Showing posts with label Eminent Domain. Show all posts
Showing posts with label Eminent Domain. Show all posts

Monday, February 3, 2014

January 2014 Recap

Welcome to February!

January was a good month of gaming for me.  I got sick, so I missed one of my Friday night game nights, but I still managed to play a bunch of games.  I logged 33 game plays and got to play 3 games I've never played before.  I finally won my first Star Trek Attack Wing tournament in Hilmar, and I'm in the lead with 2 months to go in the Dominion War OP.

I released my annual Top Games list, this year marking my first Top 50. If you haven't taken a look at that, please do.  My sister also published her Top 25 which should give you a different opinion on things.

Just a quick list of what I actually played in January

4 Times
  • Resistance: Avalon
3 Times
  • Escape: Curse of the Temple
  • King of Tokyo
  • Love Letter
  • Star Trek Attack Wing
  • Tricks & Treats
2 Times
  • Article 27
  • Cosmic Encounter
  • Takenoko
1 Time
  • Eight Minute Empire
  • Eminent Domain
  • Forbidden Desert
  • Hanabi
  • Relic Runners
  • Spaceopoly
  • TransAmerica
  • Zooloretto

Game Acquisitions
I received a copy of Tricks & Treats from the publisher, NAZCA Games.  It was an unexpected added bonus from the Jack Vasel Memorial Fund Auction.  I bought the first expansion for Escape, mostly to get the 6th player, but also for some added variety.

Closing Thoughts
I'm not sure where this blog is going to go over the next few months.  I've never wanted writing for this to be a chore.  I write when I have things to say and time to say them.  I still love boardgames, I love playing them with awesome people.  I've met a lot of amazing people through gaming.  All of that being said, I want to enjoy this too, and lately I haven't.  That's why I haven't posted a lot.  You can see that I'm playing a lot of the same games these days, and I can't really review the same games again.  There are some games I haven't reviewed that I should, like Love Letter and Escape.  I'll get to those at some point.

This is by no means goodbye, but it is a potential start to the end.  

Monday, April 23, 2012

Top 7 games to play with 3 players


3 is perhaps the most awkward number in gaming and life in general.  Two people can usually agree on something, but once a third is in the mix, things get clouded.  Plus the major problem with most 3 player games is that person A goes after person B. Then person B retaliates to person A, leaving person C in a better position.

This is not a comprehensive list, as other good games work well with 3 aren't here.  Some that I know are Small World, Quarriors, Citadels, and Acquire.  

#7 Tiki Topple
Yes, I am going here. Tiki Topple is best as a 3 in my opinion.  Everyone gets to use their toast cards, and the round can't end until everyone has done so.  Unlike a 4 player game where 1 player could use neither of their toast cards and have the round end.  2 is ok for Tiki, but there are too many leftovers and not enough dynamics.  3 is a good balance of control and making the best of what happens.

#6 Pandemic
2 player Pandemic can be a little too easy sometimes since cards are more concentrated. 4 can be a little hard since everything is spread out. But 3 is a good balance of the two.  Pandemic is a good challenge at any player level, but a 3 player game gives you the right mix of voices to contribute but not too many cooks in the kitchen.

#5 Settlers of Catan
Now, I learned Catan with 5 and 6, played a lot of games at school with 4, and all of those were good, but there's a nice elegance to 3 player Catan.  Trading is straightforward, you have a pretty good idea of what your opponents can and will do, and the biggest advantage, you get your turn frequently.  Now, 3 player Catan does lose some of the dynamics, I'm thinking of resource variety, special building with 5 and 6,,, but the map is fairly open, and everyone will have good places.

#4 Pizza Theory
Here's a new game to me, I just got it in mid March, but the first time I broke it out, I played it 7 times.  The game is specifically designed for 3 players, and it does a great job at giving players strategies to pursue that depend on others, but there are no means of direct retaliation.  For kicks, it's also a game all about pizza, which is an unusual theme.

#3 Ticket to Ride (Ideally Nordic or Switzerland)
Ticket to Ride is a classic game with any player count really.  It works well as a 3, since blocking isn't too horrible, but to eliminate blocking as a huge play, go for a map where 3 is an extended route set, like Nordic or Switzerland, rather than one where 2 and 3 have the same options like US, Europe, Marklin.
3 players keeps the game moving, there's very little down time, and a lot easier to go where you want than in a 5 player game.

