Showing posts with label EuroGames. Show all posts
Showing posts with label EuroGames. Show all posts

Wednesday, September 18, 2013

In Which The Warlock Expands Upon an Unloved Position...

Friends and neighbors, if you're a frequent reader of this blog, you know something about me that puts me in a distinct minority of gamers. I don't like Eurogames.

Lots and lots of fiddly bits in Archipelago.
I bring this up because a weekend or two ago, the PlatinumChick and I spent some time up with some friends in Columbus playing games.  I introduced them to Sentinels of the Multiverse, while they returned the favor with a complex Eurogame called Archipelago.  I had a reasonable time, primarily because I was among friends that I rarely see, though I was swiftly reminded of all the things that I can't sand about Eurogames.

Unfortunately for me, Eurogames occupy a pretty pervasive position in gaming culture.  Mayfair Games, creator of the mother of all Eurogames, Settlers of Catan, is easily one of the biggest gaming companies worldwide.  Asmodee, as well, has made an empire on Eurogames, with thousands of players pushing small cubes and meeples to and fro with abandon.

So what don't I like about these games?  Let me set the record straight and count the ways...

1) The ability to play for hours, doing nothing.  Sonya got to experience this firsthand after being put in a precarious position at the various start of the game.  By chance, her starting location ended up being one rich in ore, one of the randomly-determined victory conditions.  Naturally, this caused a rush on her location, driving her out of the area before her turn even started.  For the rest of the game, Sonya was playing from behind, unable to contend in any reasonable way.

Precisely this.
2) Passive-aggressive conflict.  In Archipelago, players are supposed to be rival colonists exploring the New World, in an attempt to build successful towns, markets, and the like.  However, there's next to no ability to actively confront a rival colonist!  You can't sink ships, you can't declare war and conquer your enemies.  The worst you can do is the aforementioned "move into their territory", kicking them out.  Without the threat of actual, head-to-head conflict, not only does the theme suffer, but it limits significant options that would be otherwise interesting or entertaining.  Catan falls in this same trap with the Robber; the game becomes a match of bouncing him back and forth, with the character who can manage him best usually winning.

3) Theme.  With little fail, Eurogames tend to rely on the same theme over and over:  build civilization.  Either you're building a farm, building a castle, building a state, building a space empire.  In all cases, your entire point is to grow bigger and bigger, with victory points as secondary objectives at best.  There's no variance, there's no change.  While your resource cubes might represent ore in one game, chickens in another, and dilithium crystals in a third, in the end they're all the same:  X wood plus Y clay makes a city/woodshed/starship, while Y clay plus Z uranium makes a city/farmhouse/capital fleet.

Great theme, great PvP gameplay, with none
of the problems of a Eurogame!
There's simply nothing unique.  Arkham Horror and Mansions of Madness use primarily the same foes and even theme, but their mechanical differences make them unique animals, even as both are cooperative games.  And, in both cases, they're rich in the 1920s Lovecraftian theme.  A game like Chaos in the Old World utilizes unique mechanics and direct conflict to establish different victory conditions for each player...without resorting to X+Y=victory points. And, when playing, you feel like a Chaos God, spreading your tendrils throughout the Warhammer universe. 

4) Standing on the fence.  This one's a matter of taste entirely.  You see, I love Player vs Player games.  I have a reputation in Munchkin, simply because of my cut-throat tactics.  Ninja Burger is a perennial favorite, simply because of the balance between personal motivation and sheer dickery.  But, concurrently, I love cooperative games.  As I've mentioned, Arkham Horror and Sentinels of the Multiverse are fixtures at my game table.  But, Eurogames tend to ride an uncomfortable fence between the two that makes playing them unpleasant.  Settlers of Catan is a killer here, where the trade economy involves a passive-aggressive balance of self-improvement and prevention of others from doing the same.  That balance is rarely executed well and I find that devotion to one or the other provides a better game experience overall.

Obviously, I'm not the be-all and end-all of gaming.  People have different things that they enjoy.  I simply haven't come across any Eurogame that really scratches any itch for me, while most have the same flaws over and over, which tend to get my goat.  But, to each their own!

Wednesday, January 05, 2011

In Which The Warlock Makes a Semi-Obscure 80s Movie Reference...

Even our New Year's Eve party--complete with the aforementioned Bacon Weave--isn't totally without a dose of nerd-dom.  From the usual gang clustered around the coffee table to play Battlestar Galactica, to others tossing down drinks to a game of Red Dragon Inn, we had quite the dice-chuckin' lollapolooza going.


Catan.  We meet again...

However, after a few drinks, I made my way back to our game room where four of our friendly neighborhood geeks were gathered around one of my perennial nemeses:  Settlers of Catan.  "Ugh," I said to myself.  Not again.  To this, Board-Game-Karen scoffed.  Naturally, she's of the opposite opinion.  She even spent four days at last year's GenCon playing through the Catan National Qualifying rounds.  Needless to say, she's a much bigger fan of Catan (and Eurogames in general) than I. 


