Showing posts with label Settlers of Catan. Show all posts
Showing posts with label Settlers of Catan. 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!

Saturday, July 23, 2011

In Which The Warlock Nukes Catan!

So, at our New Year's party, I came upon the idea of a variant for a certain game that I typically can't stand--Settlers of Catan--to make it a little more "active" in terms of competition.  That's my biggest problem with Catan...there's very little active competition with other players.  Rather, you simply race to beat your competitors, occasionally hindering them by inflicting "The Robber" on them.

As such, I came up with the "Nuclear Option" for Catan.  Simply put, a character could spend 2 Stone and 2 Clay to build a Nuclear Missile, which would be launched immediately.  Launching a Nuclear Missile would perform one of three tasks:
  • Destroy an opposing Settlement.
  • Reduce an opposing City to a Settlement.
  • Destroy any two adjoining Roads.
Advance the Doomsday Clock!
We also used a few limiting factors.  Players could not use a Nuclear Missile against a foe with only 2 Victory Points, and usage of a Nuclear Missile would add to the "Doomsday Clock".  Starting at 1:00, the Doomsday Clock increased by 1 hour with each Nuclear Missile launch.  If the clock struck Midnight, then Catan would officially become unliveable, covered in fallout and nuclear radiation.

With FridayNightWill, Chris II, and the PlatinumChick alongside me, we broke out this variant for the first time last night, and the results were...pretty impressive, really!

By and large, gameplay was unchanged.  Clay was a premium in our game, due to our utter inability to roll an 8 or a 10 on 2d6, but that didn't stop Chris II from unleashing a nuclear salvo at my roads!  After crippling my motion for several turns, he was able to jump out to an early lead, grabbing the Longest Road and tying with FridayNightWill for the lead.

However, I had some plutonium of my own to share!  After nuking some of Chris II's roads back to the Stone Age, I managed to slip in, and connect my two original settlements, thereby splitting the map and giving me both the Longest Road, and the victory.

Was it worth it?!
Now, while I said earlier that gameplay was "unchanged," I don't mean that totally.  Rather, an interesting conundrum was introduced.  You see, with Clay at a premium due to scarcity, an opportunity cost was required in order to build that Nuclear Missile--the ability to build either a Road, a City or even both, depending on the contents of the player's hands.  Was it worth it to tear down an opponent, or to spend those resources to catch up to them? 

Overall, I was very pleased with the results of this variant, and would be eager to play it again.  I can see some problems already, in terms of the various Catan expansions, but for the base game, it's a unique, PvP-centered expansion that adds a much more pleasing dimension to the game.  Try it!  You'll like it!

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!

Monday, June 29, 2009

Origins 2009--Friday, Saturday, and Sunday Photo Gallery!

Ebbs peruses Monsterpocalypse minis.

Doctor Who Cosplay.

Playing Ravenloft on the big screen with the d20Pros.

Karl peruses his options in Ravenloft.

GM Dan gives Will a lot to think about.

Giant Settlers of Catan.

Lionel tells Jules exactly where she can get some wood.

Happy Happy Settlers players!

Lionel tries Jules' "Pho Ba" at North Market.

Jules, cosplaying as Black Canary at Origins 2009.

Willy the 2 and Don bring the pain on Saturday's Power Play.

A Legendary Encounter--Kim the Elf Warrior meets the WittWeggers!

Black Cat Cosplay

The whole group at the BattleTech Simulator

Karl preps his mech-mashing strategy.

Maranda, Ebbs, and Lionel at Trailer Park Wars.

Karl and the GM at Trailer Park Wars.

Jules enjoys her trailer park's amenities.

Jules meets Chainmail Speedo Guy.

Poison Ivy Cosplay at Origins 2009.

Sunday Power Play at the WEGS Booth.

Origins 2009 (Semi-)Live Blog--Friday, Saturday and Sunday!

Wow. The remainder of our 2009 trip to the Big O went by in a whirl, and I'm only now starting to get caught up on all of my correspondence. But, that won't stop me from chronicling all the chaos for you, oh few-and-faithful readers!

Friday
After Thursday's late night, I managed to eke out at least a little sleep on Friday morning, before heading out for a demo session of Chrononauts, a game by Looney Labs. While I had seen Looney Labs (and their HUGE following) at Origins in previous years, I hadn't actually played any of their games. As such, Chrononauts was totally new to me.

I was fairly pleased. The game centered around a static, card-based timeline of historical events, which your time-keeper adjusts, screws-up, and repairs, based on the goals listed in his ID and his mission. Unfortunately, I was so engaged in the game, that I forgot to whip out my camera. No big loss, there, though...almost immediately after, I managed to meet up with Lionel and Ebbs (freshly back from playing a Ghostbusters minis game) and roam around the dealer room before...

Ravenloft. Man, oh, man--this one was a trip. Heading off into the lands of the mists with Karl and Will, we swiftly found out that our game was not, in fact, in the Madison room--rather, we were out in the lobby, on the big screens with the guys from d20Pro.

