Sunday, May 27, 2018

Dave Reviews: Picture Association

Codenames: Pictures

Codenames: Pictures is an offshoot of the original Codenames. In fact, it serves as the basis for as many Codenames spin-offs as the original (the Disney and Marvel versions).

But is it as good?

Well.

Maybe.


You can find my review of the original here; the core gameplay is unchanged. There's still two teams, each with a codemaster who associates as many things of their color as possible with a clue and hopes their team makes the same connection. The main difference, as the title should give away, is that now it's done with pictures rather than words.

Before playing, there may be a trap of thinking that this is a dumbed-down version of the game. After all, picture books are considered to be at a lower level than purely text books (though numerous comic series put the lie to that idea, but that's a story for another time). Figuring out what associations your team will make, however, is the name of the game, and the pictures here do not make that easy. Each tile has multiple elements that could be drawn on for clues. Thus, the codemaster has to work around misunderstandings that could lead their team to the wrong tiles, and also ones that could lead them to disregard the correct tiles because they're focused on the wrong parts of those tiles.

In short, the pictures work out very well as association devices. The game is about equally challenging for both codemasters and players, but in a different way that refreshes the experience.

If there's a problem with the game, it's the way the board is set up. Instead of a 5x5 grid like the original, Pictures uses a 4x5. This does not come with a commensurate reduction in spies per team; instead, there are far fewer neutral tiles. The result is a slightly quicker, but swingier game. If you get something wrong, you're much more likely to hand your opponents a freebie. Combined with the slightly fewer spies per team needed to win, and any error is now far more likely to push your opponents ahead. Codemasters are thus incentivized to be a little more conservative with how many clues they tell their team, which... it's not bad, per se, but the threat of losing your turn (and potentially hitting the assassin) already leads teams to not go crazy with the number of clues they go for on a given turn.

Given the quality of Codenames in general, I'm assuming they started with a 5x5 grid and determined 4x5 made more sense for some reason. Maybe their playtesters liked the potential swings. Maybe players disliked neutrals in general—they'd rather the game move towards a conclusion with each guess more often. I don't know. The change probably won't matter to most people. This is a purely personal gripe with the game, but this is my space, so I'm going to make it.

Even with that, though, it's still good. Go play it.

Score: 8/10 (wouldn't make sense to have an extra gripe and score it higher, would it?)

Saturday, May 26, 2018

Dave Reviews: Post-Death Syndrome, The Book

A.D. (After Death)

Ooooh, it's a review about not a game!

Maybe I shouldn't sound that excited. This isn't an excitement book.


Jonah's a thief. Lots of people are thieves, but Jonah's a good thief. He strategizes on the Internet with other thieves, and people who give the thieves ideas of what to steal. Eventually he meets one of those idea people (Head of Table), who asks him to steal something very special: a forty-year-old woman with a disease that has kept her physiologically a child.

Yes, it's kidnapping. They don't call it that. It's just stealing something else to them.

The book jumps between Jonah's memories of the past and the book's present day, which is over eight centuries in the future, since the cure for death was found. Jonah's reached a point where he blames himself; he was, after all, instrumental in acquiring the basis for that research via the aforementioned kidnapping. Why would he blame himself for it, you may ask? Is this another story where immortality is found to be something unwanted, filled with people tired of life but too scared to finally off themselves?

I'll leave that question unanswered, in an effort not to spoil too much.

What's important to know: Jonah is an easy-to-understand protagonist/narrator, from the story about his family vacation and the fate of his family to how he ended up in the position of making the most important theft in human history. He's complex in the sense of having enough layers for him to be a whole person, but not in a way that's likely to lead to dramatically different readings of his character.

The blend of text storytelling and graphic novelization is well-handled. It's mostly text, while the graphic sections mainly refrain from a lot of dialogue (and it makes sense where it shows up). The book would have come off much differently if it were fully text; had it been 100% graphic novel, it probably would have still had much of the text laid over the art, so this was a good way to reduce production time while still having basically the same story, whether that was the intent or not. From a purely artistic view, the back-and-forth between the styles is done well enough to be worth studying and learning from, beyond simply being enjoyable.