#2 Eminent Domain
Em-Do doesn't suffer from the A v B so C wins, which moves it up the list.  The 3 player game feels long enough to be fun without being so long.  The 4 player game feels short, and the 2 feels long, so 3 with either one or two piles works well.  I personally like 2 piles just to get tech moving a little bit, but one less player taking cards does prolong the game.  I suppose it depends on the strategies at play, since running out the victory tokens seems to happen more often than two piles in my extended 3 player games.

#1 Dominion
3 player Dominion has a few advantages over 2 player Dominion.  There are 12 of each victory card instead of 8, yet still 4 per player.  Some attack cards become more useful, Pirate Ship, Thief.  Other cards become more intriguing.  The choices are a little deeper, and the strategies aren't as straight forward as 2 player, specifically in the endgame.  Best of all, Dominion has very little of the A v B so C wins dynamic.

The main point of this list, don't be afraid of games with 3.  Sure, not everything works, but some games can be fun, or even their best at 3 players.  If you have a group of 3, try pulling these games out, and see where they get you.  




Wednesday, February 8, 2012

Top 42 Part 6 (7-4)

Woo! Top 7. It's been a fun ride so far and I think it will be even better next year since we'll get comparisons to this year.

#7 Star Trek Fleet Captains
I never thought that two plays would make a game jump this high on my list.  Maybe it's a desire for wanting great games, maybe I'm colored by the newness of the game, but I can see myself playing this a lot for a long time.  The Star Trek theme is incorporated wonderfully. Everything from the ships to the encounter cards and the locations are directly out of Star Trek.  There's a lot of room for expansions, both in the federation fleet as well as other races from the show.  This game is perfect for Star Trek fans.  I can't speak to it's enjoyability if you don't know Trek, but the game mechanics seem to be solid.  There are many paths to victory for each side from scientific achievements to military conquest.  The game plays fairly quickly once you understand the rules, which does take awhile, but gameplay seems to speed up as it progresses, and the endgame seems to hit just as things are getting interesting.  I've only played with the recommended point count, but there's always the ability to undertake a longer game.

#6 Eminent Domain
I recently reviewed Eminent Domain, so the details are there so I'll make this quick.  I enjoy playing Eminent Domain, and I think with an expansion it could move into my top 5.  I love the diverse strategies possible in Em-Do, and the way a player has the follow or dissent option on other player's turns is brilliant.  It's quick to play and fairly different every time you play.  It's one game I want to play more as a 2 player for the longer strategies, but it's fun as a 3 or 4 player game.  Plus having friends start this whole "I'm going to warfare your (fill in the blank) has become an iconic phrase between us, and it's good fun to have those inside jokes.  TMG did an amazing job with the entire Kickstarter campaign, and it is a game I probably would have paid more, but I'm glad I got a bargain.   As a final note, it's really cool to see your name in print, even if it is only at the Silver Supporter level.

#5 Battlestar Galactica
Here's another one I've reviewed, so I'll keep it short again.  This is an amazing game with the right group of people.  The theme is once again dripping through the game.  I often feel like the series is happening as we play, watching the cylon fleet jump in by surprise and change the flow of things is great fun.  Watching morale drop is frightening for the players.  I wish there was a way to not know how many cylons were possible, since once they're known the tension tends to evaporate.  Still, there's a lot of fun here.  It would be higher if the the playtime was a bit shorter, and if I played more in real life instead of only forum games these days.

#4 7 Wonders
I was tempted to put this at #7 just for the pun, but 7 Wonders has moved up a lot in the last few months.  It's not the easiest game to learn, but the effort is worth it.  We're still at the point where we have to look up symbols, especially on the leaders, but it's getting easier.  I'm planning on a full review soon, but that's going to take a new camera, so I won't go into tons of specifics here.  I enjoy that the interaction in the game is only with your immediate neighbors.  It makes the game scale from 3 to 7 players withe ease, and you can almost ignore the strategies of your non-neighbors.  I think my favorite wonder to play is Babylon, though that probably has to do with the fact that I built a model of them in 6th grade, plus I always like to take the science route. The great thing is the lack of a completely dominant strategy.  If one person seems to be running away with things, others can always throw out the cards they need, or use them as wonder build markers.  The gameplay is pretty quick, the variety is excellent, and the huge player range is rather nice to have.  For all those reasons, 7 Wonders comes in at #4.

