Showing posts with label Stone Age. Show all posts
Showing posts with label Stone Age. Show all posts

Monday, January 6, 2014

News Bits: 1/6/2014

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Ah, back on track after all of the holiday slowness. This week's NEWS:

Grant Rodiek looks at new ways to teach board games [Link] As my group's usual game explainer, I'm always eager for new methods to use (or at least for aids that will make my job easier). Grant highlights some methods that specifically designers and publishers can use to make teaching their games easier, even for rules explainers. For me, I'm still fine with a rulebook (I like to learn by reading), as long as the rulebook is well written.

Wednesday, July 31, 2013

Workers at the Winery (a review of Viticulture)

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Tuscany! Land of grape and vine! You are a vineyard owner tasked with improving your winery. Construct new buildings, attract influential visitors, and build your prestige through growing, crushing, and bottling delicious grapes. But watch out! While Tuscany is a beautiful place to live, it is a competitive place to work.

Can your vineyard outshine all others? Find out in Viticulture!

Friday, June 28, 2013

Take This Job and Place It (A Guide to Worker Placement)

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A lot of people dream about being their own boss.  No taking orders from anyone.  Work at your own pace.  Keep all the money.  Problem is most of us are the grunts, performing the day-to-day routines that keep the world running.  Meanwhile, the one who gives the orders garners all the attention.  If you’re one of the multitude who thinks they can manage people smarter, faster, and more productively, then our next game mechanic analysis gives you the chance to prove it.

Tuesday, June 18, 2013

For Czar and Country (a review of Saint Petersburg)

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Somewhere in Russia, a man sits atop a horse. Thankfully, he is not glowering, as in other Euro games, nor is he a medieval. No, he is the czar--Czar Peter, Czar and Carpenter, Czar Superstar--and he sets the hopeful tone for the city of Saint Petersburg, about to be built up despite the scarcity of rubles available to its Russian tycoons.

You are one such tycoon. Do you have what it takes to build this great city? Find out below.

Friday, May 10, 2013

Guide to Gaming: Two's Company, Three's a Crowd--Good Games for Two (and More)

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This is a gaming blog. I don't think I need to sell you on the pleasures of gaming. We all know this simple truth: life is hard sometimes, and a good game with good friends is good medicine.

Of course, finding friends to play games isn't always the easiest. There are the occasional (or even weekly) game nights, but the friends most readily at hand are likely found in the home. The friend I play games with the most (and also my favorite gaming partner) is my wife, but finding a good two-player game can be difficult, especially if you want to maximize your gaming dollar. I don't often buy games that don't have a two-player mode (unless they are obvious group games, like The Resistance), and a good two-player mode is often what keeps games hitting the table and off my BGG trade list. Since I've had some false starts and some successes, I thought I'd put together a brief guide for others who might be in the same boat.

What follows is a list (with some commentary) of good multiplayer games that are fun with two to help you get the most out of your gaming dollar. (I've also added a brief list without commentary of some two-player-only games that are worth your time.)

Wednesday, November 7, 2012

Planting Pips (a review of Garden Dice)

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Kickstarter called 2012 "the year of the game," and with the number of successfully funded board game projects this year, that moniker seems apt. But it's not just the funding that's happening in 2012: the games are rolling out as well, and Garden Dice is one of the newest available from this crop. But is it worth grabbing your spade or hoe? Check out the review below!

Thursday, June 21, 2012

A Rolling Stone Gathers No Moss (a review of Stone Age)

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The game set up for four players
Dice are most of the time anathema to Euro gamers. The numbered cubes are seen as the center of luck-driven games. Almost all of us have a tale to tell of knocking on the door of Irkutsk with a giant army only to be fended off by a few lucky rolls.

So it's with fear and trepidation that I approach a Euro game that integrates a heavy dice element. Such, for example, was how I approached Stone Age. Was my fear merited? Check out my review below!

Thursday, April 26, 2012

(Gaming) Life after Baby

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As followers of this blog are well aware, I experienced a major life event in the last few months: the birth of my first son. While I am so grateful to have him around, there is one area of my life that has required a lot of adjustment: gaming.

My primary gaming partner before the Farmerlet arrived was my wife, but now with the (understandable) demands on her time, our gaming interactions have changed. So what have I been up to in the recent weeks? Find out below!

Friday, March 2, 2012

FDQ: Minis or Cubes

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It's an age-old topic of debate. Games come with a variety of parts. Sometimes tokens are relegated to printed cardboard circles; some games resort to classic meeples and cubes to represent various elements of the game board. And then some companies, attempting to pack in as much flavor in the components themselves, fill their boxes with detailed plastic minis.

The idea of minis excites many gamers, but some just wish the parts were simpler and the games were cheaper. So, fellow gamerites, what do you think? What is your preferred style of game component?

