Showing posts with label first impression. Show all posts
Showing posts with label first impression. Show all posts

Monday, December 8, 2008

Shogun - First Play

It's been awhile since I made an entry because I haven't been to a game night in the last three weeks. Fortunately, Ed and I were able to make the one at Ray's on Saturday, and our first action was Shogun. Steve had just purchased it and was eager to play. He, Dee, and Ben joined Ed and I.

I had read about the Shogun's combat mechanic, but this was my first experience with the combat tower, which Ed promptly christened The Slide of Pain. I have to say that I like it. It's quick, and it's easy to figure out. Most of all, though, it's fun.

The game involves a lot of indepth thinking, which makes it good for players who like strategy. Having even one person who doesn't make decisions quickly, however, can slow the game down to sluglike proportions. I guess, however, that the same can be said for any one that requires a lot of thought.

While Shogun has the feel of Eurogame with combat, the metagame in my single experience devolved into Risk-like maneuvering for alliances. In fact, the whole game seemed to resemble Risk quite a bit. When we first set up the board, jokes were going around the table about how many bonus armies did you get for controlling the whole continent and who was going to get Australia.

Overall, I enjoyed my first experience with the game even if it did run a bit long. Ed claims that he won because he accomplished his goal of capturing and controlling Bitch'n (actually Bitchu, but who wants to quibble). The actual points leader was Dee, who came in two ahead of me and one ahead of Steve. I was knocked out of contention by a random attack from Ben, who was no where near having a chance to win and who later admitted to not having a clue what he was doing. Playing with him was like playing with a random chance element thrown in.

I need to play more times to get a better sense of how well I like Shogun, but my first impression was pretty positive. From a strategy standpoint, we debated a bit at the beginning whether it was better to control a region or have a bunch of territories spread out. After playing, I would lean toward controlling a region; it's a big advantage to be able to build and tax territories that you know cannot be attacked.

Monday, October 27, 2008

Race for the Galaxy

Ed and I went to the club game night at Ray's place last Saturday night. Our first contest of the evening was Race for the Galaxy. Ed had read a lot about it on board game geek and wanted to try it out. Dee agreed to teach it to us, and Josh, who had played before, joined us as well.

It took a turn or two to figure out what was happening with the different phases, but, by the end of the game, I felt like I was an old pro. The path to victory became pretty clear: get a lot of cards and then play the ones that get you points and more cards. I apparently got a pretty good starting hand and lucky early draws because I was able to play a lot of cards that produced goods.

My early strategy was to produce and then consume/trade, giving me a few points and tons of cards. A couple of the other players made the mistake of producing on turns when I had picked consume, which helped me out tons. With a good engine going, I switched to consume/2x VP, and ended up winning with 43. Dee was a close second with 41.

After playing Agricola, Ed wanted to play Race again. Dustin and Kwan joined us for their first time to play the game.

This game was much slower for me than the last time. I had a hard time getting my engine going, and, since that's the only strategy I knew at the time, it hampered me quite a bit. It was also slow because all of us were inexperienced players. For example, in the first round, every single one of us picked explore.

Being as it was their first time to play, Dustin and Kwan seemed to focus on playing as many cards as possible, regardless of value, making the game end sooner than I think it would have normally. I was never able to get my produce/consume engine going and ended the game with only two VP chips. I thought that my, at that point, four-game win streak was in jeopardy.

In the end, though, the two first time players hadn't collected any VP chips and had played a lot of cards that didn't have a lot of value. Ed had 6 VP chips but had screwed himself early in the game by misreading a card that he spent his whole hand to play. Thus, he ended up playing only 6 or 7 cards the entire game. I had only played 9 cards, but most of them were at least worth 2 VP each. I won again with only 21 points.

I was unsure whether I liked the game or not after the first play. I grew on me the second time, as I had a bit more understanding of the game mechanics. I like that it plays fast - 30 to 45 minutes seems to be a max for this game so far - making it perfect for the start of game night or a nice distraction while waiting for someone to finish up at another table.

I haven't come up with any in depth strategies yet - I'll need to play a lot more for that - but I do have a few tips:


  • In my limited playing experience, it seems that the winner will finish with somewhere between 20 and 50 total VPs. This total is relatively low, so every point counts. Make sure that every card you play has value, ie has a way to get you either cards, goods, VPs, or a combination of all three. Don't discount the value of playing a world that gives you 4 or 5 VPs even if it doesn't do much for you otherwise; those extra points may just win you the game.

  • Keep a constant eye on how many cards your opponents have played. When they get close to ending the game, maximize the points that you can get in your final turns.

  • Set up a produce/consume engine. Cards that give you a card and a victory point for consumed goods in phase IV are extremely valuable. Combine these cards with cards that produce a good of the same type. Use the 5 extra card explore to get the right cards in your hand.

That's all I have for now. I need to play it a lot more! Hopefully, after Christmas, I'll add it to my collections.

Monday, October 20, 2008

Agricola

Last Saturday night was my first chance to play Agricola, a resource gathering and utilization game that is often compared to Puerto Rico.

Since two of my opponents were Dee and Steve, both considered to be among the toughest competitors in the group, and it was my first time to play, I didn't think that I had much of a shot at winning. My main goal was to learn the mechanics and see how I liked it. Imagine my surprise when I ended up winning even though there were major rules, such as the fact that multiple players can use the actions on the overturned cards and how plowing/sowing worked, that I didn't understand until the very end.

On turn 2, I was able to play a card called Straw Hut (I believe that was the name, couldn't find it in the compendium) that allowed me to have an extra family member for the rest of the game. The advantage given to me by this inexpensive card considering that my opponents weren't able to add extra farmers for several more turns was tremendous. Using the scorecard as a checklist while possessing such a huge benefit, I was able to muddle along and win with 40 total points.

It's hard to offer strategy tips for the first time you play a game. The only thing I would offer up would be to make sure you get good cards. Seriously though, I think that, if I play it again, I'd like to try the drafting method of distributing the cards. Anything you can do to cut down on luck is good with me. Besides, I always loved drafting in Magic tournaments; the process would add an extra dimension to the game for me.

My overall impression of the game was neutral. I'd have to play it again a few times before I could give you a good assessment. It seemed complicated, but not overly so. Setup seemed a bit onerous as all four players had multiple tasks to accomplish just to get the board on the table.