Sunday, January 22, 2012

I'm Going to Warfare Your Planets

Detail on the two bigger ships

Eminent Domain
  • Designed by Seth Jaffee
  • Published by Tasty Minstrel Games
  • For 2-4 players
  • Plays in 30-60 minutes, or roughly 15 per player

Overview
Eminent Domain was the first game that got me on the Kickstarter bandwagon.  For those of you who aren’t familiar with Kickstarter, the basic idea is that a person/company puts up a project and offers various funding levels for the public.  If the project is successfully funded the backers get charged and eventually get their product.  If it isn’t funded, then no money is charged.  I’m a subscriber to the TMG newsletter, so that alerted me to the project.  My first reaction of Em-Do was that it was just another deckbuilder, this time set in space.  It still looked interesting, and there was more to the game, so I decided to fund it.  It took awhile to get the game, roughly 9 months after funding, but it was well worth it.  The game offers a bevy of strategies, and a lot of choice for each player.
A pile of ships destined for great warfare
Components  
I was pleasantly surprised by the component quality.  The cards are excellent quality, the wood tokens are solid, but the warfare ships are amazing.  I’ve actually considered using them for painting practice, since there are so many, but I’ve yet to get there.  This game doesn’t have a lot of components, but what is has are great quality, and they get big credit for having plastic ships when they could have just done warfare counters.  Em-Do gets a 10 for functionally, a 6 for amount, and an 8.5 overall in components.
Game Mechanics
The mechanics of Eminent Domain are fairly simple to someone who’s played other deckbuilding games.  On your turn you may take an action, which is playing a card from your hand for it’s effect.  After your action, you take a role card from the center, and you may “kick” it with like cards from your hand.  Then each of your opponents may take the same action without the leader bonus, or they may dissent, and by dissenting they draw 1 card from their deck into their hand.  
The different types of actions and roles are fairly straightforward, but deciding what the best one is at any point creates a strategy that trumps Dominion.  There’s also a very interesting take on technology in Em-Do.  What you can research depends on the planets you control, and once one player takes a specific thing, no one else can get that.  There are also 3 technology levels. The first consists of improved versions of the standard actions There are also 4 versions of each one, so these don’t run out.  The second start to do unique things, with one acting as a permanent tech that stays in front of you rather than cycling through your deck.  Level 2 are also worth 2 points a piece.  Level 3 techs are all permanent and are worth 5 points.  There’s only 1 in each of the 3 research branches, and offer the user rather game changing benefits, such as drawing 2 cards when dissenting as opposed to just 1.
I had 4 "advance" planets, at least 3 produced resources
All in all, very interesting mechanics, and a lot to explore still for me. A very solid 9/10.
Player Interaction
There’s no direct interaction in Eminent Domain, rather the designer opted for a more subtle route.  The ability to anticipate your opponent’s role and follow or dissent accordingly is very intriguing, though when you play with the same people, you start to notice tendencies, and plan accordingly. 
9/10 for taking the subtle approach, but it would be nice to affect what someone else does in their empire.
Theme
Eminent Domain takes place in space and I suppose you can read more into things. You play a galactic ruler, deciding between warfare and colonization of planets.  You can survey new worlds, produce and trade resources or pursue technology, but don’t get fooled into thinking that Em-Do is a space civilization game.  You could peel off the space theme, change some names around, and you’d still have the same game.  For me the theme here isn’t that important, nor does it shine through.  
A “meh” 4/10 in theme for me.
Some of the different role cards
Learning Curve 
I’m going to give two cases for a learning curve here.
If you’ve never played a deckbuilding game, it’s a Moderate learning curve.
If you have played a decbuilding game, it’s a Short-Moderate learning curve.
Both ways you probably need a game to understand why things work the way they do, but you may catch on earlier depending on your teacher. 
Why I like this game
I like Eminent Domain because the gameplay is straightforward, yet I always have choices to make on my turn.  I’ve also played almost all close games, usually 1st and 2nd within 3 points of each other, and to me close games make things more fun.  
Why I don't like this game
I already talked about theme, but that doesn’t really bother me.  The main aspect I don’t like is how the game feels the same most of the time.  There isn’t tons, aside from technology, that make the game feel different from play to play.  Sure, different planets do different things, but that’s not going to last forever.  
My Empire with resources, and 3 permanent technologies

