An Occasional (as opposed to a Periodical) font of infalliable wisdom concerning, well, mostly boardgames, books, and life as a navel-gazing pseudointellecutal thirty-year-old hip-deep in grad school.

Thursday, April 27, 2006

OK, WHO'S IN?

Started a little game of Amun-Re on Spielbyweb. Name: "Readers of Discernment." P/W: tajmahalfred.

Any interest out there on maybe a game of Alhambra, Torres, or Wooly Bully on Boiteajeux.net? If so, give me your BaJ handles and game preferences.

I've done two games of Wooly Bully on there. In the first, I played against some guy with like a 1700+ ELO and seventy games under his belt and got pounded like cheap veal. In the second, I played against three other players and eked out a win in a fashion I'm not sure I fully understand. So yeah, it's interesting. Lots of defensive play I didn't see at first.

Wednesday, April 26, 2006

JONESING

Yeah, I could probably go for some Silent War. Pricey, though...but I do love me some solo wargaming.

RE-ESTABLISHING THE BRAND

Hoot it's been busy. Not start-of-the-semester-at-the-Bookstore busy, not ripping-out-wallpaper-displays-for-36-hours busy, or the other Real World busy times I've had, but busy enough. Papers to write, books to read, archives to travel to--basically all things game-related have gone by the wayside a little bit, including blogging. (Also shipping stuff out. Free shipping upgrades to come.)

The big thing I've been doing game-wise in recent weeks has been a solo game of Chariot Lords, inspired by my proseminar on the ancient Near East, among other things. I'm trying to work it into a big ol' after-action report, but that may have to wait a while. Like, until July. The Summer Research Junket's keeping me busy until then. After that, it's just working at the library and...well, writing a thesis. But that's what, a hundred pages? I can write fifteen pages a day, easy. Done in a week. (cough)

A game I really want to try is Four Lost Battles, which Chairman Mike wasn't too fond of, but my wargamer spidey sense is still tingling. Here's the thing with a lot of the card (-driven, -assisted, -etc) wargames. My favorite aspect of them is also their biggest weakness (at least for a lot of people). I really like uncertainty--lots of it. I think "normal" wargames give the players vastly too much information and control. In most Civil War games, you spend a lot of time going "I just gotta keep my head above water until Lee/Grant comes on the board." In Blue vs. Gray, you have no clue when your "big guns" are coming out--kind of like real life (although there it often wasn't obvious there were big guns, or who they were). 'Course, that also means that if the deck gets shuffled weird the game can go off the rails, balance-wise. Something similar may have happened in Chairman Mike's game.

That said, I may steer clear of Grossbeeren for my first try.

I'll also say that I like it when some of the less-gamed subjects come in for treatment, as in 4LB. I'd be more interested in Fast Action Bulge if it weren't, well, about the Bulge. (It's official: I'm cured of Bulgenardom.) Even if it were a major WW2 battle that also has lots of games, just not as many as the Bulge--Kursk, Kasserine, something. I think the Normandy campaign would be an interesting block-game exercise; fair bit of fog there. Maybe it's just me.

(What might also make a good block game: The Hundred Years' War.)

So, that's me, checking in. May have more to say over the weekend...

Tuesday, April 18, 2006

CHECKIN' OUT

Never again... I say to myself, finishing up hour number nineteen I've been up. Once upon a time, I had a laborer job once that kept me up (no kidding) for thirty-six to forty-eight hour shifts. I had no problem doing that. Spending just nineteen hours up writing papers and going to class, doing no manual labor? That's hard for some reason. I can't figure it out.

Anyway. I just wanted to point out that someone got to this site looking for antiquer porno for reasons I don't really want to contemplate. G'night, everybody.

Monday, April 17, 2006

GATHERING OF ONE, DAY TEN

Whoops! Almost blew this one off, on a beyond-glorious Easter Sunday here in Springfield. How did I spend this day? Well, I worked at the Library--which was closed the previous three days, but open today, in an odd scheduling quirk--and then played a fun game I call "read, and write, a whole bunch about Confederate railroad management and the Old Babylonian perfume industry, trying to not get them confused." Played that most of the day, along with some baseball-watching. (To recycle a local gas station's sign after last year's NLCS Game Five: Albert for President.)

Did I go completely gameless? No! I played a computer version of one of my increasingly-favorite solitaire games, Micropul. I first discovered that site a while back, and played umpteen games without even reading the rules, trying to discern them from what happened when I put tiles various places. Got some high scores, too. Go ahead, try it yourself.

[Plays Micropul, but gets kind of a lousy score. Invokes his own rust]

Great, isn't it? People are better than I was when I last went on a Micropul-playing binge; I suspect a few long summer days at the Library will change all that.

I've printed off stickers for my own Micropul set, but I haven't gotten around to mounting them on anything. I suppose I'm holding out in case there's a "pro-grade" set made up.

(If you want to wuss out and read the rules, they're available as one of the BGG files.)

Saturday, April 15, 2006

GATHERING OF ONE, DAY NINE

Welcome back, ev'ryone.

Today, I wanted to push around pieces from a Euro I've wanted to play for some time, indeed ever since it appeared on the prize table of the first GoO.

It's by two designers I've had good luck with over the years--Michael Schacht and Leo Colovini. It's a network-buidling game, which also usually sucks me in. Furthermore, it's one of the games that fights a losing battle with a foreign language--in Latin, that should be Magna Graecia, not Grecia. (And I say it should be Latin.)

Briefly:

  • The board does, indeed, look like tapioca.
  • If you took the rules, cut them up paragraph by paragraph, and rearranged them randomly, they'd be no more illogically laid-out.
  • Fun set of balancing limitations. Spending VP to do stuff = good, in my book.
  • This solo "two-player" game was less than enthralling.

The first is self-explanatory. As to the second: When it discusses end-game scoring, it should list all the ways you score and what they're worth. The rules summary cards say that after you take your actions, you may build a market. On page 5 of the rulebook, again you are informed that you may build a market. At the very end of the main Market rules, on page 11, one is finally informed that one may also sell a market. The rules aren't contradictory, but they're just kind of annoying.

As to what I do like...again, I like it when you buy things with VP. (Or, if you prefer, when the winner is the one with the most money.) Planning an efficient network took some foresight; this is a fairly "strategic" game, at least as strategic as a fairly short game can be.

That said, in this two-player game the two sides only had the opportunity to touch at the very end, around round nine or ten. They were able to optimize without undue pressure from the other. Now, clearly in a four-player game this problem is obviated, but I'd prefer to not play this one with just a single opponent.

It felt a lot like La Strada, a game I enjoy but I'm in the minority. For Euro-style network games, I think my favorite is Morisi. It feels more like growing roads and cities through a landscape. It helps that Morisi has terrain, unlike Magna Grecia.

Still, MG is promising. I want to play it multiplayer, though, before I pass judgement.

Friday, April 14, 2006

SUMMER PLANS

I'm working on my two big-ol summer research junkets. One's taking me through Arkansas, the other on a giant, 1750-mile (2800+ km) ramble through the upper midwest. Any gamers in the following sunny locales?

  • Little Rock, AR
  • Camden, AR
  • Topeka, KS
  • Des Moines, IA
  • Minneapolis, MN (I'm so going to The Source)
  • Madison, WI
  • Sheboygan, WI
  • Springfield, IL
...that'll about do it. Game store and used bookstore recommendations are also gratefully accepted.

Thursday, April 13, 2006

GATHERING OF ONE, DAY SEVEN

Back to the Euro-well.

Have I mentioned that I like games where you make up the map as you go along? I think I have. I noticed another such game on the shelf I've never tried out--Lost Valley. Mikko's discussed this one from time to time, priming my interest. I bought it a while back from Fairplay (I think), but never got it to the table.

It's from Cronberger, which means you get a lot of rhombi. I like 'em; it makes the board look a little more organic than square tiles. Tom Vasel did a bang-up job describing the game, so I gladly refer others to that review for a look at the basic mechanics.

I really enjoyed my play-through. It combines a large number of my favorite themes and mechanics and whatnot: You make a map as you go. You're exploring. It actually has kind of an "civilization-building" feel to it--reminded me a little of Roads and Boats, actually. (A little.) You're building stuff, but it's not "yours;" anyone can go down a mine no matter who built it. Your mining operation starts very primitive and becomes more and more elaborate as you go from placer mining (you, a pan, and the river), to sluice mining, all the way to hard-rock mining. You're dealing with the elements. You don't know where the river's going to take you. The game kind of accelerates--you're fairly limited at the start of the game, but as time goes on, and you buy new equipment, you start moving faster and doing more.

