GREETINGS FROM MADISON
Ahh, Madison, Wisconsin. One of America's great college towns--a large university, a relatively small city to house it. A lot of the city's activity revolves around selling things to college students. Hackey sacks, buttons with pithy commentary--and, it would seem, games. I know of three at the moment.
Sunday afternoon, I rolled into town and found Netherworld, a downtown store with, I was assured, Sunday-night gaming. I came early so I parked the car in a parking garage (street parking is nutty even during the summer) and decided to take a walk up to State Street Mall, the "main street" of university-centered commerce by the University of Wisconsin. "It's, like, right here," I said to myself. "I don't need the map; I'll just leave it in the truck." Oops! Five miles of walking later--first I got lost, then I got stubborn--I finally made it.
State Street is quite the scene. It's called a Mall, but it's a long street of shops, really, rather than a real "mall." Bookstores, junk stores, restaurants for every taste--there are two Nepali joints. Me? I went to Subway. I felt like a loser, passing up a cournicopia of edible delights, but...I mean, the one Nepali place with a menu on the window had dinner specials starting at a mere $25. So I went for cheap.
At six or so, I made it back to Netherworld--which was all of three blocks away, of course. (If it weren't for getting lost, I'd have trouble getting enough exercise.) No games had started yet--well, except for Magic: the Gathering, which I don't happen to play--so I puttered around. After fifteen minutes or so, a game of Amun-Re started up--with me in it, of course. It was the first game for three of the five of us. Amun-Re has a little bit of a learning curve--there are a lot of rules, and the glyphs on the power cards are not always transparently clear--but I think they did a fine job overall. I was in fourth after the Old Kingdom, about a dozen points back. I ended up winning by two, the OK leader coming second. The weird thing is that I didn't really have that much money at the end of the Old Kingdom; I just got exactly what I wanted in the New. Probably this has something to do with three newbies. I spent most of the game going second; the player to my right had the Pharoah for all but two turns.
We shuffled around, and the next game I played was Mykerinos, the latest Ystari creation. It's a very clean area-majority game. I refer the curious to Greg Schloesser's session report for a game description, and stick to some commentary.
First, the theme is, in my opinion, tissue-thin. I didn't mind; I found the gameplay sufficiently intriguing that I didn't need to try to get sucked in. No clue how the powers shake out; I saw every one be useful at one time or another. I specialized in collecting Lady Violet cards, which let you play a "free" cube. That was good for me mostly because other people kept the rounds alive for me. I'd like to play a few more times, see how everything works in multiple playings.
For the time being, I give it a seven. That might turn into a six, six and a half. I'm not sure if it's a game that, in a few years, I'd think to myself "Man, I need to get some Mykerinos in." Favorable impression early on, though. I finished second.
Finally, we played Stefan Dorra's latest, Buccaneer. It's a light, fluffy confection. The major skill being tested is how well you can keep track of the value of the stacks. I'm pretty good at this sort of counting, so I won--but everyone was within nine points, I think. Here's how it works.
You're all pirates, going for booty. You have five men under you--wooden discs with values of 5, 4, 3, 2, and "?". You start the game with $10, and there are three ships in the middle of the table.
Each ship card has several parts. Most of the card is taken up with a pretty snazzy picture of the boat in question. The most important part shows how much booty is on board. Each ship has a certain amount of gold, and one or two "special" prize chits. The cards also have a "?" value--defining the strength of the "?" pirate discs--and an indicator of how many pirates are required to take the ship over.
You start the game with five "stacks" in front of you--each of your pirate discs, in a stack by itself. On your turn, you take a stack in front of you and either add an opponent's pirate to the bottom of your stack, or--if it's large enough--board a ship.
The top pirate on the stack is the "captain," and gets the first choice of special treasure chits on the ship. The pirate under the captain is the "first mate," and gets the other special chit, if there is one. After that, the gold is divvied up. This takes place from the bottom disc to the top. Let's say that there are five discs in the stack, from bottom to top: Black 5, Red 4, Blue "?", Red 2, and Green 5.
Let's say that the ship gives "?" pirates a value of 2, and has 22 gold on board. Black would get five gold, then Red 4, Blue 2, and Red 2. That leaves nine, all of which goes to the captain.
Now--let's say that, for the same stack, "?" is worth six, and the ship only has fifteen gold. Black would take 5 from the ship, Red four, Blue six--which is all fifteen. The Red 2 pirate is then paid out of Green's own money--as Green controls the captain--and Green gets nothing.
If you have three pirates in a stack, but you're not the captain, when the captain player's turn comes up, you can "mutiny" and force that player to board something with that stack. (That way, you can't just hijack a stack and keep pirates out of circulation.) There can also only be nine pirates in any given stack.
At the end of the game, you get a point for each gold piece you have, plus if you have more of a particular kind of special tresure chit than anyone else, you get the value of the chit (6, 9, 12, or 15)--ties divide the points among them--plus one for every "stray" chit you have.
Money and treasure is open, as are the tops of all the stacks. Thus, as mentioned, all you have to do to have perfect information is "count" the stacks.
It's filler. It moves quickly, you get to go "arr!" a lot, and--again--spiffy boat pictures. I give it a six, for what it is. Again, it's not a game where I'd ever say "Man, I wish I could get a game of Buccaneer in right now." Waiting for players, ending the night...that's its niche. The thing is, there are a lot of such games, and I don't think there's anything setting it apart.
Won two games, came in second in the third--A good night, for me. I'll be hititng another game night on Wednesday--looking forward to that.