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.

Saturday, July 29, 2006

MY LATEST BRILLIANT IDEA

You know what I could use? A "Craigslist" for history grad student research. See, for my thesis I need some stuff from Carlisle Barracks in Pennsylvania...as well as stuff in Louisville, KY and a huge pile of stuff from Stanford, on the other side of the country. (In other words, "no, I'm not done researching.")

It'll cost $$$$$ to gallivant across the country for the stuff, and a mere $$$$ to have it all photocopied by library staff. (And that's only barely an option for the stuff I need at Carlisle.) And it'd take months.

Now...I'd be willing to pay $$ to, say, some Stanford grad student to photocopy the stuff for me and mail it off my way, and another sum to a Penn State student to hike up to Carlisle Barracks. It'd be cheaper, faster, involve less wear on my truck, and spread a little wealth to grad students.

So, what if there were a way to post research requests, with monetary inducements included? That, or I could have said this summer "Hey, I'm heading to all these state archives. Anyone need anything?" and gotten a little help with the food bill.

Just spitballing here.

Thursday, July 27, 2006

A NEAT IDEA...

...if only I had vastly more free time than I do.

If you take all my games together, how much play money do I have, and in what units? And what would I count the Taj Mahal money as?

This has been a presentation of "Alfred's Tired, but Can't Sleep" Meditations. Thank you for your time.

MSU: WHAT A UNIVERSITY!

Walking around campus today, I saw a flyer advertising one of the little one-credit-hour classes they teach in the week before school starts. You know; meet a few hours a day, learn some little thing, whatever. They're typically kind of frivolous, and most of them don't get you any closer to a degree of any kind.

But...

This time, they've hired Yakov Smirnoff (who works just down the road in Branson) to teach a class on, judging from the flyer, picking up women.

Still 28 seats available!

Monday, July 24, 2006

THE UNKNOWN CIV

True to my word, I printed off a Warpspawn game, Culture and Conquest, advertised as one of his solitaire-friendly games.

It's a civilization-building game, and while it may not redefine the genre there's a great deal of interesting stuff here.

The rules are extremely short, so I'll summarize.

In a multiplayer game, the point is to have, at the end of fifty turns, the most advanced civilization--to have the most cultural advances, and to have built the most "wonders." You begin the game with a population of ten units, one city, and one randomly-selected starting advance. (In a solo game, you're basically trying to get points for constructing things, and beating your best score.)

Each turn, you first roll (1D6)-2 (min. 0) for a population increase, then you allocate your population among farmers, your army, your scholars (one per city, max), your traders, and your workers. No sector of society can grow or shrink by more than six per turn. You then roll a die to determine if your civilization gets a leader--leaders give you extra gold per turn, advantages in combat, etc.

Next, you harvest food. Each farmer grows 3 units of food. (Food can only be kept from turn to turn if you develop pottery.) Then you roll to see if there's a disaster; a 1 on 1D6 means you take a hit. (As you might expect, certain advances mitigate the disasters.)

Next comes upkeep. Every population unit eats a food; your army units eat a gold each. If you have a leader, roll 1D6 for each one; on a 1, the leader dies.

Then comes war. Verily: Dice. Each side rolls three D6; ones hit. Advances might give you extra dice. Keep going until one side or the other cries uncle or runs out of army men. The victor gets the loser's gold, a city, or 2D6 worth of the other guy's population. (There are rules for "NPC" armies for playing solo.)

Then comes trade. You can trade whatever you want, basically. Not so relevant for solo play, naturally.

Then you build. Each laborer produces one Labor Unit, which can be spent on new cities or Wonders, which aslo cost gold, which you get a little later.

Then the research phase. You roll 2D6 per scholar. If you roll a 2 or 12, you roll a D20 to determine your new Advancce.

Finally, you get income--1 Gold per trader you have, plus one per city. There are relevant advances and leaders, as always.

As you might imagine, there's a lot of die rolling going on here. The game isn't devoid of decisions; you have to "set" your population, for example; you also trade and negotiate and declare war. You can also decide which Wonder you're building. In a solo game, there's no trade, diplomacy, or war going on, so you're kind of watching things happen for the most part.

Not that I didn't find it interesting. I get kind of wrapped up in my civilization's progress, my heart breaking after I lost half my population in two turns, between an earthquake one turn and a huge flood the next. The pace of the game also accellerates nicely, as you accumulate advances, build cities, and whatnot. You don't need much besides the rules, two sides of a piece of paper, a pencil, and dice. It's the kind of thing I like to do in the airport to kill time if I don't have a book handy. If there were an internet application of it--and it'd be easy to do, really--I'd be all over it.