The art, too, is excellent. I was first impressed by how nice the game looked. It's all very evocative--and also very clear and distinct. Physically, one of the nicer games I own. (Might put up some pictures a little later.)

My major problem is with the rules, which I think could be clearer. For instance: How do you draw tiles? The FAQ is reasonably extensive, which is a shame. If someone could put together a Version 2.0 of the rulebook, I think that'd be a major service.

I definitely want to play this one some more. I might have some folks I could rope into this...

From Mikko's report above...I second the motion for an expansion or two.

(I'm taking Day Eight off, by the way. The GoO returns with Day Nine on Saturday.)

A LITTLE WHIFF OF HEAVEN

Ahh, nothing quite like having a pecan pie cooling in the next room. I've made I-don't-know-how-many of the things, and making another one still brings a little joy into my life. Still, despite how much I like pecan pie, I don't make it all the time. I don't have a pie in the fridge at all times--at least not a pecan pie. I mix it up. Key Lime Pie is my second-favorite, but I make them about as often. Or spice cake, or cookies, or ganache, or...

I remember reading, once, about a lab rat the psychologists had made addicted to a particular chemical. Whenever the rat would push a button, it'd get a hit of the juice. Eventually, it'd just keep hitting the button until it collapsed from exhaustion.

Left to my own impulses, I can sometimes turn into that rat. I find something I love, and do it and do it and doitanddoitanddoit...until boom, I'm sick of it and never go back to it again. The idea is to avoid that, so as to spread out the joy over a much longer period. Hence the dessert rotation.

This leads me to consider Boardgame Burnout. Mike Siggins was a (relatively) famous sufferer; Sodaklady is a more recent example. It sounds as though she was pushing the button pretty hard there for a while. Me, I guess I'm still hungry after all this time if only because I only get in a face-to-face game once every six weeks, plus a little online gaming for ten minutes a day, and maybe a solo play-through here or there. The game-buying intake plateaued a while ago, and has drifted down and down. I'm kind of at a steady-state, where I have almost all of the games I want, and lack only regular opponents.

Burnout, in my case, seems fairly unlikely. Blogging is probably a bigger chunk of my time and effort, but--again--it's not something I spend an enormous amount of time on. Yuo might notice once in awhile that I dont edit these thinngs. Stream-of-consciousness from top to bottom, baby. I mean, for this post I started it thinking I'd just toss away a line about my latest pecan-based delicacy, but branched out.

I'll close with a little piece of advice for entry-level gamers:

Once you get, say, ten, or twelve, or twenty games...stop. That's plenty for now. Get a little deeper into those. Which do you really like? What do you like about them? Which do you not like so much? Why not? After a few weeks, poke around, see if there are games that have the things you like. Get rid of the ones you don't like, and trade up to the promising-looking ones. Play games...not every night. Maybe not every week. If you find yourself ever saying "gosh, I've been playing a lot of games," it's time to cut back.

It's easier to keep things subdued early, than subdue them later.

Take up other hobbies, too. Such as baking. Baking's good since you can combine the two--everyone likes gaming with someone who has fresh cookies, or a cheesecake, ready to hand. (Unless they're a jerk otherwise.)

"Moderation in all things," as they say, be it pecan pie or gaming.

MAKE ME AN OFFER, PT. 2

Going through the Ziplocs didn't take as long as I thought. Basically, if I'd forgotten I owned it, it's on this list.

Again, the assumption is that the game is punched, and if it's a magazine game the game magazine is not included.

  1. Poland '39: The Nightmare Begins (UP; includes some bonus/errata/??? counters from an old Command)
  2. Forgotten Axis: Cerman Attack on Murmansk (S&T 194; includes magazine but I'm keeping the Sea Devils part) (UP)
  3. 13: The Colonies in Revolt (S&T 104, w/mag, UP)
  4. Stalingrad: A Walk in Hell (Assembled! You even get the cards in spiffy white card sleeves)
  5. Clontarf & Saipan (S&T 162, UP, w/mag. The games, sadly, are not linked in a campaign scenario, despite the image on the magazine.)
  6. Tank! (s&T 44, w/mag)
  7. Total War (UP) (Game on the invasion of Poland, and old Excalibre title)
  8. Wahoo!: The Battle of Washington, July 8, 1963
  9. Operation Olympic (S&T game, no mag)
  10. Campaigns of the French Foreign Legion (S&T 200, UP, w/mag. My understanding is that this one is fairly collectible.)
  11. Rise of the House of Sa'ud (UP. My understanding is that this one is not fairly collectible.)
  12. War to the Death: Napoleon Confronts Spain 1810-1813 (UP)
  13. Oil War (S&T 52, w/mag)
  14. Campaigns in the Valley (S&T 123, w/mag, UP)
  15. Molotov's War (S&T 172, w/mag, UP)
  16. Cassino (Another Excalibre effort.)
  17. Tomorrow the World, 2nd ed. (Command 48)
  18. Men-at-Arms (S&T 137, UP)
  19. Triumph & Fall of the Desert Fox (Udo Grebe; UP)
  20. The Indian Mutiny (S&T 121, w/mag)
  21. Central Front (S&T 131, UP)
  22. October War (S&T from '77)
  23. Napoleon's Leipzig Campaign (UP)
  24. Victory in Vietnam (First edition)
  25. Hoorah! Battle of Pittsburgh, 1 Oct. 1863 (Command 39)
  26. Iron Cross (S&T 132, w/mag, UP)
  27. The Kaiser's Battle (S&T 83, w/mag, UP)
  28. Breitenfeld (S&T 55, w/mag, UP. Cited circulation in 1975: 31,500. Yowza.)
  29. War of the Sky Cities (From Fantasy Games Unlimited. I think it's a sci-fi miniatures game.)

If I sell everything from these two lists, the collection-o-meter at BGG will dip under 1000.

MAKE ME AN OFFER

Well, I went through the boxed games, and these didn't make the cut. I haven't gone through the ziploc games yet. Those tend to hide, and not take up much shelf space--all of them together only take up two shelves out of thirty-seven, and removing, say, two dozen doesn't make a very visible dent. Still, those'll have to be culled, too.

Assume, unless otherwise stated, that the counters are punched and the box has some wear, but is structurally OK. If you're interested in one, I'll take a closer look to double-check. As I say: I'm not a collector, I'm an accumulator.

First, the non-wargames, a surprise to none:

  1. Iron Dragon
  2. 1856
  3. Kuk-Nuk (anyone?)

And then the wargames:

  1. Ardennes '44
  2. Peninsula Italica (UP (UnPunched))
  3. The Mighty Endeavor (UP)
  4. Blackbeard
  5. Fire Team (UP)
  6. Up Scope! (Box = not so good)
  7. Battles for the Ardennes (DG ed.)
  8. Royalists & Roundheads
  9. Rommel's War (UP)
  10. Battlefield: Europe (UP)
  11. War for the Union
  12. Eagles of the Empire: Eylau (UP)
  13. Flashpoint: Golan
  14. La Guerre de l'Empereur
  15. The three WEG South Mountain games--Chickamauga...
  16. ...Shiloh...
  17. ...and, of course, South Mountain itself
  18. Scotland the Brave (UP)
  19. Napoleon's First Battles
  20. A Famous Victory

Shoot me an offer if you're interested in any of them. Probably in a week or so I'll take them across the street, or offer whatever's left to Noble Knight.

(I'm happy to look at trade lists, too.)

EDIT 4/14: They're startin' to sell! Many thanks to Joe "Manly Man" Steadman and--especially--Jonathan Nichol's father, who is a true American hero.

SPEAKING OF

For the rest of your Carcassonne Expansion needs, be sure to check out Shannon Appelcline's latest.

WISH I WAS THERE FOR THAT

Just noted on Rick Thornquist's Day Six Report, way down on the bottom: A game of Carcassonne with all the trimmings! I've been curious how (if?) that would work. Any Gatherers catch any after-action reports?

Wednesday, April 12, 2006

GATHERING OF ONE, DAY SIX

"For most players, GETTYSBURG will be a totally new type of gaming experience."

