Wednesday, 13 May 2015

ChrisCon 2015: part one

This year is a milestone year for me. My birthday is in November, and to celebrate I had the idea to host a week long gaming party, and call it "ChrisCon".

The early May bank holiday was coming up, so as a way to trial the idea with my family and friends (and as an opportunity to play some games, obviously) my wife and I put on "ChrisCon 2015: part one"; a gathering to take place from Sunday afternoon until the Monday night, where people could come and play lots of games. My thought was lets take this hobby seriously for a change.

So, we invited the people in our lives whom we felt would enjoy the opportunity, organised baby sitting (for the Sunday at least), cleared tables and floor space, got snacks in, and hoped for the best.














It seemed to go pretty well.

People came with enthusiasm and vigour.

Our close friends and gaming regulars, Sarah and Andy, brought with them every game from their collection that I didn't already have (which was most of their collection).

Adam, a man I don't get to game with anywhere near often enough, presented me with the gift of a print and play party game along the lines of Mafia or Werewolf. Unfortunately we never got around to playing it, but it is something I will definitely be trying out soon!

Lots of games were played. People revelled in classics, and fell in love with new ones. Playthroughs ranged from 15 minutes to 3 hours. There was elation, frustration and laughter.

And the consensus from most was that two days wasn't long enough.

It was a fantastic two days full a games. Something, as a parent and someone who works Saturdays and most bank holidays, is usually just a pipe dream. It was an experience that made me look back and wish I had gotten into board games a lot earlier. But we made it happen and it was fantastic.

So, ChrisCon 2015: part two - coming November.

Wednesday, 29 April 2015

Bidmeadman's Besties: April


Ticket To Ride (Days Of Wonder) is considered by many to be the ultimate "gateway" game, a game to introduce to people who are unfamiliar with the wide world of board games.

In Ticket To Ride you're competing to travel across america securing train routes. The game board is a map of the USA covered in train routes of various colours. As a player you have a collection of trains that you use to connect different cities, earning you points. The more train carriages needed to join two cities the more points you earn.


To place train carriages onto the game board you need to collect the right coloured cards to match the route. So, if you want to connect Denver and Oklahoma City you need to have four red cards in your hand. Once you do you can spend a turn to discard the four red cards and place your trains between the two cities and collect the points.




During a turn you choose one of the following actions: Collect two train cards from the five face-up cards or face-down draw pile, place trains onto the board, collect destination tickets. Destination tickets detail two cities and a number of points. To earn the points on the card you need to have connected the two cities with a continuous line of your trains.


That's Ticket To Ride in a nutshell. Simple, refined mechanics mean it's a breeze to teach/learn/play. Everything's crystal clear; no unfamiliar terminology or symbols, just colours and numbers. It being fun on top of this is the reason it's such a good gateway game, a transitional game between the traditional and the modern. If someone is struggling to see past the familiar family games like monopoly, introduce them to Ticket To Ride.


It can be played and enjoyed by young and old; familiar to board games and unfamiliar. My gamer friends love to play it, my niece and nephew (8 and 12 respectively) love to play it, my non-gaming sister loves it, my cousin bought it to play with his family once he played it and loved it. It's a game for everyone.

It's the lightest of the Besties so far and probably the lightest of all the Besties to come, but that's not to say there's no skill in playing it well; finding the optimum routes and getting to your destinations fastest, knowing when to discard destination tickets and when to keep them. There are strategies to be found and perfected the more you play, and the card drafting system adds anticipation and a small amount of tension.



There's not a lot of opportunity for player interaction. Everyone's got their own goals and it's easy to keep your head in your game, ignoring everyone else. The more players there are the more crowded the map gets and players will block the routes of other players often. However, a two player game can go by without any conflict and it can be a bit like you're each playing you're own game for the most part.

Ticket To Ride is simple and effective. A fun, light, family-friendly, frustration-free, satisfying board game.


Are you a fan of Ticket To Ride? Have you played any of the other maps available? Is this your first time hearing about it? Message or tweet me and let me know your thoughts.



Wednesday, 8 April 2015

Never Too Tired To Game

It may surprise you but having a one year old can sometimes mean not having as much game time as I might like.