Random starting cultures I can understand; random leaders I understand; I certainly have no problem with random disasters. Random advances I'm of two minds on. I can see how, if you're playing Major Historical Forces, you might not have too much control over what your geniuses are up to on the small scale. On the other hand, from a gaming perspective it seems like the major point of a good Civ game is directing and tuning its development--which means choosing your advances. It'd be nice to have some way to at least influence what kind of advance you get--say, your Scholars get the one you want, but on a random timetable--you have to declare, once you get an advance, what your next one will be. Something like that.

I'd be curious to see how this one plays out multiplayer--particularly with the "map version" variant at the end of the rules, where you play with little guys on a map--that sounds like an actual, quality light civ game. Would it clock in under two hours, like everyone wants a Civ game to? Maybe not. Turns go quick--at least solo, with very few wars and no trading or diplomacy--but I'd guess that this is at least a 45 minutes/player thing here.

Definitely worth a look, though, and a fine addition to my stable of solo games.

Sunday, July 23, 2006

IN THE MAIL

...thoughts, as I reflect on my upstairs neighbor's boyfriend's weekly attempt to teach himself the bass. (He hasn't gotten an iota better over the past year.) His downstairs neighbor is, apparently, less indulgent than I...that, and I can always drown him out with some of the metal I keep on my playlist for this very purpose.

Anyway!

I got my latest issue of Vae Victis the other day. It's the usual extremely-high-quality product. The games are interesting in and of themselves, but the folks who get it just for the game are missing out.

Lots of fun reviews, first of all. Dominique Sanches shares my high opinion of Flying Colors, which is good to see. I may have to give Here I Stand a closer look, based on this review. There's also a Wild West miniatures ruleset under review; a scenario is provided set in...Little Rock. I'm pretty sure this is very definitely a "Little Rock of the mind" rather than reality, but who knows--Springfield had a shootout, after all. (Wild Bill Hickok's first kill, in fact. 141 years ago just this past Friday.) It looks like a good ruleset, but I'll remain loyal to The Rules With No Name for the present.

There are two games in here. One is an extreme rarity for magazine games--it's a card game. I'm not sure when I'm going to get around to assembling this thing; it's kind of cumbersome. If I get really, really bored I may try to convert it to business-card-sized cards so I can run 'em off on my printer. The other is a solitaire game on Operation Pedestal, a WW2 operation to resupply Malta.

They're both connected to the Warpspawn project. The latter was "inspired" by Lloyd Krassner, the extremely prolific designer behind Warpspawn, and the main card game is designed by "Lysimachus," the guiding spirit behind Ludi Popina, which is making graphics for Warpspawn games, along with much else.

My guess is that Lloyd Krassner is just about the most prolific designers working today. There are about 776 games on his database, and he's responsible for the vast majority of those--probably about 700, if I had to guess. (Knizia has 202 on BGG.) If I really, really needed Geek Gold I'd put 'em all in. (Some folks have already started.) They are, generally, not exceedingly complicated games, and most of them share similar features, but these are not necessarily drawbacks. For many of them, you have to make your own cards; others require nothing other than pencil, paper, and dice.

I'm going to have to give some of the solo ones a try...

Friday, July 21, 2006

THE NEW EL GRANDE

At long last, my copy of the Decennial Edition of El Grande--which I preordered from Fairplay back when I was their Gamer of the Week--arrived yesterday.

It has a few printing errors. I find them to be minor. I am able to deal with them, in the face of upcoming corrected cards or not, without coming down with the vapors. I do not, like some BGG commentors, feel that this is caused by ignorant, deceitful Chinese, or a long string of lackadaisical conduct on the part of Rio Grande. (It bears noting, as mentioned in the comments, that these aren't universal sentiments, or the thread's originator's intent. They just struck me as being particularly obnoxious and illustrative of the "radio talk show mentality" that crops up on BGG and, indeed, the rest of the internet. Including the occasional self-righteous prick who complains about complainers.)

The whole thread in question strikes me, sometimes, like a call-in show on radio station WBGG.

Anyway. I've been looking forward to having another copy of this--to replace one I lost somewhere along the way--for a while, and I choose to not let this stand in the way of a vastly enjoyable game--or a good night's sleep.

Tuesday, July 18, 2006

LOST CITIES UPDATE

After strenuous efforts, I've raised my LC rating to a reasonably acceptable level. I'm not great, but I'm not embarassing myself, either.