A.D. was originally released as three smaller books; as is too often the case with compilations, it's easier to see when the story starts going off the rails a bit. The first two have a pretty solid narrative arc, even if you're not really sure where it's going to end up. The third, in theory, should have this as well; this was developed as a full story, not a series that become surprisingly popular and required the writers to dream up more of an arc than they initially anticipated. But the explanation of the fate of the world gets a little weird. It's explained as an outcome with causes that aren't really set forth; that's fine if the causes are fairly obvious, but in this case they're not. You assume the outcome is due to the cure being found, but then Jonah says the rest of the world didn't know about the cure, which makes their behavior more curious and harder to understand. The ending is similarly unexplained; although the drama of the final scene is quite good, there will probably be a wide variance among readers regarding whether they like the way it wraps up, because it's not closed off neatly.

However, A.D. isn't a book that leans heavily on the power of its storytelling. It has a good story, but the aesthetic (both of the art and the narration), the mixed-genre style, and the concept (what would a world without death look like?) are the draw. It's worth a read, although at $25, you might want to wait for a sale.

Score: Seven walking, talking undead (THAT'S WHAT THEY ARE) out of nine.

Friday, May 25, 2018

Dave Reviews: Chokepoint Hell

Downforce

Some games are good. Some games are good, but hard to like because they don't suit us. Some games are bad, but we like them because in some way they're just what we need.

Some games are just shit.


In the interests of fairness, this is currently rated 7.5 at BGG, which is pretty good. I acknowledge, therefore, that most people feel better about this game than I do. That's fine. I respect their right to be wrong.

Downforce is a racing game that isn't just about pushing your car to the finish line. Players bid points (money) before the game to own cars, and earn points at the end of the game if their car(s) finish anywhere except last place. Each car has a randomly drawn power associated with it; if you buy multiple cars, you only keep one of the powers, but it's applied to all your cars.

Just as important is the mechanic of betting on which car will win. There are three betting checkpoints; after any turn where someone passes a checkpoint, everyone bets on a car. If it finishes in the top three, you win points, and the earlier the checkpoint, the more points that bet earns you. If you pick the winner all three times, that's 18 points, which is a big chunk of a winning score.

You start with a hand of cards, the size of which is determined by the player count (all 42 cards are dealt, so that divided by number of players). Each card has anywhere from one to seven colors on it: one for each color of car, plus white for wild. These cards are used for bidding—show a card with a given color and you bid that number of points for that color car, white is zero—and during the game, where you move each car on the card the printed number of spaces, in order from highest to lowest.

You keep the cards you bid with, which means you'll usually buy cars for which you have at least one good card; in theory this could be a downside because your opponents see your cards, but everything jumbles into each other so much that remembering enough cards to gain a strategic advantage is unlikely. When you take a car, you also get an 8 card, good for one eight-space move. (This is both a good way to incentivize car purchases and the mechanic that winds up fucking the game. More on that to come.)

From there, the game simply proceeds in turn order. The first player is the one who buys the car in pole position, with play proceeding to the left from there. Your goal is twofold: use your cards and powers to push your own car(s) out in front while creating a cluster behind you that gets jammed into chokepoints and loses movement (e.g. if a green six is played and green can only move one before running into other cars, green effectively loses five potential movement).

And this is where the game starts to fall apart. The only strategy, really, is to decide when to prioritize pushing your cars forward and when to throttle your opponents. If you can create a serious enough roadblock, opponents may be forced to move you ahead more than themselves. In doing so, however, they'll often make it easier for other people to pass them, but if nobody moves you, you're still in the lead when it gets back to your turn, and unless all your cards are garbage, you can fly ahead of everyone else from there.

That doesn't sound so bad, right? It sounds strategic. And it is strategic. However, the implementation leaves a fair bit to be desired. First, movement per car is relatively limited. There's enough in the deck to get everyone around the track, but it doesn't take much wasted movement before a car literally cannot make it to the finish line anymore. While this is functionally not awful—whether you're last to cross or the only one not to cross, you're still last—it's an unfulfilling way to end the game. "I lost" is not as bad as "I didn't even finish", unless the reason for not finishing makes for an incredible story. But it's too common in Downforce.