I smiled when I read that, of course. That's from the "Battle Manual"--the booklet with scenarios, historical commentary, optional rules, and so on--of the classic AH Gettysburg. I'm kind of an old (well, twentysomething) wargame hand, so Gettysburg was new mostly in the sense that it was old--I haven't played many of the "classics" enormously much. Panzerblitz, Squad Leader (well, I did play that one, but never got into ASL or the SL expansions), D-Day, etc...I started with Flight Leader and moved on from there.

I got Gettysburg--the Smithsonian edition--from Russ as part of his Gone to Poland bequest. (I asked for all the ACW games, and they were duly picked up by my registered agent, Tim.) I was looking for something not-so-taxing today, so I pulled down Gettysburg.

Y'know, it's not that bad.

I called the game partway through July 2, as the Union dierolls were twelve kinds of horrible and the CSA was cutting through them like a hot knife through butter. That said, the game has its qualities. The rules are easily assimilated--again, bearing in mind I'm a seasoned hand--and are basically logical. I never quite grasped the sublte art of using artillery; I'm willing to attribute the inability of the Union to use that effectively to me, in large part, rather than the rules.

It's the kind of game I'd maybe pull out for new wargamers. The rules are fairly simple, the situation on the board is very clear (no markers to speak of), and the map is pretty attractive (although I'm not a big fan of the two-part mapboard. They just slid apart all the time).

That said, I'm not pulling it out for my own study of the battle, either. I really don't have a game like that. There's Summer Storm, which has some exceedingly clever bits (such as variable VP locations--the VP spots are determined as play develops) but is just...too much. Three Days of Gettysburg is way too much. I have Badges of Courage, but I'm really not persuaded that block games are well-suited to big, set-piece battles like Gettysburg. What I'm looking for is a one- or two-map, not-too-many-hundreds of counters, and plays in three hours to a long Saturday. I have my eye on Roads to Gettysburg--I'm kind of an operational-level junkie, especially in my own ACW studies--but that costs $$$$, and I can only afford $$, or $$$ if I go back on a ramen diet. (And...no.)

The original version of Gettysburg was in AH's first "flight" of games, I think--you know, the ones with white boxes. Is there a better choice? I mean, they were selling to basically a US-only audience at the start, and Gettysburg is far and away the most-recognizable battle to Americans. The next set of wargames--if I recall correctly--were the likes of Chancellorsville, D-Day, the Bulge, Waterloo...again, the heavy hitters. These are the games that helped get people hooked on wargaming. I cite this as evidence that one of the driving forces in getting people into wargaming is to start with the subject. AH tailored its games to appeal to as many American shoppers as possible--picking what would become, over the years, among the topics considered "most overdone." At the time though...

So, if you're looking to get someone wargaming, start with a subject in their area of expertise. "I know you're really into ancient Rome, but try this game on the fall of Budapest in 1945. It's great." Battle Cry and Gettysburg are most effective as gateway games if the "target" is interested in the Civil War. If they're into medievals, try Crusader Rex or Hammer of the Scots. And so on.

Off that soapbox, onto another.

You can go way too far comparing history books to historical games, but if you keep an eye on the road it's an interesting topic. Both are trying to depict an historical event, obviously--that's the first thing. Second, to do so both have to pare away some of the the detail--since there's so much--and add a lot of things from analyzing the evidence--since, in many places, there's not enough detail. So, making a game--and writing a book--means you have to look at what happened, and pick out the most salient aspects, and think of a way to make them all hang together--a narrative and analytical framework, or the rules--to create a convincing story.

Another thing both have in common is that there's a balancing act to be done--keeping the sugar-to-medicine ratio working for you. In games, that's the old playability vs. historicity divide. In books, that's the difficulty in keeping your soul (i.e., not making the situation simpler than it really is) while having a readable narrative. It's trickier than it sounds, and it's not just a matter of historians having bad style, although that's part of it. What makes it hard is when you get to a part of the story where you don't really know what happened. Picking through the historiography, sifting the evidence, and giving the alternatives is hard to reconcile with the main line of the narrative, although it can be done, if not perfectly, at least acceptably. One of the masters of this is Peter Green, whose biography of Alexander the Great and book on the Persian Wars are not to be missed.

The point--and I did have one--is that I was intrigued by the choices the Gettysburg designers made about commanders. They could have just skipped them; plenty of games have. By including them, they're saying that commanders played an important role in the battle.

The nature of commanders, and of their role, is kind of interesting, I think. The commanders are all equally-skilled; Pete Longstreet and Baldy Ewell differ in no important respect. They don't give combat bonuses, although they do make the units move faster, which is interesting. I haven't seen that very often, although I'm sure there are examples which escape me at the moment. The big thing Commanders do is allow combat units to stack with each other, as long as the two combat units and the commander are all of the same unit (if you're using the optional rule).

I'm not sure there's really any evidence for this, although I could be convinced that there was some effect of sending a general out to goad men into moving a little faster. But bunching up and fighting in a narrower front? Probably not, but that's mostly a gut feeling.

I know Gettysburg isn't supposed to be a detailed study of the battle, but the "historiography" of a game always jumps out at me, whether it's a "manly" game or not.

Tuesday, April 11, 2006

GATHERING OF ONE, DAY FIVE

OK, I've been playing a game for a couple days now. It's not ready to be written up yet, and it had better be a darn fascinating writeup when it is ready after all this. I have high hopes.

In the meantime, time to create an anti-prize-table: What are the next games to go?

Wargames are easier to rid myself of than the Euros, etc. "Why am I keeping this when I have so many other games on the same subject?" (Alfred Wallace: Bulgenard. I'm also a Foxnard. (Sounds better than "Montynard.") At one point I wanted every game on the Bulge and Desert campaigns; I have since been cured. Mostly. I mean, I'm not getting this. Or Wacht am Rhein, but for a different reason.)

OK, I'm going off-topic. The BGG page lists Wacht am Rhein as being for 1-4 players. Solitaire, friends? My offer: If somebody sends me a copy, I'll do the campaign scenario solo and post a day-by-day AAR right here on this site.

Back to the matter at hand.

So, going over the collection, I start with the whole two-walls'-worth and deciding which do not get voted off.

  1. Games that I've played in the past few years and enjoyed--these, of course, stay.
  2. Games that are part of a series that I like, but I haven't gotten around to this particular game--no reason offhand to dispose of these until I get a chance to try the New Flavor.
  3. Games on a subject I like, but I haven't played--remember Che/Chè/Ché? I got that because I find the Bolivian Revolution/Civil War/Insurgency/Whatever intrinsically fascinating, so I wanted a game of it. And hey: Cheap. I have many of these sorts of games, awaiting a play. Triumph of Chaos is probably near the top of the pile; I have yet to find a really satisfying Russian Civil War game, and this looked more promising than most of its predecessors.

These all are on the "stay" pile from the get-go. The ones that go...I mean, I just don't need all those Bulge games. Some of them are just not going to get pulled down. A game can be too long, too big, too fiddly, too historically questionable, too ugly...and they're outta here. For the Desert War, I've basically decided that Rommel in the Desert will see me through, and other games have to have some particularly nifty aspect to stay on the shelf. Result: Rommel's War, unpunched, needs a new home. There are also some games I have two copies of...yeah, I think one can go.

Eurogames are trickier. Rarely do I have a game in the collection I just plain ol' dislike playing. (There are exceptions. Anyone want my copy of Iron Dragon?) I guess I'm keeping Kuk-Nuk around as a conversation piece ("Look! It's the lousiest game ever made!") and...because I haven't found a sucker person willing to give it a good home.

For Euros, I say "If people were around, are there any games on the shelf where, if they wanted to play, I wouldn't?" Really, since the last cull, there's pretty much nothing I have I wouldn't like to play (again, though: Iron Dragon--anyone? How about 1856?). So I'm good there.

There's probably about fifty wargames, though, that could go. Getting them on eBay, though, is just a huge pain in the butt. I hate the idea of taking them across the street to the "Sell Your Junk Here" place. Paying someone to do something I can do myself...just kinda rubs me raw. BGG Marketplace is easier, but setting prices is tough. Nobody's ever sold a copy of Rommel's War...

May have a list in a day or three for the perousal of the three wargamers kicking around.

THIS...IS...JEOPARDY! (MAYBE.)

