Sunday, November 08, 2009

Zooloretto

We played out first game of Zooloretto tonight as a family. I've played a couple of games at work with "the guys", but today was the first at home.

I really only gave the family the briefest outline of what the game was about. Pointed at the enclosures, and said you can only have one animal type in each. Pointed at the coins, and then pointed to the coin-action aid mentioning what could be done in the very briefest of ways.

Then we started, I just told then to draw out of the bag and then put the tile on one of the trucks, which we all did for the first round. Then as my wife started the second round I told her that instead of adding to the trucks she could take a truck, but would have to sit out a turn. She added to the truck. Same info to my son who also added to the truck.

A coin tile came out and I explained that the coin tile would be swapped for a wooden coin.

We all took a full truck at the end of the first round.

During the next round a Male camel came out, so I explained the breeding rules. My son bailed early this round, realising I wanted the male camel he took that truck half full. Grr!

I soon filled my first enclosure and took the coins, explaining why I got them. During my next turn I swapped my full enclosure with a partially full one, once again explaining what I was doing.

My son queried buying a tile. I think he was eyeing up one of the animals in my enclosure so I had to disapoint him and say he could only by from the barn. He was still happy though, and took a Panda off of me. It was an attack, it was a Male in my Barn which would have matched nicely with the Female I had out in an enclosure. Grr!

So here we go. My son and I were bashing each others animal selection and meanwhile my wife was just taking trucks and filling enclosures like mad. We got into the final sections of tiles and she started spending ALL of the coins she had aquired to empty her well stocked barn.

So we ended and my wife wins followed by me and my son came in just behind. It was a close game, and the introduction of the rules as we went along obviously didn't hurt their play.

This is a fun game, and deserves it's Spiel de Jahres award.

Wednesday, October 28, 2009

Inns and Cathedrals

This week I've a couple of games of Carcassonne using the "Inns and Cathedrals" expansion, and it's been a good experience.

Basically it includes a number of new tiles.

A couple of "Cathedral" tiles, which are entirely city with no green edges. This adds a really fun effect. When added to a city that city becomes totally valueless unless the city is completed. If completed the city is worth extra points.

Likewise the other tiles include road tiles but they roads have inns next to the road. Like the Cathedral if completed the road is worth extra, but if not complete the road is worthless at the end of the game.

Both of these features cause a few things to happen, especially in the end game. If you draw a Cathedral tile or an Inn tile and an opponent has a big feature going you can take a gamble and play this poisoned chalice into their feature spoiling it for the end game score.

Of course you can likewise take the tile and try to make the most of it earlier in the game by scoring extra points.

As well as these great score effecting tiles, it also includes a number of extra tiles that are new, and will cause the tile-counters to have to recalculate. These are not repeats of existing tile types but whole new shapes that give you new great options.

This expansion is a worth while purchase for a Carcassonne fan. It adds new scoring options without either unbalancing the game or breaking the existing stratergies.

Friday, September 11, 2009

The DOOMaster

Well we had a rather disasterous few sessions of DOOM:The Boardgame over the last few weeks. We played through the first couple of levels and in fact into the third level without ever once making it to the end.

We cheated a little I'll admit we went into the third level with three armour each, and a host of weapons all carried forwards from the last mission ( despite losing ). Our only excuse was we wanted a chance to win.

This third level is a doozey. You have to fight your way within 7 turns to one location and immediately another objective starts with only 7 turns to reach it, and then again once more. It has a lot of long corridors so speed is of the essence.

I had some speedy abiilities so I sped off to grab some armour, only to find that the next bit of corridor was now blocked by spiders at a choke point where the corridor narrowed. The other guys then came up after but with the spiders there the path was blocked. So when it came to my turn I was blocked by friends and foes from advancing or attacking. So let me cut this sorry episode short. We never made it along that corridor, a few big-nasty spawns and it was blocked beyond hope, and we died before opening the first door.

So after this miserable defeat we decided to reset it and try again. It the first time we've ever bothered with a reset, normally we just go only the next mission to keep the variety nice and spicey!

So we reset, I sped off and gained the choke point before the enemy did and ignored the armour, which made me rather sad. I promptly broke all of my weapons and resorted to the mighty fists of fury and started battling up this corridor. My fellow marines did likewise and this time we actually made progress. Through the first door and into the room with a lot of big nasties... we got no further. A second crushing defeat.

So we reset, determined to beat this darned thing. Once again I raced to the choke point to secure our path forwards. My marines fists once again leading the way. The other marines followed my lead, we dodged around the bad guys in the corridor, battered the zombies guarding the first door and burst into the room. Some handy grenades from my fellow marines helped to clear the decks. My marine burst through the next door and came to a halt. Two Demons blocked the next corridor next to each other in a mutual Swipe position, remember my Marine only had fists so I dared not advance.

The other guys were battling the big beaties in the previous room and as it turned out the Invaders couldn't stand still and advanced on my poor guy. Sure he got severely hurt but did manage to Punch both of those doggies to death in the process.

We made the second objective and headed for the third. Unfortunately this was being stood on by a Cyber demon and my bloodied fists weren't ever able to husrt him. The next marine into the room promptly ran out of ammo, where was the third guy?

Well he was low on health and he also was without ammo. We were on 4 frags and about 4 turns until the deck was drawn out. He was our only hope (Obi Wan) as he was standing next to grenades with an imp on the bazooka. He splatted the imp grabbed the goodies and advanced towards the line of invaders blocking his way. He needed the invaders to kill him so that he could spawn forwards into the last room. They didn't attack him, just stood there blocking the way. So with a gulp he took the only option he had and shot at an invader while standing in the blast area.