 I've blogged before about my problems with Eurogames in general, and Catan and its numerous expansions are the granddaddy at the top of that heap.  So, while watching the game unfold in amongst refereshing snacks and the like, I was stricken by a novel concept: 
While Catan, at its core, is a passive-aggressive sort of game...it doesn't have to be that way!
Rather, it would make so much more sense if the Settlers on that happy little island actually decided to take matters into their own hands and blow their adverseries off of the map!  And, to do so, all you'd have to do is make one little house rule...


Two Brick + Two Ore = Nuclear Silo!
Simply put, you just have to add one additional build option to the typical Road/Village/City/Card combo.  The addition, naturally, would be a Nuclear Missile, and would cost a mere 2 Brick and 2 Ore.  When a player builds the Nuclear Missile, they must immediately choose either a rival Village, a rival City, or two adjoining Roads.  If targeted at a Village or Roads, they are "destroyed" and removed from the board.  If a City is targeted, it is reduced back down to a Village.

However, some restrictions should be put on this.  I would add that a player cannot be reduced below his starting number of Villages, simply in order to keep the game competitive.  I would also add that a player can only play a Nuclear Missile once per turn, so that they can't simply go on a killing spree, attempting to demolish all of the other players simultaneously.

On a casual--and totally unplaytested--level, this seems pretty balanced.  On a traditional Settlers of Catan board, there are one less Brick and Ore producing tiles than the other three resources, which makes them somewhat more difficult to get.  Ore is most often used in the end-game for building Cities and buying Development Cards, while Brick (which is really important early on, as Roads are a priority) gets put to the wayside.  Essentially, it rewards a player wiling to invest in Brick on a significant level, while simultaneously providing an opportunity-cost conundrum:  do you build the City with that Ore, to build up resources and victory points, or do you nuke your nearest opponent, reducing his ability to catch up to you?

So, what do you think, fellow gamers?  Would you like to play a game?  :D

Wednesday, June 09, 2010

In Which The Warlock Rants Just a Little Bit...

This is going to sound like heresy to some of my gaming friends, particularly in the Springfield area. Really, this is going to sound like heresy to the PlatinumChick even, as it's going to sound a little off-putting, even though it fits.

I, your friendly neighborhood Warlock, can't stand EuroGames.

By EuroGames, I'm referring to the genre of board games that have been coming out of Europe for the past decade or more, which include "Settlers of Catan", "Carcassonne", and "Galaxy Truckers". U.S. developers and the like have been creating these as well, with games like "Kingsburg" and the like. Eurogames are epitomized by their 'friendly' nature--they're built for the family and the like to sit around and kibitz. They're rarely competitive, because people are only rarely "knocked out" of the gameplay. They're rarely involved, because they're meant for a whole family to play, which means that they tend to be unfocused.

They bore me. To tears.

The passive agressive nature of conflict in these games aggravates me beyond belief. Even the most aggressive PvP player in "Settlers of Catan" can only build from their own starting position, and only pursue other players with The Robber when the dice allow. Strategy isn't involved--it's pure dice luck, as you're more focused on building up your own cities.

"Kingsburg" is a really killer in that nature. For the entirety of the game, you have no contact with the other players, aside from placing your dice. And, even then, the most aggressive that you can get is placing your dice in a space that another desires.

That's miserable. That's sad.

Conflict is, and must be, at the root of all games. It's human nature to want to win, and to use our wits (and other resources) to do it. When a game removes that conflict, it becomes nothing more than a table-piece--something to decorate your room with.


Without conflict, what's the point?

As I set out on the 5th (and hopefully submission!) draft of "Dungeon Slam!", I've been keeping this idea deeply in mind. "DS" has really become something different than everything out there. At every level of the game--from start to finish, and from high to low powered--there are ways to interfere with other players. Even a freshly dead, weakened character can make the life of a fully beefed-out champion into a living hell.

Smirk and Dagger Games have always done a great job with this, as have a few other companies, such as Fantasy Flight. Of course, Steve Jackson's "Munchkin" series emphasizes this philosophy, but it's a true rarity in a sea of Euro-trash. Most uniquely, "Arkham Horror" (and games of its ilk, like "Fury of Dracula") include conflict, but rather force the players to group together, as they attempt to defeat the game itself. Conflict remains, whereas games like "Settlers" leave me wanting.

Alack, alas, fellow gamers...a great void exists for us cut-throat bastards, who want nothing more than to stab their brethren in the back, betray them in underhanded manners, and break their words. With any luck, "Dungeon Slam!" and its follower "SunnyVale Acres" will break new/old ground in the gaming world!