Jeff's Memorial Day gaming bash

 

Had a great time at Jeff Goldsmith’s Memorial Day party, pretty much gaming from noon to close to midnight Saturday, Sunday and Monday (and a few games Friday evening).  It was great to see the gaming crowd, old and new.  Alex Simmons, Noah and I were staying in the Pasadena house and driving up to Jeff’s house each day.  Tom Lehman was there, and as a result a lot of his games (along with currently unpublished expansion packs) were in play. 

Jeff did his usual job of playing the consummate host, cooking breakfast lunch and dinner for the thirty or forty people that were there each day.

We had a birthday cake for Noah, since his birthday coincided with the party.

And of course, there was a lot of very fine Scotch, of which my contribution ended up being on the low end.

Here are my notes on the stuff we played that were new to me (skipping things like roll for the galaxy and ethnos):

 
New Frontiers (Tom Lehman game):  This is a rift on the “race for the galaxy” game theme.  It’s more of a “roll for the galaxy” derivative, but called a board game because the cards have been changed to cardboard disks that plug into a main player board.  But if you’ve played “roll for the galaxy,” this game will feel very familiar.  The main innovations were (a) shifting role selection to a “Puerto Rico” style mechanism where a player picks a role, gets some benefit, and everyone participates, (b) you buy developments from a common store, and (c) system selection is done in a seven-wonders style pick a system and pass the rest to the next player for selection.  All of those worked well and it felt a lot more interactive than RFTG.  We played once with an as yet unpublished expansion that was fine but didn’t seem to add much to the game.   The only downside is the same one in RFTG; sometimes people get very strong combinations that let them run away with the game.  I did purchase the game.
Res Arcana (Tom Lehman game):  This was the game everyone was playing constantly over the weekend.  It’s well designed if not particularly innovative, a kind of magic-the-gathering deck building game with tap-able cards that ramp up your capacities during play.  It has enough variability that players tend to adopt different strategies, which gives it an interesting asymmetrical feel and provides a few alternate paths to help you on the way to victory.  The main issue with the game is that the main driver for everyone is a two-phase engine build; phase I is building a resource engine, phase II is building a conversion engine to change those resources into victory points.  The problem is that there are only a few ways to build the conversation engine and if one player takes the one you need, you may have (quite literally) nothing to do for the later part of the game since you have resources that have become useless.  This happened in both games I played (once to me, once to someone else) and I heard it happened to others as well.  Tom had an expansion pack (unpublished) that he thinks helps with that, and some people said that an optional drafting rule helped, but we didn’t use either in the games we played so I can’t really comment on it.
 
Pulsar 2849:  I liked this game but I wouldn’t call it a “Euro.”  Much too complicated.  It had one pretty awesome mechanism that I thought was the most interesting decision you made each turn; you roll dice and based on distribution you get a “center of mass” marker.  Picking lower dice gives you plus positions and high dice minus positions on an initiative track and on an engineering track, the last one giving you the equivalent of money to buy certain things (they were “engineering cubes” but who’s counting).  It’s a visually beautiful game as well, with a cool high-tech looking round board with tech trees and other things radiating off of it.  The problem is that there were six or seven different paths to collect victory points, each of which worked differently than the others, and it wasn’t like concentrating on one won the day (I did run away with the game but that was more getting two things that enhanced each other and having no one challenge me for them).  So each turn you have a dozen different things you can do, which is fine if you’ve played a few times, know the tradeoffs, and have a fair amount of time to think about it.  But for casual gaming (by which I mean “drinking”) it’s a little intense.


Decrypto
:  I don’t know how long this had been out, but it was a fun word game a la code words but which had a interesting twist.  You split into two teams.  Words are arranged in a random order (that doesn’t change).  Players get to see their own team’s words.  One member of the team gets a card that specifies a specific order, like “4, then 1, then 3” and the member tries to give clues to his players so they can guess that sequence by hinting at the word in position 4, 1 and 3 respectively.  Pretty simple, right, because you know the words… so one word we had was “button” and I used “down” and it was pretty obvious to people that was a hint for button.  But here is the twist; you give your clues to the other team, and so they start to build up a set of words that are related, and they try to determine the order as well.  If they guess right twice, they win.  If your team misses the sequence twice, they lose.  So you have to give clues that don’t seem related at all.  In the game I was referring too, someone else used the clue “dress shirt” and as soon as the other team saw those two together, they figured out the word must be “button” and were always able to guess that part of the sequence.
Century Eastern Wonders:  I’ve heard this is one of many games that all have the same general theme and mechanics, and that some versions are better than this, but this is the one I played.  I liked it.  It’s a combination of engine building and area control (sort of a two-level area control, you get spots on the board, which is a set of interlocking tiles, and the block you use to get the spot comes off a grid; empty spots on the grid give you VP, and empty rows on the grid give you a bonus, like an extra movement or straight VP).  The rules are simple and it becomes a maximization problem to get the right resources to buy victory points... but once you've bought them, a new VP chit comes out in a different location with a new set of resources.  I bought this game. 



Battlestar Galactica:  This is a co-op game based on the new TV series.  It’s a standard “we work together to beat the game, but one person is a cyclon/spy/traitor/monster.”  It was as well balanced as those type of things tend to be, and did a good job of feeling like the show.  I had fun with it, but you have to play with the right crowd and not take it too seriously.  Funny thing with this is that you have a chance to become the Admiral of the fleet, the President of the civilian population, and in the middle of the game a chance to find out you are a cyclon (become a traitor).  And I became all three at the same time, which made it pretty easy to make sure the Galactica died a horrible, messy death in space (mass starvation as it turned out). 



Krass Kariert:  This was a trick taking card game, but the tricks weren’t for points, they were to get things out of your hand.  You can play a single, a straight, or x of a kind, with the obvious ranking (a triple straight beat two of a kind, two of a kind beats a two card straight, two card straight beats any single, and within a category high cards beat low cards).  There are a few special cards thrown in as well, like a “stop” which means you end the round prematurely and you get to play next.  One interesting mechanism is that you can’t rearrange your cards, so you’re looking for sequences of play to give you the best options… like play a stop so you can play a low single that sits between two cards of the same value… now you have two of kind to play.