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...if Just For One Day

Much like Origins, I was only able to make it to GenCon in Indianapolis for one quick day.  As I discovered, one day at GenCon is WAY harder to pull off successfully than it is at Origins.  I'm not going to get too in-depth into things, Eric will have a real report of the full con in due time.  I did want to share a few points that stood out to me.  For the record, I went on Thursday.



1. Oh my Knizia, was it busy.  I've been to GenCon before, in fact, I believe this was my fifth.  I have NEVER, and I truly mean never, seen the exhibit hall as busy as it was on Thursday this year.  Not just the exhibit hall either, but the parking lots as well.  I usually park over at the mall a block over, and even on Saturdays, I usually can find a spot on the third level.  This year, at 9:30 AM, we had to circle the garage for nearly 25 minutes before a single spot opened up.  Absolutely insane.  Several other lots had already filled up as well.

Luckily, the on-site registration hummed like the machine it is, and we were through in under 15 minutes.  This is something I've always appreciated about GenCon, they seem have their act together when it comes to registration (though I've heard stories that Will Call and Events Registration were pretty tough to get through at times).  

With all of these people, it meant that just traversing the exhibit hall was more of a mosh pit than a shopping experience.  It made me appreciate the open aisles at Origins MUCH more.  This giant crowd leads me into my second point.


2.  It was hard to get to the games!  Because of the extended time it took to get parked, we didn't make the hall until 10:45.  By that point, roughly the front quarter of the exhibit hall was the line for Fantasy Flight Games (I heard estimates that the line was nearly 3 hours long at one point).  Nearly every aisle, and even the front wall seemed to hold some portion of the folks lining up to purchase the new X-Wing Minis game (mostly), among the other releases they had.  They weren't the only ones though, Wizards had a massive line to get in to see the new D&D items, AEG had a massive line, Wizkids had a line that circled their booth...it was about impossible to get into any of those major booths.  

If you did make it into their booths, forget about getting a demo.  Those tables were full, and in some cases, 2-3 deep waiting for a demo.  Somehow, I managed to get within 5 feet of a Fantasy Flight table demoing a new Star Wars living card game...I consider myself lucky.  I do give most of the companies credit though, I didn't see too many sell-outs beyond Android: Netrunner (the #1 game I wanted to buy there, sadly) and Seasons.  Fortunately, by early afternoon, it was possible to make it into these booths to look around.  If they had early buyer deals though, those were long gone.


3. I didn't buy much.  Granted, I didn't have time to stop by all of the indie booths, and try out those games, and I'm rather sad about that fact.  Still, in two or three rounds of the hall, I didn't find a great deal of games that interested me enough to really stop.  I am absolutely sure there were great games I missed, and I hope to learn about them in the very near future.  However, it just did not seem like there was a big "wow" factor to many of the new games I saw at the show.

4. What I did buy was nice and cheap.  This is my favorite part of GenCon - you can get some insane deals.  I was shocked at some of the deals I found on new games.  I found Africana by Z-Man for $30 (retail $45), and Roll to the South Pole by Rio Grande for $23 ($35 retail), even got a 6-pack of Star Trek Heroclix ships for $20 (about $35 retail).  A friend I was traveling with found Puerto Rico for $15 new.  And some poor company was trying to give away some version of Carcassonne for $1, and could find no one to buy them.  Deals, GenCon has them.

Tauren Warrior

5. Awesome people I'll end my comments by discussing the awesome people I did talk to.  Every booth jockey, every opponent I had in a game, every person I accidentally elbowed in the back was as nice and as pleasant as you could possibly imagine, given the insanity all around.  I think that's what makes it all worth it... this hobby is so much more than just the games, it's all about the people that make and play them.  I sincerely hope that next year I can spend more time talking to them.  


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Don't drown in the hype...

Lords of Waterdeep is the newest in a line of Dungeons & Dragons themed games released by Wizards of the Coast.  The three previous games in the line were large box, miniature-heavy, dungeon crawlers very much in the vein of the original source material.  Lords of Waterdeep also mines the D&D mythos, but in a much different way.  Waterdeep tries to shoehorn all of the action of a D&D campaign into a European style worker placement game.  Waterdeep is very successful at being a Euro, but falls pretty flat at being a Dungeons & Dragons game.

For the record,  I am not a Dungeons & Dragons player.  I attempted one game and it went something like this:

DM: "You walk into this village, the townsfolk move in on you inquisitively.  The leader walks towards you with both arms raised above his head."

Me: "I slice the leader in half, and begin torching the village."

DM: "..."

*10 minutes later*

DM: "OK, all the villagers are dead, the town is ablaze..."

Me: "Awesome, I run back to the beach and steal their boat, and sail off for the treasure island."

DM: "Which direction is the treasure island?"

Me: "Uhhhh....left? I guess I should have looked for a map or something, huh?"

DM: *Sighs, closes notebook, grabs Star Trek CCG deck*  "You seed first, ok?"

Thankfully, you don't really need to know the Dungeon & Dragons brand at all to enjoy Lords of Waterdeep.  In Waterdeep, you play as one of the titular lords; these lords each give some sort of endgame bonus, and can help in directing your strategy as you play.  For example, the lord I played as in my first game gave a 4 point bonus for each Arcana and Warfare quest I completed.

As this is a worker placement game, you can expect that a game turn is pretty simple.  Each player starts the game with two workers...er, "Agents." You will gain a third after four turns.  When it is your turn, you place one agent onto a building and take the benefit of that building.  The board is laid out very well, there is a logical and clearly marked place for each building and card deck in the game.  The illustration on the board is supposed to be Waterdeep, but it looks more like a finished Carcassonne map to me.

The inn is probably the most important building in the game.  As you may suspect in a game themed from role-playing material, the inn is where you can gain more quests.  Since finishing quests is the way to gain points, you'll be visiting the inn quite often.  Each quest requires a number of adventurers to complete, so several of the other buildings on the board are various "adventurer's clubs" where you collect the appropriate people to take along with you.  You may also choose to go first in future turns, get some gold, draw an intrigue card (which may harm the other players), or even build a new building from the Building Hall.  These extra buildings are more powerful than the base buildings.  Unfortunately (for you) they are usable by all players; however, you will gain a small benefit if an opponent uses your building.

Poor attempt at a painfully artistic board shot
Overall, Lords of Waterdeep does the Euro thing extremely well.  Lords of Waterdeep is definitely a light-middle weight game.  There aren't many tricks up this game's sleeves.  The only gotcha moments come from the Intrigue cards.  These are pretty standard "take-that" cards that can help slow your opponents down.  All of this makes Waterdeep a great gateway game into the Euro / Worker Placement world. Where the game fails, for me at least, is in bringing the Dungeons & Dragons theme to the forefront.

As I said before, I'm not a D&D player (or a role-player of any type, to be honest), so I came into the game fearing that I would not "get" what was really going on.  However, that was not an issue at all.  In fact, since I was taught the game, I had no idea what most of the stuff I did actually meant in the world of D&D until I went back and read the rules myself.  Sure, your lords all have funny names, and the quests have text that tells you what your quest is all about, but none of that affects the game in the slightest.  It could have just as easily been a trading in the Mediterranean game.

With that being said, I did enjoy Lords of Waterdeep for what it is.  It is a beginner's Euro.  It's a great gateway game both for new game players, and for people looking to branch out from the role playing world by trying something with a comfortable theme.  Lords of Waterdeep is a fun game, but ultimately not one that I would add to my collection;  because I already have other games that do what this game does, but better such as Stone Age, Agricola, and even Leonardo da Vinci (a game I am more fond of than many, it seems)..



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