I had seen d20Pro's product last year at Origins--their dungeon utility software was a novelty, but I really didn't have much interest in it, as I have a gaming group able to play live. However, this was a rare opportunity to play in a setting I love, and I wasn't about to turn it down.

Nor was I disappointed. GM Dan, of the d20Pros, ran us through "The Ghosts of Mistmoor"--an old 2e Ravenloft adventure from Dragon magazine, which he had not only updated to 4e, but also adapted for use on the group's networking software. I took up the mantle of Amelia--a pistol-packing follower of the eponymous Rudolph Van Richten.

This game was intense. Between the natural horror of Ravenloft, and the inter-party conflict (ironically, over attacking/damaging party members), this game was well worth the 8 hour committment. Did I say 8 hour? I meant 10 and a half! After beginning just before 2, we ended at 12:15 on Saturday. After a climactic encounter with the ghosts of the Mistmoor family, and the treacherous Erebus, we triumphed over the curse of the mansion and headed out.

Unfortunately, though, due to a lack of players, we ended up having to cancel the Friday Midnight Madness WEGS session. Disappointing, entirely...I was ready for a new Nordling to take on the 99 Orks! No luck there, though, and we headed back to the Marriott for a few hours of sleep before the weekend started.

Saturday

Saturday made for a unique day as Jules finally got up the courage to cosplay at Origins for the first time, in her classic Black Canary outfit. Surprisingly, there were a lot more cosplayers this year in previous years--mainly as anime charaacters, superheroes and various ren-faire warriors. The costumes were really quite good, and incredibly varied--you'll be able to see some of the better ones in my upcoming photo gallery!

However, the gaming started, with Lionel, Jules, and myself heading to a game of Settlers of Catan, played on the giant Mayfair games board. I must say, I felt kind of bad for the poor guy who ended up with us three around the board. He probably didn't expect such a brutal game! Our first session ended with a triumph for yours truly, while our poor new companion got roaded into the center of the island. The second game was somewhat more fair, as he and I tied by the end of the game.

After a rousing game of getting wood for sheep, the three of us headed off to North Market for a fantastic meal. I know I've spoken highly of North Market before, but I wasn't in the mood for curry this time (gasp!). This time, I was after deli-style, and I wasn't disappointed. Barry's NY Deli, provided me with a fantastic pastrami on rye, with homemade mustard, and a bowl of fantastic motza ball soup. Couldn't beat it with a stick!

That led directly for us to hit the next WEGS Power Hour, where Willy the 2's infamous crystal-blue dice awaited. Surprisingly, we made it out alive, from this lethal demo, though my previous warrior--Ghormash the Goblin Warrior--was out of Phew points. His enchanted daggers wouldn't be much use to him, without the ability to take a single hit!

From our trip to WEGS, we skipped over to dinner at the Convention Center Food Court before trying out something new to Origins: the BattleTech mech-battles simulator. On Tuesday, we got a glimpse of the event-coordinators setting up, and knew we had to jump in on this. We set a reservation for 8 of us, ready to rumble on Saturday evening.

And the results? Well, unfortunately for yours truly, PwnedAndy's Uziel mech didn't fare so well, falling multiple times beneath the missiles of Lioner1 and others. Ebbs, however, took home the gold, pulling in 14 kills while only dying 5 times. Fantastic results for him!

That was something of the beginning of some more misfortune for me, as my D&D game following--The Dragon Helm of Hador--was cancelled 15 minutes before the event began. Grr, indeed. As such, I met up with Lionel and Ebbs again, and threw down some Chrononauts--Lionel ended up picking up the card decks--in their room, before heading off for...

Trailer Park Wars.. As a group, we were pretty familiar with Gut Bustin' Games' "Redneck Life", but this one was even better. Set to build up your own trailer park empire, you build up amenities in your own park, while inflicting horrible tenents and natural disasters on other players' parks. I think we actually astounded the GM with our viciousness, as we hit the end-game with fervor, keeping one after another from winning with horrible glee.

After a late, late dinner on Saturday, we headed back to the hotel where we awaited the last day of our Origins 2009 Adventure.

Sunday

Waking up a little later than hoped, we had to rush to get checked out, then to head off to our first game, an Intro to CthulhuTech. Unfortunately for us, this wasn't...well, a game. Rather, it was a paid-seminar on the intro to the game. Needless to say, I was a little disappointed--I had already bought a used copy of the game on a trip to Bookery and was wanting to know more about how to run encounters in the game, or to experience a play session. Not the case, so much.

However, our later game--CutThroat Caverns proved to put this one to rest. Another Smirk and Dagger game, our adventurers tried to one-up one another for kill after kill through tough monster encounters. After a bit of luck, and some good card-playing, my dwarf (Orn--with umlauts, even!) ended out on top.

After one more go-round in the dealer hall and our last Power Play session, it was time to head on home for another year.

Up next? Pictures from Friday through Sunday, and then my final Origins 2009 wrap-up. Stay tuned!

Tuesday, July 01, 2008

Origins 2008 Blog! Entry Three

Alert! Blog entries this week were written one week prior, on Saturday (morning), June 28!