Sure, he got his wish, a frag and a spawn forwards. Unfortunately it also used up the only ammo for the bazooka. Game over. The cyber demon couldn't be hurt by us, we needed the bazooka to blow him off of the objective with the bazookas Knock back.

So we sat back and considered just how darned HARD this game is. We cheated with extra armour and weapons and had still been wasted.

An idle flick through the rules a little later spotted a goof we had made. We had thought that Invader minis blocked line of sight for Spawning, thus the Invader player had been able place lines of invaders along the corridors forming road blocks, and had been spawning in the same room when he shouldn't have been able to.

So there we were, wrecked, dispointed and now dispairing at the rules error. Did it last? Did we actually cry? No and No. We did put DOOM away for a while, and broke out Memoir '44:Hedgerow Hell, you can't keep gamers down!

Friday, September 04, 2009

Speeding up Doom : The Boardgame

Here are my suggestions for speeding up the base game of Doom.

Marine players all play at once or as near simualtaneous as possible.

However before they all start making their moves, the Invader player is given the chance to examine any interrupting cards in his hand and advise the players wether he may or will not be playing any of them. The Invader player must be given some lenience by the Marine players to play these cards to thier best and even have the Marines take back a part of their turn as required.

Next, when it comes time to lay out a room the Invader player should read out the items to be placed and the Marine players do all of the searching through the boxes ( and baggies ). This speeds up the building up of the rooms.

The next point is possibly going to cause the most arguement. Limit the invader to activating no more than 8 alien-monsters per turn.

Of course, this makes the game just a little easier for the marines, but it does make the game more enjoyable, and keeps everyone busy, more of the time.

Sunday, August 23, 2009

Flying the Storch

I played my first game today using the Air Pack expansion for Memoir 44. Well that's not strictly true I had played the Pegasus bridge scenario but that doesn't use any planes!

So today I played scenario 12 in which the Air Rules are in effect and the Axis side starts with an aircraft on the runway.

My son always like to play the side that starts first so he played the allies. I was surprised as I expected him to want to play with the plane. However after our game he did say that he wanted to play the same scenario again but as axis next time.

I set out the game including putting the plane that turned out to be a "storch" onto the board. I was looking forward to playing with my first aircraft...then I read the capabilities and was a little crestfallen. The Storch doesn't strafe or bomb it just looks around!? The rule is that the aircraft can not attack, but spys on the enemy, which in games rules is simply this, if the plane ends it's turn next to an enemy it acts like a Recon card meaning that at the end of the turn I get to draw two cards and keep the one of my choice.

When I started playing I thought this was pretty lame but two turns later I was changing my mind. The choice of card is a serious advantage, it not only allows you to keep your aircraft in the air but you can quickly build a good hand of cards.

My little Storch lasted a few turns but in the end I couldn't keep it in the air and it disapeared. Immediately after that my worthy opponent gained a P40 which showed my how aircraft can attack the foot sloggers. As his right flank moved up to assault my entrenched troops his P40 sweapt repeatadly across them blasting them and their sandbags to bits. It wasn't enough for him though. In the end I'd advanced my right flank and used the river to pin his troops and whittle them down.

I won 4-3 in the end but it was a close run thing, and I'm looking foward the return match

Wednesday, August 19, 2009

Writing Rules

I'm proof reading the rules for my latest board game design "Galaxy Conquest". It's actually hard work. I've heard around the web that writing board game rules IS hard work. I wasn't convinced.

I am now starting to believe it. When I started I just rushed down all of what I thought were the pertinent points and walked away for a ,well, a couple of weeks and now I've come back to it.

I'm amazed at how poor that first draft was. I included a reference to something called "fortification" which doesn't actually exist within the game! I was inconsistent with the terms that were there. I'd left out the entire Combat Results Table!!!

Add to that the number of typos and bad syntax. It was frankly, dross. So I've just spent another hour going over the rules searching fore these mistakes, things left out, incorrect references etc and I'm bushed, it's given me a headache.

I know it's not over yet, I'm going to recheck the rules again later in the week then see about giving them to some alpha testers and thats going to bring back another whole swath of rules questions and problems that I've missed or just haven't even thought about. I'm really not looking forward to that, and I'm supposed to be doing this fun!

Saturday, August 15, 2009

Danger Patrol

A couple of weeks ago I was on RPG-Geek and spotted that a game designer had uploaded his beta/apha version of his RPG. I snagged it and had a read through.

I was immediately intrigued. It's not your usual or rather, it's not a traditional Role Playing Game, and neither is it a pure story telling game. It's a hybrid of sorts.

The background is really thin, just a few paragraphs really. The idea if the game is that all of the players as well as the games master will build the background through play.

The game is called "Danger Patrol" and that name nicely links in with the Rocket Cars and Evil Scientist theme. It's posted for free on it's own page at RPGGeek.

The game mechanics are very interesting, there is no board as such, but rather a series of 3x5 cards where each important location is noted. Each character also has a card and these are placed on the table in one of the locations. As the Games Master and the players mention things as part of the narrative they can be added to a card and then placed on the table.

The narrative is also pretty imaginative. As a Player Character is carrying out an action each other player is able to add to the story provided it increases the danger level.

So in summary I've been very impressed with this game. It keeps all of the players involved even when the story does not effect their character and it's tongue in cheek sci fi background is very appealing. The rules PDF is quite short so definitely worth a quick read.