Y'know, I signed up for an audition, but it's starting to look like Actually Doing the Thing is pretty annoying. I mean, if you pass the audition, you're put on a roster for a year. If your number comes up, you're supposed to take off for LA now!, on your own dime, and sit in the studio and maybe actually become a contestant. Unless I get called, miraculously, during a school break this just isn't happening.

It's actually kind of like the rigamarole involved in becoming a Foreign Service officer for the US State Department, when I was trying to get into that. You take a test, which determines whether you have to go somewhere on your dime to do an in-person test/audition, and if you pass that then you get put on the master waiting list to moulder for some indefinite period, and if you eventually get called you drop whatever you're doing to get trained, and if you pass training then you become the deputy assistant bottle-washer at the US embassy in Kyrgyzstan.

I think I was actually more psyched about the possibility of getting sent to Bishkek than I am about LA.

DEAR LORD

I'm up at 2:45 AM, and I'm not even at the Real Gathering. The life of a grad student, folks, right there.

Anyway: Matthew Gray reports that, as of last writing, he's played 53 games. That's one less than my two busiest months of 2005 put together. That, friends, is what we call "keeping busy at a game convention."

In other news, I seem to have passed the online Jeopardy! quiz, and have been invited to St. Louis for an in-person audition. Go me!

Monday, April 10, 2006

GATHERING OF ONE, DAY FOUR

OK. The "main event" game is probably going to take a day or three, so until then, other Game-Related Items will be discussed. Pretend I've been playing prototypes or something.

Inspired by Chiyo Dad, I've decided for the umpteenth time to get cracking on playing through go games of the masters--again, like Chiyo Dad, I picked Go Seigen. Years ago I invested ("invested"--ha! I kill me) in a four-volume set of his collected games, all annotated in Chinese. It was published by the People's Vanguard Red Banner Publishing House of the Young Pioneers or somesuch, and the binding quality is not-so-great. The covers all warp, and the little ribbon bookmarks were all glued in on both ends, so that took a little surgery. Still: Complete games of Go Seigen, man.

I've mentioned umpteen times that I tend to learn by assimilating patters, building my intuition, and only then starting to do heavy analysis to justify what I've picked up by osmosis. This can take me strange places sometimes. Back in high school, and intermittently thereafter, I was obsessed with prime numbers. I got to where I could "feel" whether a five- or six-digit number was prime or composite, and be right far more often than chance. It's been a while, though, and that's mostly gone. Still, though, sometimes I'll look at a big number and think, "Is that prime?" I'll look at it, decide something seems "off," subtract four or something, and then feel more at peace since this new number for whatever reason is more pleasing to my aesthetic sense. And, glory be, I'll have turned the first, composite, number into a prime.

Anyway.

A lot of people can sit down in front of a game and "count out" their moves, even for games they've never played. Me: Not so much. I usually bumble around until I start to pick up on some of the underlying trends of the game, and then I try to work in harmony with those. After a while of that, I start to see where people are not working "with" the game, but "against" it, and I can start to take advantage of that. Then I finally start being able to articulate what all that really means other than "I feel like I should be playing there, since it seems like it should go there." The trick is playing a game enough times to get to that point, which has been difficult.

One can get this sort-of ersatz experience by playing over games of the greats, but really this only works for go and chess (and, to a lesser extent, Bridge and some other classic games). I have an easier time with go because it's a cleaner board; the stones don't move, they all look the same, etc etc.

I went lucky-dipping into volume three of this thing and came up with a 1951 game with Go taking White against Fujisawa Hosai. (According to Gobase.org, anyway, whose .sgf file is, bizarrely, a vertical flip of what's in my book. A rotation I can deal with. Not a flip.) Go wins by 2.5.

What strikes me about this game, as I play through it, is how patient the Real Players are, compared to--say--me. I'm never much for "quiet" moves; I'm always worried that whatever the last move was is going to turn into a big conflagration. Result: Being bullied around the board, never having the initiative, and getting beat like a drum.

It's a fascinating game. I'm not saying I'd become some great player by playing through games, but I'll have fun reaching whatever destination I come upon.

GOOD LUCK, BUDDY

So, lately I've been getting a fair number of hits from people looking here--of all places--for Caylus strategies. I'm actually below Brian's post, so with any luck they go there as well.

As for the two hits for Google-searching orange stuff in water softener...all I can say is "Better thee than me."

Sunday, April 09, 2006

GATHERING OF ONE, DAY THREE



How could I ever leave this place?

Right across from the convention site--aka my apartment complex--lurks that, which I jocularly call "the cheez factory," which is where Velveeta comes from. The two most common questions:

  1. Does it...you know...smell? Actually, no. There was one day in the late fall where I thought I caught a faintly...industrial scent, but it could have been something else. When I was taking classes at St. Louis U., odors (which came, I think, from the brewery) were much more of a problem.
  2. Do you get free samples if you take the tour? Again, no. You'll have to make Chile con Queso on your own dime.

With that out of the way...

Ever had one of those days where you run around like crazy doing stuff, and by the end of the day virtually nothing of any consequence seems to have been actually accomplished? That was me today. OK, I guess I successfully bought salad-makings. And consumed meals. Other than that, it was all catch-up.

By the end of it, I was looking forward to today's game. I wanted something light, fun, and reasonably familiar. I pulled down Cry Havoc, one of the classic light wargames.

It's a skirmish-level (i.e., one counter = one person) game of medieval combat. The base set is good ol' western Europe, but there are expansions and other sets for the Crusades, sieges, Viking raids, Samurai, the Wild West, and I think there was a fantasy/sci-fi version as well. I have the base and Crusades games, plus the counters for the Samurai, Vikings, and Siege games...but not the maps and miscellaneous. Basically, when I discovered these they had gone out of print. I scrounged the last two copies one store had of Cry Havoc and Outremer, and other than that they had counter sheets for the others. I figured I'd just get those, and make my own maps. That kind of not happened. I'm idly trying to complete the collection; I say "idly" because I'm really not enthused about paying the $$$$ they tend to go for.

I'm kind of zonked, so I just did the tiny intro scenario, "Street Fight." The idea here is that a couple of small gangs of peasants run into each other in a tiny hamlet and have a go-at. The men are very weak, armed basically with fists and sticks, and have trouble really getting in a good hit on each other.

Luckily (?), each side has one short-bow archer. These guys aren't super-amazing in other, larger scenarios, but here they rule the board. Most of these guys have a defense (i.e., armor) strength of about four, which means they have a shirt on, and the strength of a bow attack at this scenario's range is 38--so there are a lot of 9-1 attacks, which means death 60% of the time.

You fight and fight until one side's out of living fighters. In this case, Gang One's archer finally got a good look at Gang Two's archer, and put one through his sternum. After that, it was just mopping up. Gang One had two men wounded and two killed, including their valiant leader.

This is essentially a learning scenario; tactics are generally frowned upon in this one. You just have your guys beat their chests and charge into the middle of the street.

The game has a lot of color; the counters are nicely illustrated and each has their own name. The maps are also nicely illustrated, but it's hard to do a really good skirmish-level game with a hex map; it makes walls and streets look kind of weird. Really, this scale is where miniatures have a clear advantage over cardboard-and-maps wargames.

Component-wise, the only problem is that the counters are very thin--they're just perforated cardstock. Gotta be careful with 'em.

The biggest problem I have is with the rulebook. I'd forgotten which numbers on the counters corresponded to attack, defense, and movement ratings. This information is not divulged in the rulebook or on the player aid card, but at the end of the Historical Commentary booklet. Not sure what's going on there.

All in all, though, it's good stuff. The rules are very simple, and beginners can be hacking and slashing in no time. I think this would be a pretty good introductory wargame, as it's colorful, simple, fast-moving, and nontrivial. Pity it's so hard to find...this would be a great game for, say, Phalanx to resurrect.

SOMEBODY'S IN THE MOOD FOR SOME ALHAMBRA

So, there I was, minding my own business and playing out my Torres turn on Boîte à jeux, and I went back to the main page...and saw that there were 111 games waiting for players. 106 of these are open-hand, three-player games of Alhambra created by one cargov. I'm guessing he (?) simply has no desire to go a single moment without it being his turn somewhere...

