28 May 2017

Board Game Review: Dead Last

This image is a triptych of three photos side by side. On the left is a photo of the Yellow player card, standing on the table by means of a plastic base. The image on the card is a woman holding two submachine guns. The middle image is a set of voting cards, one each for the Black, Blue, Teal, and Red players, as well as the yellow Ambush card, and a gold bar card showing a value of four. On the right is a detail of the game box, showing the title against a splatter of blood, with four coloured sections behind it. The green section in the upper left has a man in silhouette, and the red section on lower right has a woman holding a gun pointed towards the viewer. The blue and yellow sections can't really be seen very well.

I got to play Dead Last recently. This was exciting, because I'd been curious about it for some time. Here are my thoughts on it. Starting with the numbers. Of course.
Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, andmakes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take. Gamer Profile Ratings measures how strongly a game will appeal to players based on their interest in one of four areas. These areas are measured as High, Medium, or Low. Strategy describes how much a game involves cognitive challenges, thinking and planning, and making sound decisions. Conflict describes how much direct hostile action there is between players, from destroying units to stealing resources. Social Manipulation describes how much bluffing, deceiving, and persuading there is between players. Fantasy describes how much a game immerses players in another world, another time.

Strategy: 2
Randomness: 2
Complexity: 1
Humour: Inherent
Attractiveness: Average
Average Length of Game Play: 30 minutes
Gamer Profile Ratings:
  Strategy: Medium
  Conflict: High
  Social Manipulation: High
  Fantasy: Medium

21 May 2017

'Realistic' Fantasy

Some time ago, I wrote an entry about players who get upset about rules in RPGs that don't accurately emulate real-world physics. In that entry, I pointed out the oxymoronic attitude of demanding that a rules system that mimics in excruciating detail realistic swordfighting but have no problem playing an elven wizard who shoots lightning bolts from his fingertips.

I stand by that attitude. If you're going to let your demand for realism impede your own ability to enjoy the game (let alone other people's), then why are you playing a fantasy game in the first place?

But this entry is not about that phenomenon. I'm not going to stress about the physics of the setting. Instead, I'm going to stress about the setting itself.

Don't get me wrong. I'd never let this issue get in the way of me or anyone else playing whatever game they want in whatever way they want. It's just something I tend to think about on occasion.

07 May 2017

Playing the Villains

A few months ago, I posted an entry about the various forms of heroism that can be encountered in mythology and literature. In it, I took a brief look at some of the different definitions of what it means to be a hero.

But what if we look at the other side of the proverbial coin? What about playing the villain?

This is not a new idea. In 1971, author John Gardner used one of the primary villains of the Beowulf saga as the protagonist of his own novel, reframing the story so that it was no longer a simple clear-cut case of a hero fighting against evil. A few years ago, Disney reworked their Sleeping Beauty film to tell the story from the point of view of the villain, whom they transformed from a malevolent being into a redeemable character motivated by revenge. Alan Moore's comic Watchmen was a deep look at the nature of the 'good vs evil' trope to examine the real world version of the phenomenon. Anne Rice's Vampire Chronicles recasts the monsters of folklore into dynamic characters with motivations and goals of their own, not always driven purely out of malice. This concept was further explored in the first of the World of Darkness games: Vampire: The Masquerade, as well as most of the follow-up games. Then, in an additional twist, the antagonists of the primary character groups in those games were expanded as well, to give players the option to play characters who were seen as monsters by the monsters. For example, in Vampire, where the monsters become the protagonists, the Player's Guide to the Sabbat allowed players to take on the role of the antagonists (the hedonistic, often malevolent counter-sect to the 'good guy' sect of the Camarilla). This trend continued in Wraith: The Oblivion with the Spectres sourcebook, and in Changeling: The Dreaming with The Autumn People and The Shadow Court (examining two different version of 'the enemies' of the fae).

29 April 2017

Board Game Review: Apples to Apples

A plastic tray with spaces for three stacks of cards, capable of holding about a hundred or so cards each. Two of these are filled with cards that have red backs and the 'Apples to Apples' logo, which is the game's name on a yellow circle. The third compartment has a similar stack of cards, except the backs are green instead of red. Spread nearby are six of the red cards, face up, showing the red apple character and the card's titles: Convenience Stores, Time Travel, Hawaii, Food Poisoning, Sandra Bullock, and Redwood Forests. Also nearby is a spread of three green cards, which look similar apart from being green. The titles are: Nutty, Endangered, and Special.

Many years ago, the Dork Spouse and I would attend the annual Christmas and New Year's parties of some friends. It was on such an occasion that we were introduced to Apples to Apples. This game is ridiculously popular. Especially now that the 'naughty' version, known as Cards Against Humanity exists.

Yes, I know they're not technically the same game. But they're basically the same game.

Anyway, I'm going to write a review of Apples to Apples today. We'll start, as is the norm, with the ratings:

23 April 2017

Rant: Star Wars vs Star Trek

It has been two months since I posted. My goodness, that is a long time. I haven't had a break that long since I returned from hiatus in December 2014. I'm really sorry. Life got too busy there for a while. I just didn't have the time, or the energy needed to think of topics.

With that said, let's get back into the swing of things. I'm going to rant today about something that has been bothering me for a while now. I know I've mentioned this a little bit before, but I want to expand on it.

I don't like Star Wars. After I watched Episode II: Attack of the Clones, I lost interest in the franchise. I waited until Episode III was in the dollar cinema before going to see it. Then in 2012, when Disney bought the whole mess, it began a horrifying cycle of new Star Wars films every year. It began with Episode VII in 2015, followed by Rogue One in 2016. Episode VIII will release this year, with a Han Solo film planned for 2018. According to Wikipedia, Episode IX will come out in 2019, and there will be another film in 2020. If I know how Disney works, they won't stop there. They will continue to churn out films every year for as long as they can.

18 February 2017

Economic Domination Games

I know I keep referencing the Six Board Games That Ruined It For Everyone article on Cracked.com, but it's such a good article. The Top 100 list on Board Game Geek is awesome, but it doesn't compare bad games to good games the way the Cracked article does.

As an interesting side note, I saw that, if you reverse the order of the Top 100 List so that it shows you the Bottom 100, five of the six games from that article are listed. The one that's not? Risk. Which is interesting, given what I'm about to say.

Anyway. Here's what the Cracked article has to say about Risk:
The worst part of Risk is victory by excruciation. A well-designed game has tactics and skill building to a climax, a thrilling race to victory, and when someone has clearly won, it's because the game is over. In Risk, someone can win hours before it ends, and they will not let you just admit it and leave. They spent hours carefully planning this victory, and by God you are going to sit there and patiently lose for just as many hours so that they can enjoy it properly. They've turned having fun into a zero-sum game.

04 February 2017

Board Game Review: Caverna: The Cave Farmers


Don't forget to check out the podcast version of this article! You can listen to it in the embeded media player above! And please let me know what you think. Is this a good idea? Or should I stick to text only?

A single player board, with various pieces arranged on it. The board has two halves: the cavern half and the forest half. Each is subdivided into twelve squares. Some of those squares have tiles representing conversion into tunnels, mines, or living areas (in the cavern half) or livestock pens and crop fields (the forest half). There are tokens of various types on these tiles.
As I progress in my quest to play 80 or more of the games on the boardgamegeek.com top 100 list, I find I'm getting to play all sorts of interesting games. This is certainly what happened last week, when I found myself playing Caverna: The Cave Farmers. I keep hearing that it's similar to Agricola, but as I haven't played Agricola yet, I can't comment on that.

But it does mean that I get to review Caverna. So let's get this started the right way: with a bunch of numbers!