Replayability
There are a lot of different victory paths to explore in this game. You have to choose how to turn over planets, either warfare or colonization.  Both have merits, and it’s hard to do just one exclusively.  The other thing is how much technology do you pursue?  Tech will help you do different things, but alone it won’t win you the game.  The thing I’ve noticed lately is how useful a produce/trade strategy is.  It rarely depends on other players, but it can be helped immensely if someone works with you on that route.  
All that being said, I fear how long Em-Do will be interesting.  I think they need an expansion to increase the tech options, and maybe add in a new action/role card.  I like the game, but I want more from it.
Overall
It’s a fun game. I like playing it, and I love how 3 or 4 of us can all take different paths to victory and end up really close to one another.  It proves the game is balanced and we all enjoy it.  It’s enjoyable to try new things.  I’ve yet to explore all the technology cards, but I’ve made good use out of some I never thought I would play.  
Overall I give Eminent Domain an 8.5/10 with the caveat that given an expansion, this could jump to a 10.
Will you like this game?
If you enjoy deckbuilding games, this is one of the better ones out there.  Also, if you’re looking for a quick 2-player game with a lot of options, this is probably a good bet.  It’s hard for me to explain why I like this game so much.  I think it did what I wanted Race for the Galaxy to do, and it was easy to pick up and play.  Maybe it was the months of anticipation with Kickstarter, or maybe it’s having my name in the rulebook.  All in all, it’s just a fun game.
Each Planet has a warfare cost (ships)
and a colonize cost(colonize cards under planet)
If you complete one, you can take it over for an action
Amusing Story about a Gameplay
The first time we played with 4 players the final scores were along the lines of 32-31-30-30.  Right then, I knew we’d play a lot of games, since we have nothing else that gives us tight games.  Also, there’s nothing like using a tech to score 12 points on your last turn, ending the game, and then losing by a single point.  I was out of it all game, and to be that close to a win was a great personal triumph.  
Final Thought
Thank-you Seth Jaffee and TMG for creating an in game start player method.  Saying something like “players choose a method that they all agree on” is just a cop-out.  Putting first player on one player aid while the others were blank was just brilliant, so thank-you for that.

(All photos are taken by the writer and part of actual gameplay)

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Thursday, January 5, 2012

My Top 8 Gaming Memories of 2011


#8 All of the wonderful games of Dominion online, which can be found at dominion.isotropic.org  If anyone ever wants a game, my sn is mathguy89 and I’d be happy to play with you.  The best of those games was watching my friend beat me for the first time, and to hear her reaction over skype.  It didn’t take her long, but she’s yet to win another game against me, so she needs to try again.
#7 The Westmont departure week.  With a visit from I&L, things were bittersweet.  It was great to get a sendoff in gaming fashion and the friends that were there truly meant a lot.  Capping things off with an 8 player game of Shadows Over Camelot was a great sendoff, even if the Mists of Avalon overtook Camelot.
#6 First game of BSG with the Exodus Expansion on January 14th.  A great 6 player game with a lot of momentum swings.  Zack finally got a boost as the lead pilot with the CAG title card and all signs pointed to a great semester of BSG.
#5 Risk Legacy.  Without spoiling my future review let me say that if you have a regular game group and you enjoyed RISK at some point, then this is something you need to look into and highly consider buying.  In our second game, one player was one die roll away from winning the game, and was then wiped off the board on the very next player’s turn which lead to player 2 winning.
#4 Watching the successful Kickstarter funding of Eminent Domain and then playing the final game 6 times in 3 game days.  It’s what I was looking for in Race For The Galaxy.  Also a hit with Aaron’s family and the quote “I’m going to warfare your ______(fill in the blank)” now reigns supreme.
#3 The ongoing GURPS campaign set in Greek mythos in an attempt to put back the 7 deadly sins to Pandora’s box.  We never finished, but it was fun to try things out.
#2 The delayed gratification that was 2010 Secret Santa.  I won’t go into all the mess that was 2010 Secret Santa, but rather I choose to focus on the good that came of it.  I will simply direct you to my posting on BGG about it. BGG Secret Santa Link Santa was very generous and very humble about everything.
#1 Zackcon.  3 days of gaming from noon to midnight with appropriate breaks for food.  Amazing people who loved playing as much as I did. And Kudos to Carol for learning everything and being a great sport.  We also had Rockband thrown in there just to keep us from overloading on boardgames and some good pool time.