Saturday, April 08, 2006

GATHERING OF ONE, DAY TWO

I decided, after a wargame, to toss in a euro. I went with Wooly Bully, which should be on a geeklist, along with Ticket to Ride, of games with the same names as well-known songs, but there apparently is no such Geeklist, which astounds me. (EDIT: I'm wrong.)

Anyway. Why Wooly Bully? Because everyone likes sheep; sheep go "baa." That, and tile-laying map-building games are my personal gaming heroin. (Lucky, I guess, for me, there are Geeklists for those.) I'd never gotten a chance to play, so I tried it out myself.

There's also a solo version--"Lone Wolf"--but that didn't look too inspring, so I've let it pass for now. I just laid out a four-player game, and tried to forget everything from turn to turn. I've gotten pretty good at this.

Here's my theory:

Wooly Bully:Carcassonne::Clash for a Continent:Battle Cry

It's not exact, but bear with me. Battle Cry and Carcassonne are icons of gaming--too light for many, sure, but by jiminy they've sold plenty of games, been played many times, and spawned a whole host of variants, expansions, and bootlegs.

One of the published variants of the BC/C&C system is Clash for a Continent from Worthington Games. When I reviewed it a while back, I basically said that it shares a great many mechanics with BC--it's clearly based on that game--but has enough tweaks and differences to give me (if not everyone...) a new and excellent gaming experience.

I think the same is true of Wolly Bully. I'm convinced it began with a Frenchman playing Carcassonne and saying "I love the system, but make some changes and we'll really have something here." The game was then broken down to its component mechanics, changes made, and then reassembled. Anyone who plays WB will be reminded of Carcassonne, and WB--like Clash--virtually defies being reviewed independently of its richer and more popular cousin.

So, I'm basically going to run down the changes, at least some of them that especially struck me, with some commentary.

First, in WB you have a hand to play tiles from. I'm a big fan, especially since, in the course of the game, you can expand your hand size. The drawback would be increased analysis time, but generally one's options are sufficiently limited, even with seven or eight tiles in your hand, to make a decision reasonably quickly.

Second, there are no meeples. Instead, everyone's trying to pen in sheep of their color/pattern. (Aside: I love how the sheep not only have colored wool, but patterned. Not just whimsical, but practical for the colorblind.) Sheep can be contained by village walls, field fences, and woods. The tricky bit--and the third difference...

...is that you only know your own color at the start of the game. See, you only get points for fields you've entirely enclosed--kind of like cities in Carc--so you're trying to grow your own, and either quickly seal off those of others or make them get excessively large. It's a balancing act, in other words. You can, during the game, reveal yourself--giving you extra tiles and an extra turn--but that puts a target on you for the rest of the game.

The tiles are also double-sided. It's cool; more stuff to think about. In Carc, you can internalize--or have a handy cheat-sheet--showing the tile distribution. I think in WB this would be impractical. This could be good or bad; I suppose it slightly increases the inability to count out your odds of getting a tile you need, which inhibits planning somewhat.

The wolves and hunters are neat. Wolves inhabit the woods, and eat sheep in adjoining fields. They're chased off, and prevented from coming in, by hunters. On the back of wolf and hunter tiles are "big" tiles, so there's a tradeoff involved.

One of the chaotic parts of the game is that, from time to time, you're allowed to interrupt other players' turns. You can declare your color at any time, which gives you basically a whole turn, and you can also play wolf and hunter tiles whenever. I'm curious how often this happens in actual games. Not that it'd never be a bad idea, but most people are socialized to not interrupt turns, particularly if they're in "Carcassonne Mode." It's a neat idea, though.

If you think you've improved your situation as much as you can, you can pass out of the game--and get bonus points. First out gets six points; second three; third one. Kind of a gambling aspect, which I thought was interesting.

Those are the highlights. I thought it was pretty neat, in my practice solo go-through. I had black "out" himself early, trying to enclose a big field, but he was wolved and never drew a hunter. Blue also found himself with a big field on his hands, and almost completed it...but not quite. Blue finished last. Red and Orange built up two medium-sized fields opportunistically, and Red won by a point even though Red went out third. Final scores: Red 14, Orange 13, Black 12, Blue 10. Blue got the six points for going out, and Black--after everyone else passed--managed to create a fairly sizeable field out of almost thin air. It'd have been kind of inspiring in real life. 'Course, if Black had realized this--that is, if I had realized this--that Miracle Field could have been cobbled together midway through the game, Black could have gone out with the six-point bonus, and won.

That's the final layout.

I love the art. Lots of neat sheep here; I know some sheep fans who would love this thing, gamers or not. Very "bande dessinée" look to it, rather than the somewhat more "serious" Carcassonne art.

In the final analysis, I like it. I'd love to play a two-player game, where two colors aren't represented--I think the bluffing might work well under those circumstances. I rank it a seven, provisionally. There's a fair amount to think about. Probably more going on than in Carcassonne, but it's harder to keep track of the tiles. I'm still a Carc fan--neither it, nor this, are the best games in the whole world, but they're nontrivial, fast-moving games. Not a filler, but an appetizer, if that makes any sense. I think I'd probably get out Wooly Bully more often than Carcassonne, if only for the bluffing element and the fun sheep.

Friday, April 07, 2006

GATHERING OF ONE, DAY ONE

As promised, a short one.

I dug into my store of small, ziploc wargames and came up with Che, from Khyber Pass Games, famous (to the extent that they are famous) for their games on relativley ungamed topics. (Plus the Alamo.) The other game I have of theirs is Ataturk, which I haven't gotten a chance to play yet.

Che is part of their "dirt cheap" line of games. It's small in almost every way: It has rules that fit, with room to spare, on both sides of a sheet of paper. It has 28 counters, one of which is a game turn marker. The map, which has no "terrain," takes up less than half a sheet of paper. The game, solo, took about twenty minutes.

The game covers the 1967 guerrilla war in Bolivia, led by Che Guevara, which ended in his capture and execution. One player plays the rebels, the other the Bolivian government.

The game is well-suited to solo play. For the first four turns, the government player has literally nothing to do but roll in combat. His units may not move or initiate combat--they exist only to die, which they do with some regularity as they are generally far weaker than the rebel units. With turn five, the government gets a massive infusion of the CIA-trained Ranger units, which then seize the initiative for good.



This is the situation at the start of the game. Every Bolivian province has a TCG--the basic, sitting-duck government unit. Che and Joaquin, with their units, are in Santa Cruz.

The rebels go first every turn. They have three phases. First, they roll for reinforcements. On a 1-3 on a D6, the rebel player may choose one unit of his choice of the "reserves," which enters the map wherever Che is. Otherwise, tough luck. Then the rebel units may move into adjacent provinces, and finally if rebels and government units are in the same place, the rebels may choose to attack.

Combat is simultaneous. Each unit has a "to hit" number; you roll a die for each, and if it's less than or equal to that number, it hits an opposing unit, which is removed from the map (none of these pansy "step reductions" here), of the owning player's choice.

After that, the government player does the same thing. 'Course, he only gets reinforcements once, on turn five, and until then his units can't do anything, so that player meditates for half the game.

The rebels win if they clear the map of the initial TCG units and keep Che alive; the government wins if they kill Che. If the game ends without a victory...it's a draw, obviously. In my game, Che and his merry band swept over the countryside for four turns, leaving just two TCG units still on the map:



But, at that instant, the government gets nine fresh, fit units ready to go chase down Che. Which they did. Che put up roadblocks as he fled east, but only three Ranger companies were brought down and he was brought to heel after three "real" government turns.

I think, based on one play, that the rebels need to be extremely vigorous the first four turns. If they don't win by the end of turn four, their odds of victory look to dwindle fast, as there are just too damn many Rangers.

It was kind of a fun way for me to spend twenty minutes, but I can't imagine it as a two-player game. I mean, one side had nothing to do for four of the seven turns of the game.

One amusing part of the game...on the cover, Che is spelled with a grave accent: Chè; on the map, as you see, it's with an acute acccent: Ché. I'm pretty sure that neither is required, but it's just part of a long, contentious struggle between game publishers and foreign languages either way.

Probably not a game that'll get pulled out particularly often. It's simple, but it's not an "introductory wargame," I don't think. I can't see someone playing this as an introduction to wargaming and going, Hey, that was cool, I want more of this. Better options for that.

LIGHTING THE CANDLE



Budget's tight this year, and one of the places we cut costs was in nametags.

