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.
...if Just For One Day
If it's not there in 13 months, just wait longer...
This quote sums up a lot of my feelings about Dice Age's Kickstarter campaign and their handling of customer complaints.
As a bit of backstory, Dice Age was designed as a dice-centric response to Magic: the Gathering. Various iterations (dough models, polyester models, banal card versions) were produced, played, and shelved for various amounts of time. Fast forward to 2010: Creator Tristan Convert gets a flash of inspiration from a piece of art; by 2011 a tournament with the aforementioned dice was held, Tristan's friends enjoyed the game and encouraged him to put his product on Kickstarter with the hopes of producing the dice in China via steel molds and high end manufacturing tools.
As a relative newcomer to Kickstarter (at the time) and fan of dice games, Tristan's vision stood out to me as something innovative and fun. A three-headed snake die? A functional die in the shape of a castle?! Sign me up. And sign up I did, for one copy of the full alpha set. Throughout the campaign, Tristan kept his backers very well informed (almost too informed, if there can be such a thing). Fortunately, 500+ other people felt the way I did about the game and backed it to the tune of $34,000 (roughly 24K more than needed.) Dice Age was featured in numerous magazines, on podcasts, etc. It felt poised to be a great success. Then, things fell apart.
Miscommunications with Chinese manufacturers caused massive delays. Price quotations had been botched, language barriers made for many dice being produced incorrectly (Wrong colors, soft consistency, dangerous materials used, etc.). A refund from the Chinese manufacturer was promised, but never arrived. So, Tristan took the mantra of "If you want it done right, do it yourself." This lead to another hardship: to pay for the workers needed to crank out 300 dice a day, Tristan would need to sell individual dice to non-backers in order to help fund the dice for actual backers.
All that aside, let me step off my soapbox and legitimately review the game...
Upon opening the package, the first thing you'll notice is the dice carrying sack: a brown piece of fabric with lace weaved throughout in order to help the bag close. The words "Dice Age" are also imprinted on the bag to let you know what game pieces are located therein (just in case you forgot). The quality of the bag is mediocre, but it does serve to give you the sense of being an archaic explorer in some fantasy land, so I do enjoy that.
The quality of the dice is... inconsistent at best (which is to be expected from hand crafted materials made by hastily trained workers, I guess). Some pieces, like the Rocket/Bomb and 3-Headed snake feel sturdy and durable. Others, like the white d4s, feel dough-like to the point that I instinctively roll them a big more gingerly in fear that they'll chip or crack. Still others, like the Volcano, yellow d8, and flying saucer/sobrero looking die feel chintzy, cheap, and much like the plastic figurines you'd find in a dollar store pack of dinosaurs or toy soldiers. Finally, I know these are "artistic" dice, but some of them seem to be horribly constructed (yellow d8, green d8 with 3 blank sides). On many of the dice, I can at least find some line of symmetry. The ones on which I can't just seem....awkward.
| Oh... it's supposed to look like that. :-/ |
- All players roll a d6 (not included). The player who rolls the highest gets the privilege of being first player, AND gets to distribute the dice. To distribute the dice, roll all of the dice of a singular color and, in a clock-wise fashion, give each player the die that landed closest to him-her. (Why players can't just grab the die that landed closest to them at the same time is beyond me, but whatever). This process is continued until all dice are taken.
- Play commences by P1 choosing a die from his/her collection (known as the "Garden") and rolling it. if the die shows a symbol, the player takes 1 of 13 related effects based on the symbol showing (effects are located on the included rules sheet). If a number is showing, that is the die's value for that round. If the number rolled is higher than a previously rolled number, all dice belonging to the player who busted (i.e. rolled too high) are placed in the "Wasteland," (i.e. their discard pile). There are also certain effects called "Suspend" that can be banked and redeemed later in response to other effects.
- When a player is unable to play a die, he/she is out of the game. Thus, the winner of a round is the last player who is able to play a die.
Sort of. Admittedly, there are some interesting dice abilities in the game: the square acts as a mind-control helmet of sorts. The Double arrow clones an ability, the hex (er, nut) is a limited counterspell, etc. There are others, however, that just seem out of place or make the game unfun: The X (er, cross) resets the game by wiping all dice from the playing area, the "Smile" icon instructs you to roll a d6 and smile (how quaint!); and, perhaps most frustratingly, rolling a blank side on any dice allows you to force any player to skip his/her next turn.
Aside from turn skipping being a particularly abhorrent mechanism in my mind, I had a few problems while playing. First and foremost is the fact that the die faces are pretty ambiguous. I was never really sure what constituted "blank." On the green dice, a blank side is easy to decipher because it's simply a straight/flat green side with no markings. On the more complex dice, it gets harrier. Does the three headed side of the snake die count as a blank (it doesn't have markings or pips) or does it count as a 3, because there are 3 snake heads? Does the side of the rocket dice with the ammunition count as blank, or does it count as a 2 because there are two visible bombs on its face? Other dice try to be overly aesthetic, with some d8s using a standard "7" on one half of the die with the other side using 7 pips. Still, other die use such a large number "10" that it expands past the face of the die itself, making the face relatively indecipherable at quick glance.
