Saturday, 27 June 2015

Bidmeadman's Besties: June

This month's Bestie is a short, compact, perfectly formed 2-4 player game called Love Letter (AEG).

No need for fancy extras, like a box.
Princess Annette is heartbroken, following the arrest of her mother, Queen Marianna. As a player you are a suitor looking to court Annette and bring her some joy and affection. However, the Princess has locked herself in the palace, so you must rely on intermediaries to carry your love letter to her before the day is out.

Love Letter consists of 16 cards, each has a character, an ability and a number on it. There are eight characters in total, so some of the cards are duplicates. At the start of a round each player gets dealt a card. On a turn you draw a new card and then discard one of the two cards in front of you, activating the ability of the discarded card. A player wins a round by being the last player to be knocked out, or - if the deck runs out with two or more people still in play - by having hold of the card with the highest value. Rounds continue until someone has won a predetermined number of rounds.


I've never seen so much back story and characterisation in such a small, simple game. Love Letter is among a series of games based within the fictional city-state of Tempest. The rulebook gives a small insight into the world, along with setting up the story behind Love Letter and giving detailed descriptions for each of the characters on the cards. It's an awful lot for what is essentially a 20 minute game of deduction and luck, but the theme feels genuine and purposeful. The artwork is beautiful and thematic too.


Love Letter is an ideal filler game or warm-up game. It's short, relaxing and simple but with just enough deduction, bluffing and luck to keep things interesting. It is, absolutely, one of my favourite fillers to play. It's also ideal for a lazy Sunday afternoon, when you are all sleepy from too much food but still have a hankering for a quick game. My wife and I have discovered that it's possible to play a game during breakfast, while the little one is busy munching on toast.

If you plan to play around food I recommend card sleeves.
The abilities are well matched with the values on the cards. The higher scoring cards are what you want for winning the game, but they are risky. The longer you hold on to a high card the more likely someone's going to play something that sends you out of the round. You have to think on your feet and adapt to each card that gets played, being mindful of what cards have been played, and therefore, which ones are likely to be in your opponent's hand.


The mechanics couldn't be simpler: draw a card, play a card - and you never have in your hand more than two cards. But the card abilities are varied and unique, and all have a great synergistic quality (not always in your favour). The balance of the cards and the simplicity of play means no one has a clear advantage while playing.


If you are looking for a quick, casual card game that is easy to learn and relaxing, with enough strategy, luck and theme to bring you back again and again, Love Letter would be hard to beat. I struggle to think of another game I've played that balances simplicity and enjoyment so well.





Wednesday, 24 June 2015

Coming Soon... Castles of Mad King Ludwig

I've got a new game! Look:


I've been wanting this game for a long while and - thanks to Father's Day and an over-generous wife - I finally own a copy.

So here is a brief intro post detailing the game with some unboxing photos. Then, soon, I will tell you what it's like building castles for The Mad King!


Castles of Mad King Ludwig (Bezier Games) is a tile-placement game for 1-4 players in which you are tasked with building a castle for Mad King Ludwig. This is achieved by buying room tiles and placing them in front of you, connecting them to create a crazy castle layout. Building rooms earns you points, and connecting the right combination of rooms will earn extra points.



Each player in turn gets to take on the role of the Master Builder. The Master Builder starts the round by drawing room tiles and placing them in the order they wish on the Contract board, setting the prices the players will pay. Then, starting from the Master Builder's left, each player chooses which room they will buy and build, paying the Master Builder. The Master Builder goes last, purchasing from the remaining available rooms and paying the bank. Then the next player takes on the role of the Master Builder and restocks the Contract board with room tiles, rearranging them as they wish.




The art of Castles lies in setting the prices for rooms strategically; hopefully steering your opponents away from rooms you wish to own without paying too much yourself, and trying to get the most money out of people. There are bonus cards which reward extra points for collection certain types of rooms, but I will go in to these in more detail in my main post, along with the various room bonuses and the point system.






So, I will be back in a while (after June's Bestie) to express my first impressions of Castles of Mad King Ludwig.

Saturday, 6 June 2015

While You're Under My Roof...

...you play by my rules

(or, why it can be no fun gaming with me)


I love to have people over to our house for games. It's the central hub of gaming activity within our social circles. I love to get snacks in, put together a music playlist, and generally make people feel welcome. I love being introduced to a knew game, so I love to offer that experience to my friends and family whenever I can. And I love to play by the rules (I say love, it's more of a need).

I have been teased many times for the way I rigidly enforce the rules during games. But the way I see it, if it's my job to pour over the rulebook and learn a new game, and hold it together and walk people through it while others are learning, then I reserve the right to play by the rules. Also, if I'm hosting a game night, and I'm providing the game, I reserve the right to lay down some ground rules about playing my games in general. And enforce them! Is that so much to ask?

So, here are a few things that I like people to keep in mind when coming over for a game. If you can stick to these things then I'm sure we can have lots of fun!


Don't Bend The Cards

I don't tend to sleeve my cards. It's an expense I can't afford. Plus I don't like the idea of having to re-box some of my games to fit sleeved cards. So most of the time my game cards are nude and vulnerable. I don't want them to be all dog-eared and creased after a few trips to the table. This mostly (mostly) applies to younger players, and it's hard repeating this rule 5 times during a game because you're not being listened to and not sound like a massive square. But there you go, I'm a massive square!