Welcome, one and all! Once again, I'm here covering one of the least-known and least-attended conventions in America, the Gathering of One. This is the third year of its existence, and once again will be featuring some of the forgotten and lonely (and solitaireable) games in the collection of its illustrious director--and sole attendee--me.

After two years in St. Louis, the venue shifted southwest two hundred miles to beautiful Springfield, MO. There's a two-year commitment to the current location, and then (with any luck) will have to move again. Who knows where; maybe even Columbus, which would be kind of odd. Anyway...

For those of you who have discovered the blog just in the past year (and I think there are a lot of you), this kind of began as my way of vicariously participating in the "real" Gathering of Friends--the by-invitation-only ten-day-long gaming nirvana held every spring in Columbus, hosted by Alan Moon. (If you're unfamiliar with the GoF as well as the GoO.) I can't go, and probably will not get the chance unless I save Alan Moon from drowning; the guest list is filled to capacity and has been for ages. (It's not like I could make it anyway, what with school.) Thus, I had two choices:

  1. Throw a bitter party about the evils of "elitist" by-invitation cons. This is very popular. I don't have a problem with such cons, though, and I didn't feel like faking it.
  2. Play my own darn games and have some fun with it.

I chose option two. Every day of the Gathering, I play (at least) one game and do a write-up, preferably with pictures (since everyone loves a good Gathering photo post). I try to pick games I haven't gotten to try and look interesting. Since I don't really have regular gaming partners for every day of the week--heck, usually not for even one day of the week--most of them are solo efforts, hence the "of One."

The 2005 GoO's posts are collected here; I foolishly didn't do this the previous year, but the posts can be found scrolling down on the April 2004 page.

And now to work. It's been a long day for me; I drove up to Rolla, MO to poke around an archive there and I haven't started the game yet...so I'm thinkin' it'll be a short one. Once the camera's battery charges up...

BEHOLD! THE POWER OF SOUP POWDER

And thus, my arteries' long nightmare ends for a time, as I polish off the final soup from East-East. They have umpteen more, of course, but I'm glad I only got the ones I did. I may pop in with another review from time to time, if one catches my eye, but I'm not sure I have another week's worth in me.

Tonight: Kikkoman Instant Tofu Miso Soup--the only one without noodles of any kind. The stats:

  • Cost: A bag of three packets costs $2.65, so they're 88 cents apiece. Not bad, but it's less soup, too--each one's about half the serving of any of the ramen I've been trying.
  • Number of Packets: One--ahh, sweet simplicity. Everything's just in the one little envelope.
  • Theoretical Flavor: I dunno; Miso flavor, I guess. I love miso; it makes a fine complement to any meal--which is, I suppose, what justifies the small servings.
  • Sodium Content: Each little packet has 740mg, which scaled up comes to about 1500 mg, give or take. Right in line, in other words, with all the others.

Making it's a snap: Boil 2/3 of a cup of water in the microwave, pour on top of the miso powder, and stir. Done in two minutes. You actually get little blocks of tofu in the package; they look kinda like the mini-marshmallows in cocoa powder packets. They're fairly sturdy, too; I expected them to dissolve in the hot water but they help up nicely and had good "bite." It also had plenty of green onion and seaweed, which perked up nicely when rehydrated.

I could be convinced that some of the miso I've had in (cheaper) Japanese restaurants was made from prepackaged powder like this. It was actually pretty tasty. There's not enough to make a meal on its own, though; I suppose you could put two packages together, but I didn't feel the need. It makes an excellent "side" for home cooking.

I give it a 10/10. Far and away the best I had this week, despite its not quite living up to the "ramen code." The taste doesn't overwhelm, it's not oppressively salty or greasy, it tastes like Actual Miso...it's great.

What have we learned?

First, all of these are definitely not on the list for people with heart conditions or genetic predispositions to high blood pressure. Having done some research, it appears that a high-sodium intake is most dangerous for people with heart trouble, but not so much the young and fit. That is, it makes you sicker, but not sick. Still, there's such a thing as too much salt from an aesthetic perspective; it just leaves a taste. I can't imagine eating one of these a day for life.

Second, Maruchan really is terrible. The noodles are thin and limp. The flavor is bland, even with all the salt that Maruchan has (1800 mg per package). There's just no excuse for it. For one's Emergency Stockpile needs, virtually anything is an improvement, certainly all of these (even the ones that are kind of disappointing). These aren't that expensive, and they're way better.

These are good lessons, I think.

Thursday, April 06, 2006

OFF TO A ROUSING START

I decided to warm up for the 2006 GoO by playing some games against actual human beings. George and Terttu invited Marc and me over to their lovely home. We weren't sure if Marc was going to make it, but lo and behold his car pulled up right on time.

The original idea was to play Railroad Tycoon--the Hummastis and I have train games in the blood. George was intrigued by the Age of Steam system, but thought it a bit rough on newbies, so we went with the recent iteration of the system. Sadly, none of their tables were large enough to accomodate the game! Eagle needs to come out with a travel edition. Or someone should do a small map...

Thwarted but unbowed, we decided to play something else. Traditionally, when gamers try to figure out what to play, the usual technique is for everyone to stand around and say "I'll play anything; go ahead and pick out anything." Then someone suggests a game, and everyone ritually says "Sure, that sounds good. Heck, anything sounds good. I like games; that's a game. But if someone else wants to play something else..." This cotninues for a few minutes, and then someone (in our case, George) just goes to the shelf and pulls down some darn game or other.

Luckily, George has excellent games, and brought back Princes of Florence and Amun-Re.

The Jester Strategy was the only PoF Joseki I actually remembered at all, so I went with that again. The last time, I didn't do so well. I got four jesters for diddledy-squat, but only mustered four works, since obviously the thing to do when you get a bunch of jesters is build buildings, right?

Wrong, of course. This time around, it worked better. (Thanks, by the way, to Ryan and Mark for their postmortem advice on that post back there. It came in handy.)

I got four jesters again, three in the first three rounds and then one more in the last, to push my works total up to nine, with one building and a lake. Total cost of the jesters: 1700 fl. The first one just passed around to me (!!!), so I'm not saying I was up against seasoned opposition here. (A quote: "I'm curious what you're going to do with those jesters." The answer was gradually revealed as I played work after work.) I also got all three freedoms and the corresponding prestige card.

What I'm driving at is that I kind of wandered off to victory. I didn't score as many points as I think my commanding jester/work position demanded, so I have a lot of work left to do. That said, I'm avoiding critical mistakes such as "do not confuse jesters with builders." What I probably could have done was buy even more personalities; I saw a chance to get all the freedoms, and knew that that would improve my prestige-card drawing position. Maybe not worth it. (Are bonus cards worth it? I never felt like I should buy one--I was always getting a personality or a freedom, except for the one building I needed to snatch the Best Work. My guess: If you have sufficient jesters, bonuses are not really necessary, and the money would be better spent on more persons or freedoms.)

The game rules. Right now I have it as an eight; it might have to go up to nine.

Up next: Amun-Re, my 10-rated Eurogame. This was Marc's first foray with the game.

With four players, Amun-Re isn't a 10, but it's still pretty darn good. I had most of the table's experience with the game, so I spent a lot of time giving advice. It may be that my advice drove people to play like me: At the end of the Old Kingdom, everyone had oodles of cash and relatively few cards, and nobody spent very much money bidding for provinces. When everybody does that, the game is kind of sedate.

For me, I like watching games were you see various styles and ideas clashing. My style of Amun-Re play exposes the weaknesses of some players, and has its own weaknesses exposed by others. I think that's really neat; it's something PoF does too, of course--Jesters or Builders? Taj Mahal does this as well, very nicely.

This game of Amun-Re wasn't gripping, therefore, but it had its moments. This kind of game is all about efficiency. Marc--the totally new player--always had a lot of cash--he got $60 the last payout of the game--but wasn't able to efficiently turn them into points. Meanwhile, I ended the game with almost squat--I had $40 less than the next-lowest money total--but I had lots of pyramids, got all the temples, and placed every last dollar where it would do the most good. Result: Victory by five points.

Two for two! Woo!

Y'know, I was thinking about the whole Age of Steam/Railroad Tycoon pedigree. I remember when I first played Lancashire Rails (which I seem to have subsequently lost/sold/given away--curses!), thinking "My God what a great game." It just blew me away. It just seemed so perfect. I like Age of Steam--even though I suck--but I never get the same feeling. I mean, I want to play New England Rails again, get back to basics.

