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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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If it's not there in 13 months, just wait longer...


For those of you who have seen the "iconic" film Ace Ventura, you might remember one of the best (IMO) lines of the movie. Ace is getting ready to search the dolphin tank for a piece of evidence, but before doing so, gives fellow detectives a rather pointless but hilarious set of directions on how to proceed in his absence: "If I'm not back in 5minutes... 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.


From a personal standpoint, I am horribly disappointed in this campaign and the way Tristan went about handling it, and maybe that will bias the review below. If you believe it did, PLEASE feel free to discuss it with me on here or on Twitter. My main complaint is that the campaign funded on June 20th of 2011. It is now 13 months later, and many of those 500+ backers have not received anything. Heck, I only received my copy of the game because I incessantly complained. After growing restless around month 12, I emailed Mr. Convert and asked for my money back, at which point I was told that, per Kickstarter policies, he was allowed to keep my money unless the campaign was abandoned. Okay...sure...he can legally keep my money, but he just shot himself in the foot on the customer service front and gained a very vocal and opinionated critic of his game. Congrats on that Mr. Convert. 

What is also concerning is the lack of due diligence Mr. Convert showed in trying to get this project done. Perseverance and determination are fantastic qualities, but only if used in a manner that gets efficient results. If you persevere in beating your head against a wall because you're determined to making a hole there, those traits are being wasted. As a fellow backer said, "you can't just wake up and say 'I'm going to start manufacturing in China!' "  If there were forseeable translation problems, hire someone who speaks Chinese to resolve these issues; and do this WHILE THE CAMPAIGN IS GOING ON, not after it's completed. Hit the ground running. Hell, get a sample made by the company; if it's not to your standards (which it obviously wasn't), then GO WITH A DIFFERENT COMPANY.

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. :-/ 

 
As far as gameplay is concerned, I was constantly looking over the included rules sheet as I played. This, as some other reviewers have noted, is still unclear, meaning you'll have to bring up the rules on the website in order to fully clarify things. Here's how we played the game:
  • 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.
So, the game, essentially, comes down to using various effects in hopes of continually getting the lowest number. This is fairly basal, but at least the cool dice can spruce it up a bit, right?

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.

Well...DiceAge Alpha set arrived. If you want my thoughts on them, feel free to DM me. 

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

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A Pro's Protospiel Perspective.

Guest Poster Gil Hova is a busy man, which is why we appreciate him taking time out of his schedule to write an article for Games&Grub about his experience(s) at this year's Protospiel in addition to advice for budding designers. If you'd like to keep in touch with Gil, you may do so via his Twitter Account or BGG Page. Likewise, if you'd like to try one of his designs, you can play PROLIX... one of our favorite word games here at G&G.

A guest post by Mr. Gil Hova

Protospiel is a 3-day board game designers’ convention held in Ann Arbor, MI every year. The first Protospiel was held in 2001 by designers Stephen Glenn, Dominic Crapuchettes, and Mike Petty. It is now in the capable hands of designer David Whitcher.
I’ve attended Protospiel for about seven consecutive years now. I’ve seen games brought in (mine included) that were little more than proofs-of-concept, and watched them get bashed into playable prototypes, and then get bashed further into games that are actually fun, that people actually want to play. Of course, these games get attention on the other 362 days of the year, but there’s something special about a three-day convention focused intensively on board game playtesting.
That last bit is important. Protospiel isn’t about dry lectures on important concepts in game design. There will occasionally be a presentation about more practical matters, like how to pitch your game to a publisher, and there are plenty of seasoned game designers and publishers who are happy to share their experience in the industry.
No, Protospiel’s focus is exactly where it should be: playtesting. I’m convinced that the fastest and most effective way to grow as a board game designer is to simply get your games on the table and watch them fail. And Protospiel lets you do just that, for a full weekend.