Secondly, while forcing people into difficult choices often makes for a healthy strategic game, in this case those choices are frequently no-win situations. Playing a game where, if you don't get into the lead, you're spending the game making least-bad choices rather than good ones that can improve your position is a disheartening experience. It feels fine when you're winning and bleh when you're in the pack, watching someone race out into the lead.

Thirdly, because it's so easy for one person to jam into the lead, the betting process is too often cut and dried. You know who's going to win barring a serious strategic misplay, so everyone knows who to bet on. The real problem here is that the winner can bet on themselves; while there's no reason they shouldn't be able to, if you get winner prize money and also bet on yourself at all three betting points, you've maxed your score and can't lose. Unless someone else does well enough with multiple cars that is, which leads to...

The fourth point. A six player game is ok, since everyone owns one car. Two or three players is theoretically good; the cars don't need to be evenly split, but can be. In a four or five player game, though, some player or players will have more than one while the rest have just one, and that ends up being a serious drawback without a gin hand that has huge numbers for all of your cars. The special 8-card, for example, is supposed to be the thing that jumps you ahead at the right time; if you have multiple cars, though, playing one eight means you leave your other car(s) in the dust along with everyone else. It's harder for any of your multiple cars to succeed as well as a single one unless you hard focus on one of them, and if you do that it's likely your other cars will finish far enough back that they won't make up the points you spent on acquiring them unless you grabbed them super-cheap. So the potential balance of multiple cars doing well and competing with a one-car winner doesn't really pan out.

And, finally, the sign that the designers definitely did not put enough time into solving this game's issues: Track #2. The board can be flipped to play one of two tracks, which is great. However, on Track #2, the first single-space checkpoint can be reached on a move of eight. Therefore, the race basically revolves around who wins the pole position car. Is it red, and you only have a 2 as your highest point total for red? GG. Unless the pole winner doesn't realize the situation, all they need to do is play their eight for that card, get into the gap, and let everyone else crowd in behind them. They're off to the races, playing every big card they can for that color immediately if they're smart, and unless their hand is total garbage apart from the eight and whatever card they used to win the car, no one's going to catch them. It's a dumpster fire of a race, and the fact nobody on the design team realized that is gaming malpractice.

It's not like the single-space chokepoints are great in general; it's a take-that mechanic writ large. The game would have made substantially more sense if it was designed like Formula D, where there are always multiple avenues of movement and blocking only happens if multiple people happen to line up side by side. It's an aggravation, but a rare one, enough so that it can be called 'part of the game' and not take away from the enjoyment. It could easily be argued that Downforce needs that space even more, since the relatively low values on the cards (as compared to Formula D's dice rolls) make it easier for cars to pack together. Granted, the Downforce track offers a very F1 feel—if you've ever watched an F1 road race, you've undoubtedly seen the tight corners where passing is impossible—but the designers needed to take the time and realize mimicking that aesthetic was a terrible decision for their game.

The art's really good, and the overall look of the game components is solid. It feels like a game that should be good, and it plays like a game that should be good. Having only played larger games, I'll even allow for the possibility that it is good at small player counts. But at four and five, it's a rolling dumpster fire. Avoid it as you would any dumpster fire.

If you like dumpster fires, well... here you go.

Score: 4.5/10 (it doesn't even deserve a marginally thoughtful scoring mechanism)

Tuesday, May 1, 2018

Dave Reviews: Wonder Twins, Fight!

7 Wonders Duel

More Wonders per capita: how we truly make America great again.


7 Wonders Duel is a few years old now, but it still sells, and it's earned those sales by being a legitimately good scaled-down version of the original. Part of the reason is that the designers didn't feel compelled about making it look like 7 Wonders. They remembered the first rule of spin-offs: all you need is the name on the label and the theme in the box. The game itself (and this goes for movies, TV shows, any type of entertainment) doesn't have to work the same way at all.