Except in this last game, where d444 dropped

(ahem)

216 points on my head in one stinking round.

OWWW ow ow ow...

Monday, July 17, 2006

TALE OF TWO RATINGS

So, I was idly zipping around Funagain just now, looking for anything of interest. I stumbled across Atlantic, Chicago, & Pacific Rails (although on the box it's "CHICAGO"). Good ratings; good descriptions. "This railroad game is intricate with possibilities." Again: "it's always fun to play." Two five-star ratings and a four-star.

Intrigued, I headed over to BGG to see what they have to say.

Average rating: 4.1/10. Most illustrative comment: "The only game I've thrown away." That's the sort of thing you like to see. (I've only knowingly thrown away one game: pain doctors, after I'd stripped the corpse--as it were--of the various useful parts.)

The BGG comments suggest that it's supposed to be a "simplified 18xx;" needless to say, the worst comments come from 18xx fans. I'm starting to wonder if I like "simplified" versions of complex rail games. I've concluded that, as much as I like Age of Steam, I'd rather play Lancashire or New England rails. I guess I just have a better idea what's going on; I'm not sure. Is it that they're shorter? Have crayons? No clue.

I feel like 18xx is a series I should like, but I've never been pulled into it. Maybe a "simplified" version would be just the ticket...if it's better than AC&P Rails, anyway. (Assuming BGG is the better guide here, of course.)

NEWS

First, easily the most inspired thing I did during my GotW stint was nominate Scott Nicholson for this week's honors. It's looking like a good one.

Second, I've taken over Friday column duties at Boardgame News. Go me! This will, necessarily, involve changes over here. It won't go away--I like to think that I have more than one interesting thing to say every week--but the amount of "Euro" content will probably decline somewhat. It won't entirely disappear, but relativley speaking expect wargames to go up, and books (and miscellaneous) to make a comeback.

Saturday, July 15, 2006

VERY BRIEFLY

Back in St. Louis for a whirlwind stop--including a ballgame tomorrow. No time for gaming--hardly any time for blogging--but two sites did catch my attention:

First, this is invaluable advice for all budding historians. It certainly appears to be quite time-honored, as it distills the wisdom and experience of a great many historians of recent and ancient vintage. (Discovered via this week's History Carnival.)

Also...Panzerblitz and its kin have long been guilty wargame pleasures of mine; I'm a sucker for "toybox"-style games, where there are theoretically limitless scenarios. (Memoir '44, Up Front, Down in Flames...many of my favorite games are like this. You get units, some suggestions, and away you go.) Anyway, I just now discovered The Imaginative Strategist, which provides (for free!) glorious reconceptions of the boards and counters. I'm a big fan of the Tobruk set. It'd be nice to get a straight comparison of the two, but here's an old set, and one of the Polish units in the IS set.

I'm about to turn over the reins for Geek of the Week...it was kind of a slow week, in many ways, but then again I had to compete with the debate over the epochal changes (cough) to the menu system. (I'm not really complaining; I've had a lot of fun with it.) It was cool to get my Blue vs. Gray replay out to a wider audience, though.

Monday, July 10, 2006

GOOD TO BE HOME

...well, from one home to another, anyway. I'm back in Springfield, after more than a month away. Back in the land of relatively low gas prices...

My stint as Geek of the Week has begun in fine style, complete with a sojourn into the surreal around post 22 or so. And we're just getting started...I hope.

My first two attempts to acquire Old Town have ended in failure, shame, and misery. We're on Plan C now...

As a minor-league historian of military logistics, I suppose I should be intrigued by this game, and indeed I am--but $75 for a mildew-and-cigarette copy? One listed as "I think it's complete" on eBay went for $78.75. Also: It's from Westinghouse? I suppose I should get cracking on a list of Unlikely Game Publishers, along with Daimler's Troia.

More later...

Saturday, July 08, 2006

FIFTEEN MINUTES BEGINS...NOW

Well...I'm this week's Geek of the Week geek. Woohoo! Thanks, Mikko!

For all those coming over here from over there...welcome! I'll try to put together a "Best of Alfred" list o'links the next day or three, so come back, say, Monday evening for that. In the meantime, feel free to poke around!

Friday, July 07, 2006

HITTING THE UNDERGROUND

I was in Subterranean Bookstore last evening, and I have a few notes from that.

First, they're having a sale through the end of the month on a lot of their history section, so take a look if you're in the area and your shelves aren't all three-deep yet.