The other thing that detracted from my enjoyment of the game is that, with certain dice, it's incredibly easy to get the result you want if you just roll the die in a particular way. The volcano and the sombrero/spaceship are very easy to manipulate, leading to a blank side roughly 80-90% of the time you roll them. the tank, "fire engine," and 2-sided coin generally give you the result you want if rolled with the right grip and hand motion.
Overall, I found Dice Age to be more style than substance. I played a handful of rounds to get a feel for the game (and to do a review) but can't say that I ever want to play the game again. Frankly, I'm kind of sad I actually spent money for this game. At this point, I'll probably cannibalize the pieces to use in future prototypes or give the game to a fellow gamer so he/she can do the same.
For those of you looking to purchase this game, you're more than welcome to your preferences, but I would advise you NOT to. For those of you looking for a second opinion, feel free to read the excellent piece written by Josh Edwards
A Pro's Protospiel Perspective.
- Arrive early and leave late. Maximizing your time at the con will give you many opportunities to playtest.
- Don’t stress component quality. Many designers like to make attractive-looking prototypes, and if that’s what you enjoy, that’s great. But don’t get hung up on it. Unless you’re at a late stage and want to attract playtesters, or if you’re self-publishing and you want to test your graphic design, you’ll be fine with a simple, clean-looking prototype with clear, distinctive graphics.
- Play other prototypes. Not only is this necessary to do to keep the con functional, you’ll learn just as much about game design from other playtests as you will from yours.
- Have thick skin. One of the most annoying things about board game design is that it’s horribly iterative. You won’t be done after your first try. You won’t be done after your fifteenth try. You probably won’t even be done after your fiftieth try. So as a result, you will get a lot of feedback as to why your game isn’t working. If you want people to tell you how brilliant you are, become the CEO of a large corporation.
- Listen to everyone’s feedback. Playtesters have a perspective you don’t.
- Feel free to ignore any feedback. There are all kinds of games out there, and not everyone enjoys them all. You may even get contradictory feedback. Try to get as many points of view as you can, and work out where to go from there.
Anticipatory GenCon 2012 post
Thanks to the scheduling gods and the gracious invitation of InD20's Larry Fettinger to let me stay at his house (thus saving 900-1000$ in hotel fees), I'll be going to Gen Con again this year. This time, however, should prove to be quite a different experience, as I'll only be in a booth for a few hours of the convention instead of 8-9 hours a day like 2011.
Coupled with the fact that I'll be arriving at Larry's on Tuesday and sharing space with prominent and promising publishers (Seth and Michael from Tasty Minstrel, Josh & Adam from Chip Theory), reviewing royalty Ryan Metzler, and Ascension Archnemeses James and Jacob McCarthy. I'll have plenty of time to play games and wander around the vendor's hall and open gaming area. While doing so, I hope to meet up with some of the people with whom I interact frequently on twitter and play some of their games as well as some of the big name games that will be released at the convention. Listed below are but a few of the many games and things I hope to play and accomplish at this year's convention as well as the ones Scott hopes I bring back for us to play together.
GAMES TO BE RELEASED AT GENCON:
#1: Smash Up -- My main goal at conventions is not simply to pick up the hottest games for the sake of reviewing them, moreso they serve as a place to buy games that my wife and/or family can play together. Fortunately, AEG's Smash Up fits squarely into both categories. With it's intriguing "Shuffle building" mechanic, players can take a number of popular gaming tropes, combine them, and actively work to score bases and set off devious combos in hopes of scoring the most points. No, it doesn't look incredibly deep, but it does look insanely fun, and that's the most important thing in a game to me.
#3: Dominion: Dark Ages -- Like many other tens of thousands of people around the world, I'm a Dominion addict; and this latest iteration from Donald X. has me salivating like Pavlov's dogs at any hint of a preview card or insider information. To date, we just know that the focus of the expansion will be upgrading and trashing. I was a big fan of the 3 card in Ascension that let you manipulate things in the graveyard/Void, so I'm waiting with bated breath to see what kinds of shenanigans can be pulled with these new kingdom cards and how the new Ruins card impacts play. I am not, however, looking forward to schlepping my big 3200-count box containing the entirety of Dominion collection through Hall D.
#6 Africana - (Scott) Africana is the new game by Michael Schacht, a designer whose games I've greatly enjoyed over the years (Zooloretto, China). In Africana, players are going to be travelling around Africa, going on expeditions in order to gain enough money to set off on a grand adventure. I'm intrigued by the "Adventure book" mechanic, which Schacht borrows from his own Valdora. Sounds like it will be a very fun game.