You'll recognize all the bits and pieces from 7 Wonders. There are three ages, card drafts, coins, differently colored buildings you put on your side for resources and bonuses, and the Wonders you build for extra bonuses. However, they all go together differently. First, there's no passing cards; you set up the all the cards for each age in a particular arrangement, with some face up and some down. From there you pick one that is both face up and not covered in any way by another card. Early on there are some resources you can get for free, but most have a cost. In the original, you give money to the people you buy resources from, but here you can pay the bank for a base cost of two coins per resource. If your opponent collects some of that resource and you have to buy it, you still don't pay them; you just pay more money to the bank. In this way, coin management remains an important component of play.

Some card types work differently, mainly science. There's no more bonuses for sets of science symbols at the end of the game. Instead, if you get a pair of one symbol, you can take a token that gives you some sort of fair to extremely powerful bonus (depending on how the game is playing out), and if you get six different symbols, you just straight up win the game. Likewise, military doesn't score you points on a per-age basis; there's a track that lets you push a shield back and forth, wiping out some amount of your opponent's money if you push it far enough (this can happen twice per player), or win the game outright if you get it to the end of the track.

For the rest: blue cards were always just points, so they're not particularly different. Brown and silver cards are still the same resource types. Yellow cards offer some different bonuses (ie. 1 coin for a given resource, which also can't be increased by the opponent holding that resource).

Wonders work similarly to the original, in that you draft a card, then flip it face down under the Wonder and spend the resources necessary to build it. Some of the rewards are different, however, most notably the ability to take an extra turn and the ability to break something your opponent has (a resource or some money). In addition, there are four Wonders per player, but only seven can be built per game, meaning more emphasis must often be put on getting them completed, especially if your opponent has some with extra turns and can theoretically knock them out back to back before you can respond.

Spoilers were at the start, but once again, 7 Wonders Duel lives up to the name. Highly recommended for couples who haven't found time to go see their friends anymore, you know who you are, you poor sods.

Score: Seven Wonders, a marketplace, and two plazas out of all that plus a caravan and a bar where the people in the caravan get so drunk they forget to set up their tent the next day.

Sunday, April 29, 2018

Dave Reviews: Sneaky Sneaky Wordplay

Insider

Bluffing games feel so good when you win. It doesn't even matter if they're good.

Not that Insider isn't good. Or that it is good. Or... well... hm.


Insider is a four to eight player bluffing game that strips away all the extra roles that started making their way into games like Werewolf, Coup, and The Resistance, leaving you with only one word master, one insider, and a bunch of scrubs. Like Werewords, it's based on the Twenty Questions idea—the master and insider know the word, and everyone gets to ask the master yes/no/I don't know questions to figure out what the word is. The insider is on a separate team from everyone else; if the word isn't solved, everyone loses, but once it is, everyone has to guess the insider. Then either the insider wins or the master and scrubs do.

Everyone gets a secret role; the master flips his up immediately, while everyone else keeps theirs face down. The word is determined by flipping a card with six words on it, then using the number on the back of the next card to decide which word on the list will be used. It feels like they chose six because of six-sided dice, which makes me wonder if some earlier variant used a die to determine the word, but it doesn't matter much. The system's fine as long as everyone's clear on how it works (we had a minor issue with that). Everyone closes their eyes, the master looks at the word, closes his eyes, the insider looks at the word, closes her eyes, and then everyone opens their eyes. No slapping the table required since nobody should need to move to see the cards, so that's a positive on the bluffing game part.

Flip the five minute hourglass, and you're off. Everyone asks questions to work their way toward the answer. Having a master who knows how to communicate is critical despite the fact they can't use anything other than yes, no, or I don't know for answers, because it's almost a given that at some point questions will be asked which give the master pause. Some questions are very open to interpretation, and it's up to the master to answer questions honestly while using the judgment call ones to guide the players towards the correct answer. For example, 'is it hard?' is easy if the object is a rock or a pillow, but what if it's an arm? Yes and no are both reasonable answers, but a good word master will give the response that he thinks will lead the arc of the questioning back towards the correct word. Likewise, the insider should nudge questioning back on to the right path without going so dramatically into left field that there would be no reason for her to ask a given question without being the insider.