Second, I discovered that there's an update to the Molvania travel guide--Phaic Tan, moving the series from Eastern Europe to Southeast Asia. Phaic Tan is just as much of a hole as Molvania, but different scenery. It's good stuff. See the Jetlag Travel Guides site for more info.

Third, they have a really neat installation by Matt Kindt called "Dead Drop," which features a lot of neat comic art, handmade book art, and arty spy stuff of all types. Check out the "Comics" link on the site for more. The little explainer flyer has a little puzzle--the world's second-simplest substitution cipher--that, when solved, gets you a signed print by the artist. (Hurry, though--they didn't have many left.) I nice hidden treasure on Delmar...

Thursday, July 06, 2006

THREE FOR THREE

I was at Jorge and Eva's last night (into the wee hours) for kind of a rare experience for me: A night of three-player gaming. It was a nice change of pace, though--especially since I got to play three games for the first time.

First up was San Marco, one of those well-regarded, semi-venerable games that I've never gotten around to. It was my first game, as noted, and Jorge and Eva's second (and first in a long time; we all needed a rules explanation). It's safe to say we weren't playing optimally. I really like the "one cuts, the others choose" mechanic--it's one I wish I saw in more games. We really didn't have a firm grasp on the relative value of the special cards; Banishment, in particular, was undervalued. I may have overvalued the Doge (special scoring) card somewhat. I also like how the periods of the game end. Along with "good" cards--ones where you place guys on the map, kick other guys off, convert other people's guys into my guys, etc--there are also "bad" cards, marked 1, 2, or 3. Once someone gets 10 or more points worth of bad cards, the Period ends after the next round (which is conducted without the guy who went out). It gives players control over when the round ends, and makes for extra decisions: a good thing, I say.

I won. I focused on pouring--just pouring--my guys on the board, and managed to kick out a fair number, as well. Still, I only won by a few points over Eva. I would have done better if I had better bridges...although Jorge had an excellent bridge network and it got him bupkis. Again, our card valuation skills are in their infancy. It's a clever game--but for all that, it didn't grab me quite the way I expected. The theme is just nothing, but that's not the problem. The thing is that, in a given turn, everybody had a very different level of involvement. The "cutter," who divides the cards, has a good healthy think on his or her hands. The First Chooser then has a medium-weight think, and after that (in our game) the Second Chooser was usually left with a clearly superior choice. Again, that'd be cut down as our experience.

I'd play it again, but it'd be someone else's copy, I think.

The next game caught my eye on the shelf--I'd never heard of it: Old Town. How had I missed this game? I mean, there are plenty of games on American history--but if there's another game where you play American historians, I haven't heard of it.

In the game, the players are trying to reconstruct the layout of an Old West town. The map begins with the ruins of the railroad and train station, the cemetery, the dirt roads, and the foundations of sixteen buildings. Each player also starts with a hand of cards. These cards--which I imagined to represent various letters, reminiscences, fuzzy photos, and so on--give clues as to where various buildings are. Some exclude only half the board (i.e., eight locations)--say, "The Saloon was north of the railroad tracks." Others narrow it down to four locations--"The Church is next to the graveyard." The third kind of card--and these are the fun ones--are conditional: "The Church entrance faces the Saloon entrance."

Some cards say something like "My building is on Main Street." Every player has one or two "own" buildings in front of them at all times, and the "My Building" cards refer to any of these. You don't score extra for them, other people can score by removing their chits, and so on. The designation is only for those particular cards.

Each building--and there are eighteen, so two will never enter the game; their existence was merely rumor--has five "chits" which represent where a building might possibly be. On your turn, you play one of your cards and adjust the chits accordingly. When the map is empty--i.e., at the start of the game--you typically play one of your cards that restricts a building's location to four possibilities. You put a chit in each of those four--leaving one. You get one point (you've eliminated one chit). If, later, you play a card that eliminates two more chits, you get two points. By the time a building is securely located, then, it's given out five points, one for each chit.

Now--like in Sudoku--it can happen that placing one building causes a chain reaction, and you can end up removing all kinds of chits. I think Jorge said his personal record was ten chits from one card. It can happen, of course, that previous cards render later cards obsolete. If someone plays a card that locates the Undertaker's north of the railroad, your card saying it's south of the railroad is--to steal a line from Age of Renaissance--an unplayable misery burden. [NOTE: "Unplayable Misery Burden" is, by a mile, my favorite term from any game, I think. I try to use it in conversation.] If you get a whole hand of useless cards, you can discard two and draw two back. Eva did that once; I had a couple of useless cards by the end of the game (one of which came fairly early) but the others I got were useful, so I managed by cycling through the deck normally. (Of course, you draw a new card at the end of your turn, keeping four in your hand.)