Exhaustion was the name of the game yesterday, cats and kittens! Well, exhaustion…and WEGS, and Call of Cthulhu, and Settlers of Catan, and a little game called Hex Hex by Smirk and Dagger Games.


Back to the 2d10 and 2d6...


Willy the 2 tries his best to kill us all.

Jules and I began the day by pestering Willy the 2 in his morning “Dungeons OR Dragons” scenario, and helping to show off the system that brings craps to the geekdom table. I’ve really got to hand it to the WegsHogz—for never having done the booth-and-games thing before, their experience really shows. Their games have always been packed, and it’s been a non-stop stream of patrons at their fantastic casino/booth. Kudos to them!


Jules' Ranger faces death head-on


My Dwarven Sage against the Tentacle-Dragon.

Afterwards, we actually managed to make it through the dealer hall for once. Three days into the con, and I had yet to actually even take a look at most of the products coming out. If it’s one thing I noticed, it’s that the “flea-market” comments from last year did not fall on deaf ears. All of the booths, by default, were given black backdrops upon which to hang signs and merchandise. Simple, yeah, but it really classed up the place. Plus, despite the numerous places selling and buying used games, the feel was much more of a industry-insider show, with nearly all booths running open demos of games.

One of the neatest little surprises was a fellow I stumbled upon while demoing Dungeon Slam! for El Willy and his crew—-this being Smirk and Dagger Games’ Curt Covert. We talked a little about the game up in the breezeway but, as it was nearly 3 am by that point, he asked me to stop by his booth for a chat. As such, we ended up there, talking shop and trying out Hex Hex, a demonic little game that combines alchemical magic and Hot Potato into a nice little combination. I’ve got to say, he’s quite the sell at this—-I’ll probably be buying Hex Hex today—-but I definitely appreciated the chance to ‘talk shop’ with another real live professional.


Lionel gets "Dutched" at Giant Settlers of Catan

After taunting El Willy some more, regarding his Midnight Special, Jules headed off for some Settlers with Lionel and Maranda. I hung around and watched, getting the chance to both see them get schooled by another woman (who proudly bore her Knight of Catan emblem), and put together my surprise for El Willy—the new and improved Nordling: a Humz Trickster dabbling in Mage, and able to pull off a Flaming FryBall and an Enchanted Weapon. Locked and loaded, I was ready to go.


So, you get wood..."


Jules, being way too excited about clay.


I've got wood for sheep, if anyone else does...


The cities and village of Giant Settlers of Catan

Unfortunately, our dinner plans at the fabulous Japanese Steak House on High Street had to be put on hold, as their operating hours just didn’t mesh with our next games. As such, we headed to Barley’s next door before Dan, Jules, and I headed off for some Call of Cthulhu.



Jules' attention is rapt in the Rogue Cthulhu room

I had seen “Byhakees in Toyland” last year, and knew I absolutely had to get in on it this year. The premise? It’s Christmas Eve, and all the toys are awake…and something’s very wrong. Playing a sentient box of Legos, I helped My Little Pony, the Blue Power Ranger, and a PokeBall (amongst others) to the bottom of what was going on. Unfortunately, we hadn’t counted on Plush Cthulhu! My little block-man gibbered and stabbed his way to a near TPK, before being put out of his misery by Optimus Prime.


Our valiant GM, and a Power Ranger from "Byhakees in Toyland"


Rainbow blindings and stuffed bear maulings at "Byhakees in Toyland"

Call of Cthulhu ended somewhat early, so I had a chance rest up before the WEGS Midnight Madness game, where we headed off in search of Ogma’s Orb of Obliteration. The trash talk on the Table Top Gamers message boards was thick and heavy prior to this game, so I knew we were in for a challenge.


Ebbs and Lionel prepare for the Friday Midnight Madness WEGS-a-thon


Rachel mulls her mini options


The three forces combine--The ShroomEaters, the WegsHogz, and the Witt-Weggers

Our adversary? The mummy KlattaBarraBoo, a massive Triple-88 who lay deep within the caverns beneath the Dwarven Monestery of Banturbury. With Trickster Nordling at the ready, I was ready for some combat...


Ogma's Orb of Obliteration awaits!


Trickster Nordling leads the charge...

After a brutal three hour session, the game ended in stalemate, with our party losing Spoints by the handful and KlattaBarraBoo down to 1/3 of his usual massive health. It was a massively entertaining game all around, particularly when getting faced down by the “Dwunks”—that is, Dwarven Monks—and their Flaming Fists of Fury. The pictures can tell the story here...


Time to Skorp!


The first fatality--a ShroomEater falls


Run, Nordling! Run!


Ebbs Gnobbits his way across the board.


Valiantly facing KlattaBarraBoo

As you can imagine, getting back at 3 am has left me more than a little exhausted, but I have plenty of time this afternoon to nap away. I adjusted my registration yesterday, ending up with two new seminars—one focusing on game publication with Michelle Nephew of Atlas Games, and a q&a with D&D guru Mike Mearls (yeah, him again!). More on these later, as I have all of 5 minutes to get there! Oi!

Laters, cats and kittens! Hopefully next update won’t quite be so long!