The atmosphere there is amazing. You don’t get to see such a positive and creative environment in many other places. It’s tough to put the energy in words, but the best I can manage is as a kind of wave I ride along in. It’s because of this energy that I feel the 12-hour drive to Ann Arbor from Jersey City is worth it.
There isn’t much of a schedule at Protospiel. If you want to playtest a game, you simply find a few designers and a table. Of course, if you get your game tested, you should return the favor and playtest other games as well; the event won’t work if you only take and never give!
One thing about the event that has changed over the past few years is the number of attending publishers. In the years I attended the con, there would be maybe one publisher, who may have been there as a guest of honor. This year, quite a few publishers appeared. Mayfair, Elfinworks, Academy Games, and Minion Games are now regular attendees, and there were several new publishers who had a presence as well. This means that a designer can bring a close-to-finished design along with his raw designs, and have a good shot at getting publisher attention.
I always aim to bring three designs to Protospiel. Most years, this is too ambitious, and I only bring a couple. This year, I brought Sword Merchants, a late-stage economic game that I’ve been working on for a few years, and Prime Time, an auction game that I wanted to try with the auction mechanism ripped out. I also brought a game that a friend of mine had designed, because I thought it would be a good fit with one of the publishers there.
Well, I cut the Prime Time playtest after 15 minutes. I could immediately tell that the game wasn’t working. Sword Merchants fared much better; a publisher is interested in the game (though he hasn’t officially committed to it yet), and I’ll be mailing him a copy of the game in a few weeks. I saw a couple of other games get pitched during the convention. Some games found homes, but all of them got good feedback. Unfortunately, the publisher I had in mind for my friend’s game had a lukewarm reaction, but I’m glad I got his game out there.

If you’re a designer interested in getting good feedback on your games, I can’t recommend Protospiel highly enough. If you do attend, I suggest a few things...
  1. Arrive early and leave late. Maximizing your time at the con will give you many opportunities to playtest.
  2. 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.
  3. 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.
  4. 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.
  5. Listen to everyone’s feedback. Playtesters have a perspective you don’t.
  6. 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.
Protospiel is one of my “must-attend” board game events. It’s become an integral part of board game development for me. I can’t imagine any of my games being anywhere near as polished without it.

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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. 

#2: Seasons - The visibility of this game seems to be growing by leaps and bounds (and hopefully, some of that visibility has come b/c of my efforts to tell people about it), and I think this beautiful title by Asmodee might end up being a sleeper hit of the convention. Using beautiful art from Xavier Durin, Seasons takes the resource management of Magic: the Gathering and the drafting of 7 Wonders and mashes them together with a dice mechanism that dictates the progression of time and duration of the game itself. I played a pre-production copy of the game at Origins and came away VERY impressed, so I can't want to make it a part of my collection. 


#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.


#4: Android: Netrunner -- (Scott) My gaming history goes back to the early days of collectible card games.  One of my favorites from back then was Netrunner.  I especially loved the cyberpunk-ish theme and I loved the two distinct play styles of the Runners and the Corporation.  When I recently heard that Fantasy Flight was going to bring back Netrunner, I was extremely excited.  I was a little apprehensive about it being rethemed into the Android universe.  However, the Twilight Imperium reimagining of Dune into Rex seems to have worked well, so I have the utmost faith that Fantasy Flight has not hurt my baby.  Also, I hope that it's successful enough that we see more than 2 sets for this edition.

#5 Aeroplanes: Aviation Ascendant  -- (Scott) Clunky title aside, we have a new economic game exploring the early 1900s by Martin Wallace, hooray!  Actually, Wallace's Automobile has been a favorite of mine since its release a couple years ago.  Aeroplanes covers a similar time frame, but apparently is a bit lighter and more forgiving than Automobile.  Hopefully that will help it come to the table a bit more often than Automobile does.

#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.

Other published games I'm looking forward to playing: 
  • 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
UNPUBs ON THE RADAR:

#1: Mars Needs Mechanics -- I met Ben Rosset briefly at Origins this year, and he seemed like a bright, passionate designer with whom I'd like to speak more. I, unfortunately, didn't get to play his game, Mars Needs Mechanics, but made a mental note to do everything in my power to play it at GenCon. MnM, from what I could deduce, is a set collection game that uses timing effects in order to allow players to build combos and be the most successful engineer. As a lover of engine-building games, the ability to build an engine (both literally and figuratively) in this game has be eagerly awaiting my turn to play it. 


#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.