Now, I am not saying that my daughter gets in the way of more important things in my life, that would be foolish and untrue. Less game time is a happy and more than reasonable compromise for a wonderful, beautiful, healthy daughter. It just means one has to be more proactive with the little time and energy one has for personal hobbies.

As I have mentioned in previous posts, my wife, Megan, and I enjoy our board games. It's hard however to commit to a lengthy, rules-heavy game when work and parenthood leave you with little excess energy to spend on things like thinking. Or moving your hands.

8pm will come around, the little one is safely tucked up in bed after a long, busy day, and the thought in my mind is - Right! what game can we set up, play and pack away before exhaustion wins and I want nothing more than to collapse into bed? This struggle between my need for gaming and my need for sleep lasts from about 8pm until 9.30pm.

So permit me to share with you five games that I feel fill that small window we as new parents and gamers have to enjoy our hobby of a week night (and also weekends if, like me, you have a less than conventional work schedule).


Splendor (Space Cowboys)
As is the case with all these games I am listing, Splendor is a quick game. There is also the added bonus that it is one of Megan's favourites, so it takes less to convince her to play than most of my games. It's a simple game with just enough strategy, and a game lasts about 15-20 minutes. There is only ever five actions to choose from on a turn, you choose one and your turn is over, so turns tend to be quick and painless when we play. It's a game where we find we can get two or three games in while watching the T.V. Set-up and pack-down takes minutes, so getting it on the table, playing two games, and putting it back on the shelf can all take place within 40 minutes.

Star Realms (White Wizard Games)
Cheap, portable and fun; Star Realms is a must have for anyone who wants to fit a game into a short time period. It follows a familiar deck building mechanic similar to games like Ascension and Dominion, so if you already know those games Star Realms takes minutes to get your head around. Megan and I love to play Dominion as well, but the set-up/pack-down time means we are more likely to get out Star Realms if we are tired and time is limited. Also, if we are feeling super lazy there's always pass and play on the mobile app!


We recently discovered Star Realms can be played in bed, which is another reason to choose it over Dominion. Gaming until one of us just falls asleep.

Hive (Gen42 Games)
An abstract strategy game for two players. It doesn't feature a game board, just 22 hexagonal tiles that you place down adjacent to one another. Each tile has a picture of an insect on it, and each different insect moves in a unique way. The object is to surround your opponent's Queen Bee.


There is a surprising amount of strategy in Hive; it's a satisfying game to play. A game lasts about 10 minutes and there is zero set-up, aside from separating the tiles into the two colours. It does require all our concentration to play well, but it is a calming game for the end of an evening. There is also a pocket version available for even more portability.


Dungeon Roll (Tasty Minstrel Games)
This is a nice casual game for 1-4 players, I find it works best with two people, however. Dungeon Roll is a push-your-luck dice game, but not as luck-pushy as some other games in that category. Its dungeon crawl theme is great, and I love the chest-shaped box it comes in. The active player takes the Hero dice and rolls them to form their party. The player to their left (or just the other player if you're playing 2p) gets to roll the Dungeon dice, which represent the monsters and loot found within the dungeon that your band of heroes are exploring. As you delve deeper you collect loot and earn experience points. It's a simple game with constant interaction if you're playing two player.


Forbidden Island (Gamewright)
The longest and heaviest game on the list, Forbidden Island is probably also our least played with just the two of us. It's a game we can enjoy together or with one or two friends, although I have generally found the more people the better. Forbidden Island is a cooperative game, and the good thing about co-op games is combining brain power. Especially when you're tired. If too tired, one person can take a back seat during the crucial decision making, but still take the credit if the players beat the game. Although the longest on the list it is still a short game, and if we want it shorter we can just set the starting difficulty higher.

So, how about you? Do you have any games that should be added to this list? Message or tweet me with your suggestions.

Thursday, 26 March 2015

Bidmeadman's Besties: March

This month is Alien Frontiers (Game Salute/Clever Mojo Games).


Alien Frontiers is a game of "resource management and planetary development" for 2-4 players. You start the game with three dice that represent the spaceships in your fleet. The game board consists of an uncolonised alien planet surrounded by several orbital facilities.