- Farmageddon
- Alien Frontiers: Factions
- Morels
- Sentinels of the Multiverse: Infernal Relics
- Viva Java
- Libertalia
- Sheepland
- Libertalia
- Nefarious
- Chicken Casesar
- If I'm Going Down
- Timeline: Discoveries
- 7 Wonders: Cities
#2: Swinging Jivecat Voodoo Lounge -- Loyal readers of this site will know that this game has been my White Whale since Origins 2011, when I fist saw it. I was within feet of multiple playthroughs of it at Origins this year, but never got the opportunity to play myself (though getting to play Princes of the Dragon Throne and Forge were pretty sweet consolation prizes) . Nonetheless, I didn't get to touch the martini glasses or the skulls, or the plastic monkeys... and that makes me a sad panda. In SJVL, players are hepcats in the club scene of the late 50s, and through careful usage of the cards they are dealt/acquire, they progressively build cliques in the four areas on the Lounge. It's abstract-y to a point, but still maintains a hilarious theme, (i.e. it's right up my alley.)
#3: King of Tokyo: Power Up -- Though I'm sad that the expansion to one of my favorite games of 2011 got pushed back from GenCon to Essen, I am pretty pumped that IELLO will have demoable copies at their booth. For those who haven't been obsessively following the news about this expansion, Richard Garfield has appeased the throngs of players clamoring for individual character powers. In Power Up, characters may activate a specific character power by rolling 3 heart symbols. After this is done, one of the character's cards is flipped up and subsequently gives them powers to use throughout the game: The Kraken might make a player lose health and VP, the Cyber Bunny may steal energy cubes with an attack, etc etc. And, while all this sounds pretty cool, the inclusion of an additional character named Pandakai ups the "want" factor on this game to 11.
- Empire Reborn
- Dominare
- Innovation: Figures in the Sand
- Chaos & Alchemy
- Forge
- Heartland Hauling Company
- Hexploration
- Take The Bait
- Compounded
- Fleet
- Mice & Mystics
- Biomechanical Dino Battles
- Castellan
- Crude: The Oil Game
- SolForge
- #1. Find someone who can beat Christopher Badell in one of Heartland Hauling's infamous "Mustache/Beard-offs." I doubt this can be done, but I'm going to find someone who can; maybe George R.R. Martin.
#2. Get more visibility for my "Strip King of Tokyo" tournament scene. (joking, completely joking)
#3. Test some of my current prototypes, including Aches & Brains, Gyre, & Slide Rulers
Games Galore & Guidance
However, it would be a little myopic of us to assume ALL of our readers have the opportunity to attend the get together in Indianapolis. So, we're giving them some options too. Two in fact, listed below:
100 GAME CHALLENGE
This month, Games and Grub will be taking on a challenge that forces us out of our comfort zone and hopes to do the same to you. From August 15-19th, we hope to play 100 different games: Abstract, Euro, Ameritrash, DBG, RPG, CCG, Minis, et. al. We invite all of you to do the same in the hopes of discovering a hidden gem.
For the record, there is no prize for the person who plays the most unique games. We're simply doing this to broaden our gaming repertoire. As Richard Garfield said, "Any one who hopes to design a game needs to play them; lots of them." If we get enough interest in this program, we might make t-shirts or something. Would you guys be up for that? In any case, feel free to comment on what games you thought were interesting (or not interesting) in our feed. If you're on twitter, we'll be using the hashtag -- #100Games -- to denote what games we've played or are playing.
The other thing we should hash out is how to deal with prototypes, expansions or digital iterations of games. Currently, I'm weighing prototypes with the same importance as a standalone game (i.e. 1pt). They, for all intents and purposes, are standalone games, and I would encourage everyone reading this to TRY some prototypes (see CartrunkEnt for more info on this). Digital Iterations of games will count only if you have not played the cardboard game of the same name (e.g. you can't count cardboard Ascension and iOS Ascension as 2pts). Expansions will only count as 1/2 a point so as to prevent inflation of numbers. So, if you play Dominion with all the Expansions, it's 4.5pts {1+[7*0.5]}, not 8. Sound kosher?

STRATEG-ERY!!
The other thing we're hoping to do here on the website is to start putting out more than reviews. When we first started, we did interviews with designers, fellow reviewers, etc. Lately, we've been slacking on that front and we hope to get back to a place where we can do 2-3 interviews per month without stepping on the toes of other sites that do this very well. We'd also like to delve a little deeper into gameplay aspects of some well known games. And, while we think we're decent players in our own right, we'd much rather hear YOUR strategies for success in your favorite games.