At the end, assuming the word is guessed, sussing out the insider is all that's left. This is where the game got wonky for us, but it's not difficult once you know how it works; the instructions are translated from Japanese, and the flowchart they have which explains the process is not very good. All they needed was a short list.

  1. Everyone votes on whether or not whoever got the word right is the insider. 
  2. If a majority says yes, they win if they got it right and lose if they got it wrong.
  3. If a majority says no and the person was the insider, the insider wins.
  4. If a majority says no and the person was a scrub, then everyone votes for someone else. Whether or not whoever gets the most votes was the insider determines who wins.
When you know how it works, you can understand the flowchart, but when you haven't done it before, step-by-step instructions would be much more useful.

The actual process creates one intriguing twist: the priority the insider should place on getting someone else to guess the word. That guarantees the first vote is on a different person, which significantly improves the insider's chance of winning. This is especially important in a smaller game; with four players, only three can be the insider, and there are theoretically two chances to guess who it is. Those are pretty terrible odds, and you need whatever advantage you can get.

That said, the game still doesn't scale down particularly well. It can play with as few as four, but you really want six to eight. You could probably have fun with nine or ten; as long as nobody has to sit so far away they won't be able to see the cards as the insider, it's worth trying. More than that may make the insider too difficult to guess, but suffice to say this is a larger-scale party game. Just make sure somebody has the rules down cold before you start.

Score: Six scrubs out of eight players.

Saturday, April 28, 2018

Dave Reviews: Card City, Card Lake, Card Forest

Honshu

How much dumb bullshit we could do away with if it was possible to just lay better shit over the top of it...


Honshu is an trick-taking card game about building... let's call it a community. There are buildings you want to put together to form a city, but you also need to pay attention to how much forest you have popping up, the size of your lakes, and how well your factory capacity matches the resources you gather during the game. Everything counts for points at the end except the deserts, because deserts are literal wastes. They're a tiebreaker because the more desert you manage to deal with in your community, the better you've apparently done.

Everyone starts with one map card. Each starting card has a different layout and is double-sided to increase the number of starting possibilities (starting map cards always have a resource space). Players are then dealt six regular map cards; these are numbered one through sixty. Players then put down a map card and may also place a resource on the card to increase its value by sixty, guaranteeing that anyone who uses a resource will wind up ahead of someone who doesn't. After that, a new player order is determined by the bids, and in that order players choose map cards from the ones offered for that turn. Having the first choice as often as possible is best, but as with any trick-taking game, knowing when to dump your garbage cards can be just as important.

Placing map cards must be done by connecting them to at least one of the cards already in front of you. This means placing it on top of current cards so that one or more of their spaces are covered, or sliding it beneath current cards so that one or more of the new card's spaces are covered. Players run their hands down to zero cards, then are dealt six more, with the process repeating so that the game ends after twelve rounds. (In a five player game, this means all cards will be used, and tracking what's left becomes a valuable skill.) At the end, points are added for contiguous city spaces, contiguous lake spaces, number of forests, and number of factories which you can supply with the appropriate resource. A substantial balance point in the game is deciding when resources are more valuable as a method to jump ahead in turn order and when you need to save them for the end of the game.

Once you see the mechanics in action, Honshu is a very easy game to learn, and very replayable as long as the basic gameplay appeals to you. Every community gets built differently, and every game requires learning how what you have available can offer advantages in whatever situation you find yourself facing. It's a clever little game about which I have very little clever to say—it's short, coherent, and simply good.

Score: Seven. Play it and decide what the seven is out of.

Sunday, April 22, 2018

Dave Reviews: Charlemagne Rolling In His Grave

The Castles of Burgundy

Burgundy is hexagonally-shaped district in northern France, laced with farms that grow six-sided dice and dye factories whose sole purpose is to add differentiation to the dice they buy from the farms. From there, those dice are packaged and shipped in large boxes to little boys and girls, who then give those boxes to their mothers and fathers because the games inside are way too fucking complicated for them to figure out, and they want to catch more Pokemon anyway.