Our game came down to the very end. There were three slots left, and whoever filled the last one was going to win--it turned out to be Jorge.

I am absolutely in love with this game, which is kind of odd. I mean, it's not really a brain-burner, the art is one step above clip art, and there's a pretty fair luck component...but gosh darn it's fun. Yeah...partly it's the theme. I'm an historian; now I get to play one in a game, too! (Well, I'm a postulant historian, anyway. I'll be a little bolder once I give my first conference paper in September.) Also, it's a game where you make a map--I love those. You can see it rise out of the ground, almost. Plenty of good times were engendered.

Third up: Shear Panic, one of the best examples of a game becoming a hit thanks to internet-generated buzz. Friends, it's worth every bit of its press. It's just about perfect, if you think about it. It scales well for 2-4 players; it's a nice, meaty no-luck/perfect-information game; and...I mean, it's got the sheep, and anyone who isn't immediately taken by these sheep figurines needs to reevaluate his or her life.

The game mechanics have nothing--and I mean absolutely nothing--to do with sheep shearing, so anyone scarred by memories of Squatter can rest easy.

Tom Vasel did his usual excellent job describing how the game works, so I'll forego that. I'm a big fan of abstracts, personally, so I'd like this game as either a "serious" game or not. I like how there are several different kinds of scoring, how you can take each action only once, and how you need to conserve your resources for the endgame...which I so did not do, and finished back in oblivion.

It did have a kingmaker ending, though, which I'm never fond of. I'd like to play more, though, before decreeing on that. (For Dos Rios, where I pounced on the kingmaker ending in my first game, I felt it stemmed directly from design choices earlier on; if it were a "money" game, it wouldn't have existed.) I loved it. The best part: When all the sheep are staring at you.

ALSO: If someone from the UK wants to be my best friend, they can get me this for my birthday coming up. (And tell the seller that the picture has knights and rooks switched.)

Of the three games, I liked them all but only the latter two seem collection-worthy to me. Luckily, I discovered that one of my neglected wargames is selling for $100 these days...

The night was closed out by a three-plus-hour discussion of the history, the relative strengths and weaknesses of the Spanish educational system, and of course the World Cup. A wonderful evening all around!

Wednesday, July 05, 2006

TURNING IT AROUND...

...juuuust a little bit.

I signed onto Flexgames, picked an open game...and was informed "______ has won his last six games! Do you think you can stop his streak?" when the game began. I thought Great. Startin' the day off right.

Naturally, I won. It was a pretty tight game. Against virtually every instinct in my little brain, I played far more aggressively than usual, and it paid off.

(One round in someone else's game just ended with a score of -11 to 9. How does that happen? Ah well.)

Also:

Allez les Bleus!! Why "Zinedine" isn't a more popular name is beyond me. If they end up playing the Azzuri--and I hope they do--whoever loses shouldn't be allowed to call themselves "The Blues" until the next WC ends.

Monday, July 03, 2006

AN EXAMPLE

From my last online Lost Cities game, against brendanf:

FIRST ROUND:
alfredhw: 38
brendanf: 40

OK, I'm still in this.

SECOND ROUND:
alfredhw: 45
brendanf: 129

OK, I'm not still in this.

THIRD ROUND:
alfredhw: 3
brendanf: 82

OK, that sucked.

From the postmortem:

brendanf: I got every 10! I'm so lucky!
alfredhw: It always helps...

My current ELO rating is a too-high 1279. That's still higher than my chess rating ever was--which was somewhere in the single digits, I think--so I'm keeping my chin up that way.

IT TURNS OUT I SUCK

...Who knew?

So I'm sitting around, reading a Geeklist here and there, and get reminded that there's an online Lost Cities implementation at Flexgames. "I'm pretty OK at Lost Cities," I say to myself. "I should play that over there."

Well. I'm three games into my online LC career, and my average margin of defeat thus far is about ninety points. I'm being pounded like cheap veal over here. Now, granted, sometimes the cards are conspiring against me. This last one, I started a round with two white handshakes, a green handshake, a yellow handshake, 8-9 in blue and 7-9 in red. What the heck are you supposed to do with that? I pitched a white handshake and Other Guy--of course--made a bonus with it and scored something like 42,317 points that round. Still--clearly my skills are far, far below what I thought they were.

Anyway--if you're on Flexgames, and you see a game started by alfredhw, and you need a quick ratings boost, please join in...