04 January 2015

Matching games to players

So you've got your group of friends together, and you're planning on spending a lovely evening playing one of your favourite games. You make sure everyone is ready, everyone understands the game, and you start in with the evening's session. But halfway through, you realise you're just not having that much fun. This game, which you normally so adore, just isn't fun for you tonight. What could be wrong?

Might it be that you've got the wrong mix of players?

Take my situation, for example. In looking over my games, I notice that I have a penchant for games that involve creativity in some way. I'm not overly fond of chess, but I adore chess variants (3 player chess, byzantine chess, infinity chess, spherical chess, etc). This is mostly because I love seeing what sort of different or unusual spin can be put on the main game. I also love games like Gloom, where half the fun of playing is in seeing what sort of outlandish stories can be told in the course of playing the cards. Fiasco is, of course, purely an exercise in creativity. I've always loved tabletop roleplaying games precisely because of the stories told through them; Changeling: the Dreaming is paramount amongst this category of game because it encourages and rewards creativity.

But over the years, I've noticed that there are some people who just don't fit with these sorts of games.

13 December 2014

Returning to life

It has been over three years since last I posted anything.

2011 was a very bad year for me. I won't go into details, but just know that it sucked. A series of personal issues, as well as employment concerns, combined with the fact that I wasn't getting to play a lot of games at that time in general meant that I had little to say on the subject of gaming even when I felt I had the energy and creativity to try to write anything.

Over the last year, however, I've been able to get back into gaming. Not as heavily as I'd like; life is still pretty complicated. But I've joined a weekly tabletop gaming club, and have acquired some awesome new board and card games, as well as discovering the game Fiasco.

So I'm hoping that, for a while at least, I'll be able to post more. I have a few ideas for updates already, and hopefully, my continued participation in the gaming club will provide fodder for more.

So let's start this week's entry with a discussion of the above-mentioned Fiasco.

25 July 2011

Board Game Review: Anima

A friend picked up the game Anima: Shadow of Omega recently, and I was able to try it out with him. It reminds me a bit of Arcadia: the Wyld Hunt, if you combine it with team-based RPG video games like Chrono Trigger. But I get ahead of myself. Let's start with the ratings:
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.
Strategy: 2
Randomness: 4
Complexity: 4
Humour: None.
Attractiveness: Pretty.
Expected Length of Game Play: An hour.

10 July 2011

Board Game Review: Hive

Here's a review of a really interesting and innovative board game. Part of the innovation is that there is no board. It's called Hive, and if you're interested, you can play it online. And let's not forget the ratings:
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.
Strategy: 6
Randomness: 0
Complexity: 2
Humour: None.
Attractiveness: Pretty.
Expected Length of Game Play: 30 minutes.

03 July 2011

3 Player Chess

Some years ago, I saw an advert in a catalogue for a 3 Player Chess Set. I thought it looked really nice, but I didn't want to spend the money to buy one. Instead, I came home and made my own. It looks a little like this:

A wooden board that looks vaguely like a trefoil with squared-off leaves. Each player's section is four rows, warped into a pentagonal shape with the central columns stretching in length to reach the centre of the board, where the three sections meet. The closest section is occupied by the normal chess pieces, in red, whilst the pieces on the far right section are white and the ones on the far left are green.

I didn't bother with the labels on the edge, and the pieces don't look exactly like that, but otherwise, it's a pretty good comparison. However, the disadvantage to making my own board was that I didn't have the instructions for it. I tried a few times to get people to work out the details with me, but it never really quite happened.

Until recently.

14 May 2011

Board Game Review: Citadels

Here we go with another board game review. This time, I tackle the game Citadels. Once more, we start with the ratings:
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.
Strategy: 3
Randomness: 3
Complexity: 1
Humour: None.
Attractiveness: Average.
Expected Length of Game Play: 1 hour.

17 April 2011

Board Game Review: Princess Bride 'Storming the Castle'

Today, I will be reviewing the board game based on the film The Princess Bride. This game is called Storming the Castle, and the players in this game are attempting to storm the castle. The winner is the first to reach the castle.

Here's how it works. The ratings:
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.
Strategy: 2
Randomness: 4
Complexity: 2
Humour: Derivative.
Attractiveness: Useless.
Expected Length of Game Play: 30 minutes.