Curb Your Analysis Paralysis

Game time is precious when you're a parent, there's not a lot of it. I don't want to reach the end of the night and only be half way through a game. Now, I understand that some games require thoughtful decision making, and if it's a particularly heavy game I will wave this rule, but we rarely play deeply strategic games as a group. so does every move need to take 10+ minutes? If it's your first play of a game you're not going to know the perfect strategy, so don't agonize over your first move for ages. Just get stuck in and make mistakes.


Let Me Explain The Rules

I understand some people learn better by doing, because I am usually one of the those people. Unfortunately I am also rather anally retentive and so if the game is new to more than one of the players at the table I need to be allowed to explain the rules. All of them. In detail. I just do!
And by all means humour me and glaze over while I explain. But don't expect me to make decisions for you when it's your turn because you didn't listen.


If It's A Co-op Game Don't Be An Alpha Gamer

"I think if we're going to win what we want is for you to move over here and pick up this item, then you need to use your special ability to move him over to me so he can give me this card, and then I'll move over here and do this, which gives you space to move here and collect this item. OK, that's what we'll do." 
This rule is probably more for me than anyone else. When trying to enjoy a co-op game there's nothing worse than one player making all the decisions. Actually there is one thing worse; one player making all the decisions, and then moving everyone's player pieces for them!


Let Me Win Occasionally

Just follow these rules and let me win the odd game and I'm sure you will be invited back. Fun 100% Guaranteed (not a guarantee).






!!!



Wednesday, 27 May 2015

Bidmeadman's Besties: May

This month it's Power Grid (Rio Grande Games).


In Power Grid the object is to create a network of cities and power them using power plants. Each round you start by buying power plants, then you buy resources to fuel the power plants, then you build your power plants in cities on the game board. Once a player has reached a predetermined number of cities in their grid the game ends, and whoever can power the most cities with the plants and resources in front of them wins. Creating a network of powered cities costs money, but the more cities you can power the more money you can make. So how you balance your spendings and earnings is key to success.

The first step - buying power plants - is done through an auction. You have eight plants on display, each with a base price; the four cheapest are the "actual market", the four most expensive are the "future market". On your turn you have the opportunity to start the bidding on one of the power plants in the actual market. Then each other player is given the opportunity to out-bid the last in the hope to own the plant. Once a plant is purchased another is drawn from a face-down deck and placed within the market, readjusting so the four cheapest are the "actual market". So the future market acts as a way for the players to know what will be available to bid for soon.

Once power plants are purchased the next step is to buy resources to power them. Each plant needs fuel; coal, oil, garbage, uranium (except windfarms/solar plants). The resource market gets more expensive the less resources there are. So coal might cost two elektros (Power Grid's currency) per unit, but as players buy it it'll become three elektros per unit, then four, and so on. So if everybody's using coal-powered power plants it is going to become a pretty pricey way to power your cities. Resources are restocked at the end of each round, each one restocking at different rates. This means a fuel that is more expensive at the start of the game may become a more economical option later on.


The third step is building plants in cities. Each subsequent city you purchase has to connect to one you already own, creating a power grid. A connection fee must be paid when building in a new city, and connection fees vary. You must, therefore pick wisely when connecting cities, otherwise you may spend too much too soon.

Once every player has had a chance to do these three steps everyone can spend the resources they've bought to power their cities and earn money. Money is collected, the resource market is restocked, the auction is adjusted, and a new round starts.

Collecting your money once you're a few rounds in, and have acquired a good amount of cities and the plants to power them, is very satisfying.


There's a lot to keep track of in Power Grid; certain circumstances will cause the auction to be adjusted; fuel is replenished differently depending at what point in the game you are at; player order is changing all the time. A smooth and fair game relies on at least one person knowing the rules really well. It takes a good amount of concentration to hold it all together. However, when you've got a game going with players who know what they're doing Power Grid is a whole lot of fun. I mean, I REALLY enjoy it.

Each of the three steps is a pocket of excitement and tension. The auctioning of power plants is great fun, trying to secure the plant you want while trying to get your opponents to pay too much for theirs; bidding wars have been fun to partake in and to watch. Much satisfaction can be had buying up a resource first for a good price knowing someone else needs it and is going to have to pay through the nose.

You can only buy the fuels that the plants you own need.

Finding the best routes around the board to connect cities takes a lot of forward planning, as to start with each city can only have one player's power plant built within it. A carefully thought out power grid can save you money, but also cost your opponents, as they have to navigate more expensive connections to get past your cities to a vacant space. You have to be constantly aware of your opponents actions.

Player order is determined by the amount of cities each player owns. Whomever has the most cities goes first, the player with the second most goes second, and so on. At auction turns are taken in player order, with first place getting to choose which to bid on first. When purchasing fuel and paying for cities turns are taken in reverse player order. It's a clever way of balancing the advantages players have over each other; powering more cities than anyone else means more money than anyone else, but this also means paying more for fuel and potentially more for connections to cities. You're also less likely to pay the base price for the power plant that you pick.


All the elements of Power Grid come together to make a totally cohesive game. It's solid. It's about planning and taking chances. It's fun.

The one thing I have to say against Power Grid is, although it says 2-6 players, it doesn't really work as a two player game. The auction is made redundant with two players, as there is plenty to go around and never the need to fight over one particular plant. Plus there seems to always be enough space for you both on the board when buying cities, taking away the challenge. I believe there is an expansion available that addresses the issues that arise in two player, but I'd rather not spend additional cash to make the game playable.

Get three or more players together, however, and this game is a blast. Every element is unique and varied, but comes together to form a well balanced, exciting, challenging game.


If you have any thoughts on Power Grid share them with me here or on Twitter.


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.