On a turn you roll these "ships" and assign them to the orbital facilities in order to earn resources, expand your fleet, and colonise the planet. As you use the orbital facilities you are working towards landing your colonies on the planet and gaining control of territories. You are in control of a territory when you have more colonies there than any other player. Each territory carries a particular benefit, which you are able to use if you control that territory. This is also how you gain points in Alien Frontiers and ultimately win the game. There are also alien technologies that are used to influence dice rolls among other things.


I remember when I first played Alien Frontiers. It was introduced to me by my friend Alex, who over the years has introduced many games to me (his influence is certainly one of the major factors in igniting my passion for board games). The thing about Alex is that he's good at board games. Better than me. He always beats me. Always! I have come to accept this. When he brought over Alien Frontiers I was prepared to be schooled, and no surprises, he destroyed me. But I loved the game, and felt that with enough forward planning I could beat him. So I rolled my sleeves up and challenged him to another game. And sure enough, with plenty of consideration and strategy I won!


That second game secured my love for Alien Frontiers, not just because I beat Alex, but because it felt like a game with impeccable design. It's a dice game where the level of strategy outweighs the luck of the dice. With a combination of resources, alien tech cards, and the right orbital facilities you can turn almost any dice roll into a successful move towards victory. The dice you place stay in the orbital facilities until the start of your next go when you're ready to roll them again. This means part of a strategy can be to block spaces from other players. There are also field generators that can be placed in territories to tip the balance in your favour. These can stop colonies being placed and prevent territory bonuses being used. The random nature of dice rolling means you have to be prepared to evolve your strategies with each turn,


The scoring system is great: you gain a point by placing a colony on a territory and a point if you are in control of the territory. If another player places a colony in the same territory causing you to lose control, you also lose the point previously gained. This means points increase and decrease throughout the game and it's rare that any one player's score will race ahead. Each game feels very close, with players battling to create a lead of only a few points. I find that sometimes when I'm playing a game that tracks the score as you play it can be a bit disheartening to see another player shoot ahead with no hope of catching up. Alien Frontiers' scoring system doesn't allow that, making every game feel like a close one.


It's so much fun rolling those dice and looking to see how to best use your options to get your next colony down on the planet. Placing dice to get resources, using those resources along with alien tech cards to alter your dice slightly or reuse dice or use an opponents dice (or all three), all to place one more colony and move one point closer to victory is very satisfying. I love dice games, especially when they are used in such a solid way as the main component of a good-sized board game. Alien Frontiers is a game that rewards considered play, manipulating the random dice rolls, and using all the available resources and abilities to your advantage, and with the minimal point system every game is for the taking.


Also, it's got a nice old-school aesthetic, and the territories are named after science fiction writers, which is a nice touch.



Finally, although it's not very glamorous, I am a fan of the storage for Alien Frontiers. They provide boxes for all the components. These split up resources, cards and player pieces, and look a bit neater than a bunch of baggies.


Have you played Alien Frontiers or similar games? Message me here or tweet me and lets talk about games!

Wednesday, 18 March 2015

Dead of Winter

I have managed to get quite a few games of Dead of Winter (Plaid Hat Games) in over the past few weeks, everyone seemed to want to play it. Which meant I managed to play every combination of players in this 2-5 player game.

First off: Two-player co-op with my wife. Getting to grips with the game.


The objective was set, the zombies were out. We were ready to venture out and risk life and limb for the sake of the colony.

This was the first "heavy" game my wife and I had played for quite a while. It was a bit of a shock to the system. Don't misunderstand; we own and have played heavier games than this. But recently our gaming evenings have consisted of games of Star Realms, Splendor and Dominion, so our brains had to quickly adjust to having lots of decisions to make and lots to manage.

Co-op is different to the standard game: There is no secret objectives and no betrayal. A two-player game has to be played with the co-op rules.

Fully co-op makes it easier because you can trust the other player(s), you can focus on working together knowing all the players are working towards the same goal. So it makes sense that you are meant to play it in Hardcore mode. Each main objective has a "Hardcore" alternative, making the game that bit harder. It usually means more zombies being placed during set-up, needing more items to complete the objective, less morale at the start, etc.