Other UnPubs/Not Yet Released games that should be on your Radar:
  • 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
OTHER NEFARIOUS PLANS TO SET IN MOTION:
  • #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 

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Games Galore & Guidance

As you might imagine, a lot of our posts in August are going to be Gen-Con related. Pre-GenCon, we'll be posting a lot of things pertaining to things we're excited for at the convention; and post GenCon, we hope to write reviews of all the games we plan on purchasing.

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.  

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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.


So, to celebrate the Olympics, and this event, I wanted to look at Decathlon, a 1984 Avalon Hill / Sports Illustrated board game.  In Decathlon, 1 to 7 players play as a famous decathlete in history.  Through dice rolling and chart-reading  players can recreate their own fantasy decathlon.  

At some level, I hesitate to call Decathlon a "game."  It truly is more of a statistical simulation of the events.  Players don't really have many choices throughout the game.  They are at the mercy of the die rolls and the charts.  There are certain points where some choices can be made, which helps the game be a bit less dry.  

I said earlier that 1 to 7 people can play, but in fact, 8 can play with the AH / SI edition of the game, as they added a "Super Decathlete" which is an amalgamation of the best charts of each of the included real life athletes.  In theory, this super character should be able to blow away all of the other character... in theory.

Drab, and not very useful, but it gets the job done
In order to test this game, I set aside a fair amount of time (I turned on a Red Sox / Yankees game), and decided to see who the best decathlete of all time was.  That's right, I played an 8-player game of Decathlon, by myself (I know how to live the high life).  It's a very easy game to solo play (with as many or as few athletes as you wish)l.  In the box, you get three dice, two boards (which are only truly necessary in one event), a set of rules, a booklet of athlete charts / biographies, and chits for each athlete.  

So, who can you play in Decathlon?  Such luminaries as Milt Campbell, Rafer Johnson, Vasily Kunetsov, Bob Mathias, Bill Toomey, Jim Thorpe, and C.K. Yang.  Yeah, don't worry, even as a fan of the sport, I only knew of three of these guys before I sat down to play.  To help introduce you to them, however, the designers did write up 2-3 paragraphs about each man's history.  I greatly appreciated this history, and in some cases, the stories even play a part in the game.  

The game works like this: each event has a slightly different set of rules, but they all follow a few basic principles.  When it is your turn, you roll the three dice.  The dice will be read in such a way as to come up with a two-digit number.  The black die is always first, the two white dice are added together to make up the second digit.  You then cross reference that two digit number in the athlete's chart for the current event.  You will find a time, distance, or height depending on the event.  You record that on the score sheet.  Once the event is done, you take the athlete's result, and look at a points chart located in the rule book. You then get their score for the event, which is placed on the score sheet. So, with everything set up, let's take a look at the 10 events (and some highlights from my game).

100 Meter Dash - the first event is also the simplest.  This event is simply roll the dice, and get a score.  In my game, the times ranged from 10.4 seconds to 11.0.  The 10.4 was run by Jim Thorpe, named the greatest athlete of the first half of the 20th Century.  

Long Jump - In the long jump, each athlete gets three chances to jump as far as they can.  Before each roll, the player chooses one of three charts "Safe, Average, or All Out"  this determines how hard the athlete will try on that jump.  Safe means you'll get a below average score, but there's no chance of injury or fouling.  Going up the charts increases both of those chances, but also brings you chances of having better scores.  In the long jump, Bill Toomey had the first 1000 score of my decathlon.  A 1000 score is considered to be an extremely good score.  He jumped 26'6" on his first attempt to score 1035 points.  The decathlon record is only 6 inches farther. 

Shot Put - This even uses the exact same rules as the long jump.  The results were extremely different, however.  In Bill Toomey's biography, they talk about a childhood injury that meant he didn't have full strentgh in his hands as an adult.  This showed up as a dismal 680 point performance in the shot put.  Jim Thorpe took his second event with a 57'6" throw.  This is actually 10 feet further than he ever threw in real life (I'll come back to this later).  Oh yea, my super decathlete?  Injured himself on his first throw, and had to play it safe the rest of the event.  