'Course, what I really liked about Lancashire Rails was how different it felt; now that it's not so different, maybe it won't appeal as much...ah well.

A good evening of gaming, I daresay. It helped that I went undefeated, of course, but it was excellent company and I got to play (and--once again--win) two of my favorite games. A fine night, I daresay.

YET ANOTHER KIND OF NOODLE

One more after this one, guys...we can all pull through this together...

Another entry from the Nong Shim corporation! This time, it's their Udon Noodle soup. To the numbers!

  • Cost: $1.55
  • Number of Packets: Three. "Flake" (red pepper), "Solid Soup" (various flavorings, including Yet More Red Pepper), and "liquid soup" (which is, so far as I can tell, gussied-up soy sauce)
  • Theoretical Flavor: Fish cake--whatever that may be. Breaded pollack, it says here on the back of the package.
  • Sodium Content: This one, much like the previous Nong Shim entrant, claims that there are "about 2.5" servings in this little bag. I guess you could serve a family of three, if the kid were small. Anyway, this thing's got 1850 mg of sodium, or about 77% of your Daily Ration. Interestingly, it doesn't actually list the percentage on the package, even for the ginned-up two-fifths serving it gives.

Production time: About five or six minutes. This is one of the fancier packages, with the noodles in a plastic bag and the whole works in its own plastic tray, which serves no purpose. The noodles took a little time to work their way out of brick form, which was kind of surprising.

These noodles are really thick. They remind me of nothing so much as the old-fashioned, cheap-o-la noodles you'd get in cans of chicken noodle soup. They're a little tougher, though; they hold up nicely to chopsticks (again, the only way I could wrangle them). They still don't soak up much broth, though--again, grease is the enemy. Certainly no gaming while eating it, though; had some splash issues going with noodles wriggling away.

The "fish cakes" were something of a disappointment. No actual fish was identifiable; I imagine each "cake" had about ten fish molecules; it was mostly fried-up flour. What fish flavor was imparted came from the adulterated soy sauce you put in, which has anchovy paste in it--again, mostly in trace quantities. It wasn't enormously fishy; it could have been beef, but not chicken.

The soy sauce dominated the flavor. That's not an enormously bad thing, but this was actually one of the chunker ramens out there; this had far more "stuff" than the usual noodles-'n'-broth offering. It'd have been good to give them their own stage.

That said, the broth was fairly tasty. It wasn't overpoweringly hot, not oppressively salty and greasy. Lotta soy, though. The noodles aren't my favorites; they're just too bland. A workmanlike 6/10 for this one.

GAMES MAGAZINE PUZZLE

Has anyone else tried their hand at the latest Games Magazine online puzzle? You're trying to identify game boards. I have fourteen of the fifteen; the Egyptian one is stumping me. Any leads?

(As it happens, I only own three of these--one in a more recent edition. One, in fact, was reviewed in this space.)

EDIT: Got it. 15/15! Woot!

Wednesday, April 05, 2006

ONCE AGAIN

Never fear; games are about to return to the blog in force. Looks like a Railroad Tycoon game is brewing for tomorrow night, and then comes the Gathering of One. My credentials should be arriving any moment for the third iteration of the renowned unofficial satellite location of the Gathering of Friends.

(And by "unofficial" I mean "I don't think Alan Moon even knows I exist, never mind gave me permission to call the GoO a 'satellite location.'")

MYSTERY FOOD NUMBER...

Y'know. I'm told that there are many people out there who eat packaged ramen every day for at least one meal--college students, yet, with access to either a cafeteria or a kitchen. I dunno...this has been more days of instant soup than I've ever had before, and I'm gettin' the shakes here.

Anyhoo...tonight's delicacy comes from Thailand, and features thin noodles--which, like last night's thick noodles, went over nicely. The tale of the tape:

  • Cost: $0.89
  • Number of Packets: Two: One of chili paste, the other of chili powder and salt, a few green onions, and MSG and other various powders.
  • Theoretical Flavor: The package is labeled "Instant Rice Vermicelli Tom Yam Koong Flavor," but I don't know what that means. The front of the package shows shrimp and lime, which could just as easily be ostrich and blackberries for all the honesty found on ramen packages. The ingredients list various forms of chili peppers, and the ever-present "artificial flavor."
  • Sodium Content: 1340 mg, for a cool 56% of your daily recommendation.

So that's that.

Making the stuff was a snap; the rice noodles are so thin that they cook almost instantly. It's just a matter of getting water boiling and then stirring. Maybe five minutes.

I love the texture. You can't eat this stuff easily with a (western) spoon, so I broke out the chopsticks to deal with the noodles, which picked up only a suggestion of the overall flavor, which I would describe as being "heavy on the salt and chili powder, with only a faint hint of ostrich." They tasted good, though. The remaining soup was even stronger, and heck of greasy. It really doesn't have that much fat in it, but it makes its presence felt. Also, if it'd have been less greasy presumably the noodles would have drawn up more of the flavor. It wasn't as strong as I'd have anticipated; it's far below last night's Nong Shim and the shrimp-habañero Maruchan. It wasn't real great, but I'm curious about the rest of their product line, if there is one. A little bit of a different flavor, and this would have been a winner.

As it is, though, it gets a 4/10, mostly on the strength of the noodles.

Tuesday, April 04, 2006

CUTTLEFISH BOOGALOO

Once again, late-night ramen action. Tonight brings us Nong Shim's Seafood Ramyun. On to the tape:

  • Cost: $1.19, I think. The tag fell off, but reconstructing from the receipt I think it's that.
  • Number of Packets: Two. Vegetables--meaning mostly seaweed--and Soup Base--meaning mostly salt.
  • Theoretical Flavor: The front of the bag shows many different fruits of the sea: shrimp, octopus, squid, mussel, clam, and crab. The ingredients list promises cuttlefish and mussel. Also, as always, MSG.
  • Sodium Content: So, OK, I look at the back of the bag and think Well, at least it's not as bad as the Vietnamese stuff. Then I look a little closer, and discover that they're doing the "there are really two servings in this bag" trick. Indeed, this contains approximately 26-2800 mg of sodium, which blows away the daily recommended intake. This is ramen for deer.

OK! Looks like I'm going on a salt-free diet after this. 'Course, the Gathering of One is coming up soon, and I always eat junk during game conventions.

With 2700 mg of salt, you can never say that the flavor is "subtle." Salty, perhaps, but never subtle. Such is the case here. It was quite spicy, and I had the glass of milk going to tide me over. It did, however, taste seafoody. I'm not saying I tasted cuttlefish or mussels, but there were definitely strong hints of seafood here. I thought it was actually pretty darn good. Maybe--citing Lt. Murnau's comment from a few days ago--it was a little greasy. Still: Grease, salt...it has that kind of "guilty pleasure" vibe to it, you know? I enjoyed eating it, although I may never do so again. The noodles had good "bite" to them; it perhaps helped that I've decided to slightly undercook ramen from now on so as to keep them at kind of an al dente state. They seemed thicker than one usually gets in plastic bags, too.

Lots of spices, lots of salt, cuttlefish...probably gonna have some odd dreams tonight, but still--I give this one a 9/10. When I try to make my own, a "real" variant of this is what I'll probably go for.

Monday, April 03, 2006

FAUX PHO?

A little bit of administrativa before we get started.

First. I see a lot of "NO MSG" signs when I go to asian restaurants. What's MSG supposed to do to you? Hopefully not much, or else I'm in big trouble at the end of this week.

Second, good to see some commentary! As ever, I do read it all and welcome all comments--except spam--particularly suggestions. I'm within walking distance of one asian grocer and there are a couple others on my "circuit," so fire away.

Now then...

What's good to eat when you're coming home from school late at night, still a little hungry and looking for food? OK, so personally I usually go for ice cream but on this balmy night I went to the pantry and pulled out some instant pho--the Vietnamese noodle dish. The vitals:

  • Cost: $0.40. It's a good number.
  • Number of Packets: Three! I was expecting two, looking at the ingredients list, which lists Seasoning and Oil packs. Instead, I found a Vegetable pack, a Soup Base pack, and a Flavoring Oil pack.
  • Theoretical Flavor: Beef, provided by one of the three packs, I'm not sure which.
  • Sodium Content: 1650mg, for (ahem) 68% of your daily recommended intake. Yes sir! That is correct, sir!