The Castles of Burgundy is a game that can be viewed as an opposite to Rising Sun—one where the game clearly came first and, even if they had planned to use this medieval theme, they could have changed that theme if it didn't really fit the game. It's also a classic, despite being less than ten years old; sitting at the edge of BGG's top ten games of all time after this long means you've done something right. (Of course, doing something right means expanding on it ad nauseum; this review will only cover the base game, but there are nine expansions.)

Castles is representative of its time in board gaming's evolution: it does not have any reliance on pure dice rolling, a la Settlers of Catan, but neither does it eschew randomness altogether like many present-day strategic games. It's of that moment where risk management was popular, handing players dice but offering methods of manipulating those dice that could take almost all of the pure chance out of the game. \

Each of the game's five phases consists of five turns, so you have twenty-five turns to play with. Each turn, you roll two dice, with which you can do a handful of things: pick up a tile from the common board, play a tile to your estate, sell goods, or throw a die away in exchange for two workers. The first three all require your action to match the roll of the die; you can only take a tile from a space matching one of your dice, play to a space matching one of your dice, or sell the goods that match one of your dice. Likewise, workers allow you to nudge a die up or down by one, so if you have a die that's can't get you anything you need, you can use it to pick up the resources that let you manipulate dice later. It's not a great turn, but it ensures no die is ever completely wasted.

That's all you need to know to play, but playing well is an entirely different matter. There are a dozen different tiles that can hit the board, and that doesn't include the one-off rulebreaker (knowledge) tiles. All of them have a different effect; although their strengths are pretty well balanced, what gives you the most opportunity to score is tiles that let you trigger bonus actions you would normally need to use a die on.

For example, if you place a church on your board, you can take a mine, castle, or knowledge tile from the common board. That's one die saved, plus you can get it from any location without needing to roll the right number. Likewise, a city hall lets you add any tile you're holding to your estate without needing to roll the number for the space you're putting it in. Castles let you take any action for free, as though you had a third die with the result of your choice. Banks, meanwhile, give you two silverlings; buying tiles from the center area of the common board can only be done by paying two silverlings, and that's a bonus action on your turn, so banks effectively give you a free action as well.

Tiles that don't give you bonus actions tend to offer more points or other utility bonuses. Animals, for example, can be very lucrative if you get a good-sized pasture filled with as many of the same type as you can; watchtowers are a simple 4 VP per, but if you also get the knowledge tile that offers an extra four per at the end of the game, they're fantastic. Ships grab market goods, which are useful, but also move you ahead in the turn order; this sometimes has to be done carefully, though, as the person who reaches the same number of ships as you goes ahead of you in turn order. Boarding houses give you four workers, which don't spam actions but make sure you can do what you want on later turns. And knowledge tiles offer all sorts of effects; dice manipulation tiles are ones you want to grab early, point bonuses later when you know what will be most efficient (or what you most want to keep away from your opponents).

Of course, there are bonus points for being the first or second person to finish all of your tiles of a certain type, so that's a consideration above and beyond simply doing the most efficient thing every turn. Choices!

The reason this game is so classic is that it's so balanced. I've sat and annoyed the hell out of my opponents, who were very nice about it all the same, by going deep into the tank on some turns after somebody grabs the one thing I need and I don't have a backup plan. Advantageous moves are not obvious; they have to be built on top of what you've done previously. If your most advantageous move goes away, everything looks the same, because everything is the same. It can be paralyzing, but in the best way: the options are all things you want to do, rather than all things you want to avoid, leaving you to choose the least bad option.

There's definitely a learning curve; veteran gamers will probably feel comfortable partway through the game, since there are so many turns, but it's not something to introduce to casual or new board gamers unless you know they're ok with a game that has a lot of knowledge to sift through. Giving yourself the ability to take almost anything you need because your dice manipulation is strong creates an easier path forward, but unlike many games, there's a real opportunity cost involved—getting related tiles, or workers, takes turns you might otherwise have been able to spend on building your estate, and this is a game where you could always use another turn to get something done.

It's a classic for a reason. Play it.

Score: Nine castles, leaving the tenth to the filthy English.