@Futurewolfie says:
I know that @Farmerlenny will probably hate on the minis, but honestly, I love 'em. I love theme and flavor in games, and detailed plastic minis just add a whole lot to that. Starships in Twilight Imperium? Awesome!  Knights in Shadows over Camelot? Sweet! Zombies and heroes in Last Night on Earth? Dude!

I realize there are drawbacks, and I can certainly understand why someone might prefer wooden parts; the colors are more distinct and easy to check at a glance, and minis definitely add to the cost of a game. Not every game needs minisin Carcassonne, for example, it would be pointless to have minis instead of meeples (which are sort of like wooden minis anyway; they have such personality!)  Ascending Empires, while we love starship minis, just wouldn't workthe disks are needed for flicking. Fortunately, detailed stickers fill in some of the flavor so we're not stuck with plain colorized cylinders.

But you know what? Last Night on Earth would just not be the same without the minis. The crowds of zombies help the story and enhance the flavor. Battlestar Galactica's Viper and Raider minis may not be entirely necessary, but the ship designs are visually distinct and again, it adds to that Galactica feel. Twilight Imperium just wouldn't have the same feel if you have different sizes or shapes of cubies to represent the different types of ships in your fleet.

And over time, I think the cost difference between meeples and minis will shrink. As the board game hobby overall grows, more and more games will be purchased, and games will get bigger print runs. Bigger print runs means smaller cost per gameand the costly part of detailed minis is creating the original mold. Heck, even wooden tokens are getting more detailed and unique, with animeeples, vegemeeples, fruitimeeplesall sorts of meeples coming in various shapes and sizes. Woohoo! I love this stuff!

@Farmerlenny says:
@Futurewolfie only gets it half right (which is half more than normal, by the way) when he says I will hate on minis. I don't hate on minis. Minis are kind of cool...when they aren't used as a mask for shoddy game design. That I don't like most games that include minis isn't a judgment on minis themselves but on a certain type of theme-rich gameplay that ignores the more important aspects of game design: decisions, downtime, and a preference for simplicity over convolution.

To me, cubes are serviceable, and most of the time that's enough. I opted not to upgrade my copy of Agricola, being perfectly content with discs and cubes. I don't need sheep that look like sheep. I make my living by reading: I can imagine a story overlaying drab bits if I want to. But most of the time, my games don't need the extra layer. What's the story in Ticket to Ride? I don't care. The decisions are interesting enough that I'm not thinking about it. If I want a good story, I'll read a book. I play games for different reasons. I'm so boring that I came this close to not applying the included stickers in my copy of Belfort. But then I realized that @Futurewolfie cares about such things, and since he is the person I'm most likely to play it with...

All of this being said, however, I am not immune to the draw of fancy components when they are paired with a good game. Show me a beautiful game (with beautiful mechanics to match), and I will likely be putty in your hand. I'm sure this is nine-tenths of the reason I purchased Troyes, and one-half the reason I haven't traded away Fresco. It was also what kept me on the fence about El Grande and what keeps Stone Age hitting the table again and again. I have a soft spot for beautiful games and components, whether made of wood, plastic, marble, or glass.

But I'm also plenty happy with my original Director's Cut edition of Kill Doctor Lucky, which I taped together myself.

Monday, January 9, 2012

My Year in Games

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Apparently I played a lot of 7 Wonders this year...
I'm something of an archivist and always have been. I enjoy documenting and tracking both collections and the things I do. For several years I've kept a logbook of every book I've read throughout the year. Around April 2011, I began tracking my board game plays on Board Game Geek. Since that time, here are my "nickels and dimes," games I've played 5+ and 10+ times:

Tuesday, January 3, 2012

There and Back Again: A Farmer's Tale

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This is my first post in a while. Sorry about the silence from my end; I've been traveling all over creation to celebrate Christmas with family. And I've come back with a tale or two about what I played...

My bags were packed with fun gamesboth for under the tree and for general consumption. I brought some old favorites and some new, and here were the results.

Monday, October 24, 2011

Gaming Weekends and First Impressions

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Living as I do on the edge of civilization (or at least far away from the rest of my kin), I try to spend my birthday among family, and this year was no exception. I traveled to the exotic land of Nebraska to spend the weekend with my sister and brother-in-law, and true to Nebraska's landscape, there wasn't much to do except game. All told we fit in eleven plays of eight unique games (three of them mine, two already reviewedEl Grande and Eminent Domainand our 7 Wonders review coming this week), four of which were first-time plays for me. I also got to try a new game I got for my birthday and attended open gaming at my local gamestore this past Saturday (I went with friends, so I didn't chicken out this time). Needless to say, this would be considered gaming overload for most, but I took it in stride, and now I'll give you my first impressions of all the new games I played.

(First plays of Midgard, Glen More, Puerto Rico, Resident Evil Deck-Building Game, Ra, and Stone Age)