We won, playing the objective that is recommended for the first play. Less players meant less to manage. It felt like a good introduction game, it didn't feel overwhelming or tense. Fun though.



Next: Three players.

This was a close one!

We were making it through by the skin of our teeth. We were down to one morale. Lives were lost. Zombies were everywhere. Things were not looking good.


And then we did it! The main objective was complete.

But the sense of accomplishment was immediately taken away from me as I realised I hadn't completed my hidden objective. After all that I didn't win. It was harsh, but I didn't feel like I was cheated.

This was my secret objective:


It was stressful having to hoard cards, keep supplies from the group knowing we really needed them. There came a moment towards the end where I needed to make a decision. I needed to make sure I had more cards than my fellow players, but we desperately needed food. If we didn't feed the colony morale would be gone - we would lose the game. So I had to use me food cards, I didn't see any other option. I sacrificed my chance of winning the game so the colony could survive. I've never felt so satisfied to lose a game before - an honourable defeat.



Five player: This is a long game with five players.

The pacing was great with both three and five player games. There was a lot going on from the word go, but we were on top of it. The pressure, however, slowly builds round after round, with more zombies and more mouths to feed. The time ticks away and the dread starts to sink in. Some of us didn't want to start exploring multiple locations and risk getting wounded, or worse, bitten. So the survivors would mostly stay put at the first location they moved to, searching and searching, and slowly depleting that search deck; ignoring food shortages and allowing zombies to close in all around.

As well as the main objective, each round has a crisis to avert. At the beginning of a round, before anyone has taken their turn, a Crisis card is revealed detailing a particular type of item needed. The amount of items needed for each crisis is equal to the amount of players. During a turn a player can contribute any number of cards to the crisis, but they are placed on the game board face-down. After the last player takes their turn these cards are shuffled and revealed. The reason behind all this secrecy is because any card added to the pile which does not match the particular item needed counts against the total of useful items in the pile. This means a betrayer can sabotage the efforts of the group unseen. The crisis objective adds another thick layer of tension to the game, causing players to ration their resources carefully and force them to make sacrifices.

We lost our five player game. There was not enough synergy within the group, too many selfish decisions were being made (to be fair, for most players this was their first game). There was still a glimmer of hope towards the end as we all desperately tried to manage all our responsibilities and needs. It just wasn't enough.



Finally: Four players.

We lost again.

This game was the first game where everyone playing knew what they were doing from the start, and the first time we had a traitor in our midsts. Even though morale dropped to zero and we lost the game the traitor still didn't win. I assumed as the game was so hard to win the betrayer would have a pretty easy game, as long as they can keep themselves hidden. With this playthrough I realised that, as the betrayer, it's not as simple as losing the game. The betrayer has just as much to accomplish as the rest. They need to keep the game going long enough to complete their other objectives before sabotaging the game and getting morale to drop.


I imagine quite a few more games will be played before we start considering the option to exile players. If you suspect another player might be the betrayer you can exile them from the colony, causing them to wander the locations outside the colony walls for the remainder of the game. On their turn a player can initiate a Vote to Exile. They nominate a player for exile and then the group vote on whether to kick them out or not. An exiled player is still a part of the game, but they are tasked with a different secret objective and cannot contribute to the main objective. It's a really clever mechanic. Not only does it mean the Betrayal system can work in the game without favouring the betrayer, it also allows paranoia and suspicion to burrow their way in to the game-play, and it builds upon the strong theme of the game.

Dead of Winter seems to be very well balanced, steadily getting harder as you play. It's a game that will get better the more the same group play it. Unfortunately I game inconsistently with various small groups of the same 15 people so it can take a while before everyone has enough experience with one particular game to get the most out of it. Dead of Winter has proven pretty popular with everyone though, so I can see it getting to the table a lot.

I can't finish without talking about the Crossroads system: The Crossroads cards fit nicely into the rhythm of the game. They allow players to get involved in other players turns. They encourage a bit of role-playing, helping you get in to the characters and scenario. They can add a new layer of tension to an already tense game, making players sometimes choose between themselves and the good of the colony. They also help to break up the prominent searching and fighting. In other words they're great!