So, if you'd like to contribute a strategy article for G&G, feel free to email us at gamesandgrub(at)gmail.com
The only thing we request is that the strategy article you write be for a game published within the last 2 years or currently in BGG's Top 200. We will also make an exception if the designer of a game would like to provide an article outlining strategies for his/her game. After putting out the call for articles, we received interest in tips for Ascension, Summoner Wars, Cosmic Encounter, Farmageddon, and even a humorous offer for a Dixit walkthrough.
With any luck, we can bring these all to fruition... even the Dixit walkthrough.
We actually posted this review 7 hours ago...
I love the Olympics. The national pride, the pomp and circumstance, and the events you never see outside of the Games (seriously, we need more Team Handball!). My favorite event to follow is the decathlon. I am always astounded at the sheer amount of athletic ability it takes to perform 10 very different events in a semi-short amount of time. You absolutely cannot be a specialist in just one or two events, you have to be amazing at all ten. To me...the winner of the decathlon is truly the greatest athlete in the world.
| Drab, and not very useful, but it gets the job done |
| Our champion |
E komo mai
At a recent CABS meeting, a few people asked me to play Hawaii. So I said, "sounds ok, tell me about it." The response I got was "It's the game Tom Vasel threw in the trash." For those not familiar, here's the video...
In my mind, that's not exactly the way I would normally try to get someone to play a game, but I was intrigued to see why Tom would hate the game so much, so I sat down to play anyway.
At its heart, Hawaii is a village building game, using tile laying mechanics. The main conceit of the game is very similar to the game Vikings, right down to having a similar "island border" piece for each player, although game play is quite different. After playing the game once, I can hear what Tom is saying, but he's completely wrong.*
(*He's not completely wrong, that's just a line from the Filmspotting podcast I love that I've always wanted to use)
The first thing I can say about Hawaii is that you get a metric crapton of stuff in the box. There are three different types of big chunky wooden tokens used as various currencies, there are well over 100 tiles that will be placed on the board, there are 10 modular board pieces, and even shields to keep your resources hidden. Given the fact that the game has an MSRP for $40, I can safely say Hawaii is a good value, based on pieces alone. But, does the game stack up to the contents?
The main board (shaped like the large island of Hawaii) is made of a series of large tiles (allowing a random set up each game), on each tile is a place for a specific type of building. At the top of each tile is a series of spaces for price tokens. These price tokens serve two purposes: 1. To show how much stuff on that space will cost (duh) 2. How many of that item is available for purchase that turn.
At the beginning of each of the five game turns, each empty price token space on the board gets a random price token placed on it. Once all the empty spaces are filled, one more price token is drawn for each tile. On one of the price token spaces on each tile is a pre-printed number...if the total of all drawn price tokens for that tile is higher than that pre-printed number, that token is not placed on the board. Instead it goes onto the beach, upside down, and becomes fish a player can collect. This led to the line in the title of the article of "8+5=fish" This also means that there is one fewer of that item available that turn. I will say that this pricing mechanism is horrifically fiddly, and it makes very little sense thematically.
Once those tokens are placed, it's time to play! Players can move around the island (playing feet tokens for movement, buy stuff (paying shells), and boating (which is movement, which requires feet). There's nothing terribly new with this section of the game. I love the idea of feet being a resource that you can spend and save. The buying section does have a twist or two. First, when you buy a building, you can either pay the price on the token, or pay double the price and flip over the building. This flipped building is much more powerful (usually worth twice the benefit of the main side). Second, you collect the token, and place it in front of you. This becomes important at the end of the turn. The boating mechanic plays exactly like the bonus cards in Stone Age. You pay a number of feet to go out on your boats, and gain one of the tiles out in the water. You'll score some points, and get some other bonus (another building, bonus points etc). You can also "go fishing." Remember the discarded price tokens from earlier? You can take a number of fish tokens equal to the number of feet you spend.
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| My resources...7 feet (on left) and 13 shells (right) |
End of game scoring is basically all the bonus point stuff you acquire throughout the game. Certain buildings give bonuses, there are kahuna tokens that will give you other bonuses, there are even surfer girl tokens that will score for each building in a certain village. In my game, I scored more bonus points than I did actual points throughout the game. I'm not sure how I feel about that. It seems to diminish the importance of the main part of the game. Of course, I suppose if my strategy focused on other sources, I might not have felt this way.
Overall, I moderately enjoyed Hawaii. I hate the token setup phase each turn. Absolutely hate it. But, I loved the random board set up, the movement, and I just felt the mechanics of the game fit really well together. With that being said...Hawaii won't find a place on my shelf. I don't find the game shines in any meaningful way. It does everything quite well, but not well enough to knock out a game like Vikings, which it shares so much with. I already own Vikings...and I find the roundel mechanic at the heart of that game to be far more interesting than anything found in Hawaii.