So we're off to a rousing start. These "Vietnamese Style Instant Noodle Beef Flavor" are produced by the euphoniously-named Vietnam Food Industries Company, or "VIFON."

I tried producing it using the printed instructions, which worked not-so-well. It's one where you're supposed to pour on the boiling water and let the whole works steep. That did not result in a delicious taste sensation, so I let it simmer on the range for a little while. Much better. Probably took about eight or nine minutes overall.

It was advertised as a "beef" soup, and I must say it did have a lot of flavor (again: over a gram and a half of salt), but I didn't think "Hey, beef." I could have been convinced it was chicken, but not that it was shrimp. What I did think was "Hey, this is pretty tasty."

And it was. It wasn't the best pho I've ever had by a long shot, but it's the best I've had for forty cents, and beats the tar out of most other sub-four-bits food possibilities. Obviously, you can't make this a daily meal, but I think it's definitely entering the rotation of Last Minute Meal stockpiles.

Final score: 7/10.

ADDENDUM: When I polished it off, I thought to myself, "You know, I could still have a little something." I considered a microwave pretzel, covered with that delicious salt...and then I asked myself if I was out of my mind. I've decided to wait a day or three for that.

Sunday, April 02, 2006

PLEASE GOD MAKE IT STOP

In my Spielbyweb game of Bus, on Tuesday we'll have successfully made the game last two months. We are, by my calculations, just over halfway through. The thing is, I actually like the game, it has some interesting stuff in it, but I've rarely wanted a game to end more badly than this one.

One of those times is in my current Adel Verpflichtet game, which began on January 19. That one's struggling to its conclusion, though. There are, I think, two more successful castle showings to go. I say "successful" because the last few haven't had anyone showing any pieces. That speeds the game up, too.

We're also at the six-week mark for one of my Blue Max games. The giant furball games are fun, but can take forever, especially when one player only checks in every three days, from what I can tell.

DOING THE CHACHARONI CHA-CHA

Ed. Note: Actual Game Content coming soon, I promise. Meanwhile: I continue to amuse myself, and others only accidentally.

First up: From the fertile minds of the Shenyang Foods Co. of Seoul comes "Chacharoni," a name of dubious Chinese/Korean origin. The vital statistics:

  • Cost: $0.89.
  • Number of Packets: Two. One, the "flake," consists of various dried vegetables (along with "textured vegetable protein"). The other, the "soup," is a gooey black concoction which reminds one of old motor oil.
  • Theoretical Flavor: Hard to say. The "soup" packet delivers the majority of the taste, and consists of soybean paste, onion, sugar, MSG, and "beef flavor." Sounds healthy to me.
  • Sodium Content: 625mg, 26% of one's daily recommended amount. This is a pussycat compared to most of these things.

It took eighteen minutes to make this thing, from empty pot to full soup bowl. I probably could have knocked some time off of that, but I wandered away from the pot while the water was boiling, and briefly forgot about it. Actually, I forgot about it for a little while. From boiling water, it calls for a good eight minutes of cooking. An electric kettle would have speeded the process somewhat; my electric burners are $#!+.

For a variant on the cooking process, go here. It seems promising enough; but I wanted to follow the instructions, because everyone knows that Real Gamers don't use variants. (cough)

How did it taste? Not necessarily beefy, anyway. I often say that "froot"-flavored candy tastes "red," "green," "yellow," or whatever, as appropriate. Chacharoni tasted black. Maybe a dark brown. It's a good idea, the paste stuff, but it just didn't lend a whole lot of identifiable flavor to the party (to steal a phrase from Alton Brown). I should have tried some of the paste straight-up, before putting it in the soup. I didn't because, like I said, it looked like old motor oil.

The veggies didn't really help. They mostly disappeared, except for the "textured vegetable protein," which tasted decidedly odd. The problem, of course, was the texture. Kind of...fuzzy? Fuzzy and squishy? Fuzzishy? Squzzy? That's it: Squzzy. "Not good," in other words.

Final Rating: 4/10. Better than the sub-standard Maruchan, but not nine times better. Not a superior instant-noodle-soup product.

Saturday, April 01, 2006

THE GREAT 2006 RAMEN-OFF

I consider myself something of a "foodie," at least in intent. It's the way I was raised. I'm fairly adventurous as to what I eat--I'm not a "live cricket" kind of guy, but I'm pretty much always up for new things. I try to cook all my meals, and in the bargain I try to do something different fairly often; mix things up as much as my small kitchen, and smaller budget, will allow.

That said, sometimes I come back from work or school (or both), and discover that Life won the battle that day. I'm tired, I don't feel like cooking, and I'm out of leftovers. What to do?

Like many college students, I keep a supply of ramen in the pantry for just these kinds of emergencies. The "traditional" brand, the brand that everyone means when they say "ramen," the standard ramen, is, of course, good ol' ten-for-a-dollar Maruchan. Inside each bag, you get a brick of dry noodles and a little packet of Flavor Crystals. Some packets are labelled "chicken," others "beef," others "shrimp." The flavors tend to be...kind of subtle, really. They're not enormously different. (Exception: Their lime-habañero-shrimp one. That'll put hair on your chest.) And honestly, eating Maruchan makes you feel a little sad inside. At least it does for me.

One of my (many) favorite pastimes is wandering around ethnic groceries. Asian supermarkets are the most common in most American cities, so they tend to dominate. In every Asian grocery, there's usually an aisle dedicated to ramen packets and bowls. It's an amazing cornucopia. All kinds of weird flavors and variations, some costing as much as $2. Heck--some have as many as two--or even three!--flavor packets inside.

In my experience, most of the ramen-eating community (again, college students) tend not to experiment overmuch with ramen, other than the last refuge of a culinary scoundrel, eating it raw, chased with the flavor packet. (Brrr!) I decided to buy a nice sample of the dessicated soup offerings at East-East Oriental Market, and try one a day to see what kind of excitement lurks out there in the ramen industry.

Now, some of the ones I bought (as we shall see) aren't, strictly speaking, "ramen." I decided to go with a more "sociological" than scientific definition of ramen--if it's a dry noodle soup in a package, with flavor packs, it's "ramen" as the term has come to be used in the kitchens of the desperate around the world. (I did break even that rule for one of my selections, but whatever.) They're all in the same aisle, anyway.

They will be graded on several criteria.

  1. Cost. This is, of course, one of the major factors driving ramen-buying, the other being...
  2. Speed and Ease of Assembly. The clock will start with nothing in hand but the ramen. Included will be getting a pot, putting water in it, bringing the water to a boil, and then finally cooking and serving the soup. This will be compared to the time listed on the package, if any.
  3. "Flavor" versus Reality. This package of Lime-Habañero-Shrimp ramen before me lists "Natural and Artificial Shrimp and Lobster Flavor" as one of the ingredients. I, for one, discern little evidence that any shrip were harmed in the making of this ramen, never mind lobster. Most of these things I bought claim to have one or more vaguely exotic flavors; are we dealing with actual dehydrated whatevers, or is this just a different kind of salt? Is there, somewhere within the bowels of the Nong Shim factory, an enormous vat labelled "FLAVOR" out of which everything comes, just going into different bags? Let's find out!
  4. Taste. Does it, in fact, taste like...whatever? If it does (or, heck, even if it doesn't), does it taste, you know, good?

I expect that none of them will measure up to the best ramen I ever had--at Oma's Kitchen, the Korean joint in the basement of my dorm back at UT ("the basement" being what I called the student-oriented mall), which made real soup, with real ingredients, involving real noodles. These, however, cost far less. I hope to try a "real" recipe at the end of this drama, assuming I can find or concoct one. In a sense, the real competition for these ramen packages isn't a good home-cooked meal, but other similarly-priced insta-food. How do they compare to canned soup, or cheapo TV dinners?

I don't come to mock ramen. It's seen me through some lazy afternoons (and evenings, and late nights; never mornings, thank God) over the years. It's also an excellent way to make sure you get your daily requirement of sodium. Join me then, will you, on a culinary odyssey through the Far East, four minutes and one full gram of sodium at a time.

(PS: In a few months, I expect that Google-hits to these reviews will represent about half my daily readership. Welcome, internet travellers from the near future!)