Noticeable effort has gone into every aspect of Dead of Winter, including the variety of survivors. The designers have understood that in a zombie apocalypse the people are more important and interesting than the zombies. Each survivor's look and abilities are unique, each has a different profession that, for the most part, links to their abilities in some way. Some Crossroads cards aim to add a bit of personality and history to specific survivors. It all goes towards envisioning the world of the game - past and present, and giving character to the cardboard cut-outs.

Anyway, writing all this has made me want to go play Dead of Winter again. So I might go and try to make that happen.




Friday, 6 March 2015

Music and Board Games

I'm always listening to music.

Cooking, cleaning, driving, walking, shaving, sleeping, entertaining - every job or situation is enhanced with music. I'm listening to music while I type this (Dorian Concept is my current writing soundtrack in case you're interested).

We had a couple of friends over for dinner a while ago and they seemed dumbfounded at the fact that I always had music playing - at the time I had Spotify playing on my phone in my pocket. Music was just an essential part of my day, why would it be seen as strange to have it accompany almost everything!? This was the first time I considered that my habit might get on people's nerves from time to time.

With having such passion for music and board games, it makes sense that I would combine the two.

I like to have music playing in the background whenever I have company over to play games for a bit of ambiance, and sometimes it doesn't have to be anything specific. However, with most games having prominent themes it makes sense to me to theme the background music. There's only one thing better than listening to music, and that's making playlists!

I have several playlists that I use when playing some of my board games:


  • I have a playlist for when we play Betrayal at House on the Hill and other horror-themed games. It consists mainly of tracks by Fabio Frizzi (and from a few other Lucio Fulci films). His music perfectly fits the low-budget horror vibe I get when playing Betrayal. It's atmospheric without being too dark.


  • I like to listen to Ennio Morricone while playing Doomtown, and anything else with even a slightly Western theme.

  • A Blues playlist is always on the menu while playing Ticket to Ride (I am aware these aren't really linked thematically, but it just works for me).

  • I'm currently putting together a collection of music from Akira Kurosawa films and the Okami soundtrack for playing Samurai Spirit.

  • I need a playlist for fantasy-themed games.

As a side note, I have been known to turn music off when learning rules or when a game is getting particularly complex and requires everyone's full concentration. Sometimes.

I'm interested to hear if you use music to enhance your gaming experiences. Do you find it helps create atmosphere, or does it distract from the game? Any suggestions for a fantasy-themed playlist? Feel free to leave a comment or tweet me.

P.S. I read a great post about board game soundtracks on JK's Game Shelf at the start of the year. It was great to know I wasn't the only one soundtracking their games.

Tuesday, 3 March 2015

Coming Soon... Dead of Winter

New game time!

I'm very excited about this game!

I've heard nothing but good things about Dead of Winter, and now I finally get to play it. It's been a highly anticipated game for me and my fellow gamers, so I thought I would share my first experiences of it with you in detail.


So this is sort of just an intro post to explain that coming soon will be a longer post chronicling our attempts to survive the Dead of Winter.





And an excuse to post loads of photos.

If you don't know the game allow me to give you a brief overview:

Dead of Winter is a zombie apocalypse game for 2-5 players. You each play a group of survivors tasked with keeping the colony alive by fighting zombies and searching for useful items like food, fuel and weapons. There is a specific objective for the players to complete, however each player also has a secret objective that they need to achieve in order to personally win the game. There is also a chance one player will be a traitor tasked with sabotaging the main objective. Players can chose to vote players out of the colony, however, so the traitor had better keep their head down and blend in if they want to stand a chance at winning.

One of Dead of Winter's great features is the Crossroads system.


There is a deck of Crossroads cards that are drawn from at the beginning of a player's turn by the player their right. The card details a specific situation that could occur during a turn. If the right criteria are met the player holding the card interrupts the game and reads out the scenario detailed on it. Each card features a difficult decision to be made either by the active player or the by the group. These cards create surprise moments of tension within the group.


Anyway, I have overstayed my welcome. Join me soon for more Dead of Winter fun.