrect of course as I soon realized after getting into the habit of looking games up on BGG. Instead, pre-painted miniatures notwithstanding, it’s actually a rather abstract strategy game in which the players race against one another to score victory points by resolving various crises. The miniatures aren’t used to track tactical positioning at all and I’d say that the miniature for each team’s mastermind villain doesn’t even have any gameplay purpose.

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Zerg Zombies

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The title is what you get when I try to combine a post about the Starcraft boardgame with a game about zombies. Last week’s in-fashion game at CarcaSean was Starcraft which some of the hardcore regulars played multiple times over the course of the week. I only managed to play once which admittedly isn’t enough to form a good opinion of such a complex game. As its title implies, it’s a boardgame based on Blizzard’s popular video game. As in the original PC version, all three races are represented in the game and there are two rival factions for each race, so that up to two players can choose the same race. Lore-wise, everything is fairly faithful. The two rival factions for the Zerg for example are the Queen of Blades and the Overmind who as any Starcraft fan should know, have little love for one another.

The board for this game is actually made up of interlocking tiles representing star systems that each player takes turns to lay down, which is reminiscent of Twilight Imperium 3. Each system is subdivided into separate areas, each of which offer different resources or conquest points for the player occupying them. The resources, minerals and Vespene gas as in the original game, is spent to purchase technology, build bases and upgrade them and of course build new units. Naturally, the higher tier units can only be purchased once you own the appropriate production building.

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World’s best boardgame!

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Or it was until recently on the BoardGameGeek rankings anyway. Agricola is currently our favourite boardgame, but since it only recently displaced Puerto Rico from the number one spot which it had previously held for quite a while, I’ve been itching to try the older game. Sean was kind enough to teach to us and join in even though he’s played it plenty of times already. His copy of the game certainly has the wear and tear to show it!

Since we’ve already played Twilight Imperium 3 and Citadels, we’re already familiar with the central mechanic of choosing roles, so we found it to be a fairly easy game to learn. Basically there are a number of roles which gives both the player who chooses the role as well as all other players in the game a specific action. The active player does get a small bonus for choosing the role. Every round that a role doesn’t get picked, money gets added onto it and whoever later picks that role gets it as a bonus.

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A better Risk

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We made an extra visit to CarcaSean in the middle of the week for a session of Struggle of Empires. With six players in all, I do believe that it’s the biggest gaming group we’ve had yet. Our group was led again by Han who taught us the rules which took about half an hour out of our total playing time of four hours. This game’s basic gameplay reminds me a lot of Risk, though it’s obviously a much more subtle and complex game.

The main area of the board depicts Europe while the smaller boxes to the left side and bottom represent the areas that the European powers can colonize. The object of the game is to gain as much influence as possible and this is accomplished by conquest. You move ships and armies around the board to strike and defend as needed while spending your own population to raise new forces. You can also use your actions and money to buy special tiles which confer various advantages and abilities over the course of the game.

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Tabletop Civilization

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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.

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I’m a terrible vampire hunter

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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.

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