High Jump - High Jump and Pole Vault are the most strategic events in the entire game.  There's an amount of cat and mouse, bluffing, and even press your luck you'll have to play to win this event.  In each athletes charts for these events, there are a series of heights. When you roll, you check to see if the height is greater than or equal to the height you are trying to jump.  If it is, you pass, if not you fail.  These two events are the only ones where fatigue play a factor.  If you take too many jump attempts, you will end up too tired to perform your best in later events in the day.  I think with more players, this event would be a lot of fun.  In my game, unfortunately, the dice were unkind...with all decathletes bombing out at either 6'4" or 6'6"...except the super decathlete who injured himself attempting 6'7",  knocking himself out of the competition altogether!

400 Meter Run - Take the 100 Meter Run, and multiply it by 4.  That's this event.  However, if you were fatigued from the high jump, you suffered a time penalty in this event.  Bill Toomey proved that he has great endurance for running, by scoring 970 points with a blistering time of 46.6 seconds. Coincidentally, Bill Toomey currently holds the real life 400-m record at 45.68 seconds.

At the end of the first day,  Rafer Johnson was actually leading, despite not winning a single event.  His score was 4490.  The low man was CK Yang at 4190.  

100 Meter Hurdles - Another one roll and done event.  Milt Campbell proved to be the best hurdler, coming in at 14.2 seconds, and 940 points.  

Discus - This event works exactly like the Shot Put and Long Jump.  Bob Mathias won the event at a good, but unremarkable 172'.  Of all the events, this one probably showed how much Bill Toomey was set back by his childhood injury, only throwing 137'.

Pole Vault - Again, this event works the same way as High Jump, but the fatigue penalties can be more severe in the 1500 Meter Race.  CK Yang ends up destroying the competition in his specialty event.  He jumps 16' whereas only one other contestant even made it to the 15' height.

Javelin - ANOTHER three try event.  This event proved to be quite an interesting one in my game.  Vasily Kuznetsov actually won the event with a 238' throw.  Jim Thorpe, who had taken over the lead after the hurdles, threw 194' and actually gave up the lead to Kuznetsov.  

1500 Meter Run  - Finally, the board comes into play.  The 1500 Meter Run is a brutal way to end up two days of tough athletic competition.  In the game, you have a track board, marked off in a number of spaces.  On each player's turn, they roll the dice and check the chart like normal.  This time, instead of finding a time, they will find a number (and sometimes a letter).  This number tells them how many spaces they move along the track.  The letter relates to their fatigue penalty in the pole vault.  If the letter matches your fatigue level, you move one fewer space that turn.  Off to the right of the track is a timer.  After each player has moved, that timer is pushed forward 10 seconds.  This roll and move aspect continues until each athlete completes roughly 3 3/4 laps of the board.  In my game, Jim Thorpe absolutely obliterated everybody in the field.  Scoring 1085 points in 3 minutes 32 seconds...or 30 seconds faster than the real world decathlon record is today.

Our champion
Final results:  Jim Thorpe proves himself to be the greatest athlete ever, scoring 8800 points.  That score was not hit in real life decathlons until 1992.  

If there is one major issue with the game, it is that  Jim Thorpe is too powerful.  They obviously bumped his numbers a bit to compensate for advances in the sport from the time he played.  Unfortunately, I think they juiced him too much. He's a phenomenal runner with great endurance, he can throw everything but the javelin a country mile (remember the shot put result?), and he can jump over the moon (his score in the pole vault was 12'8" in my game, he never cleared over 11' in real life)...there's nothing he's really bad at.  So, if you want to beat him in this game, you either have to injure him, or get lucky beyond luck's limits.  Of course, in a simulation like this, you have to expect that everything isn't perfectly balanced.  I just wish his card was a little more realistic.

That being said, I kind of enjoyed my time with Decathlon.  I learned a great bit about some of the greatest athletes ever.  I would love to see updated athletes like Bruce Jenner, Dan and Dave (you remember those guys right?) , and Daley Thompson.  Perhaps someone on BoardGameGeek has done this already?  I may have to find out.





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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...


... if you look up part two of the review, you can see his actual thoughts on the game.

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.

My resources...7 feet (on left) and 13 shells (right)
At the end of the turn, there's an end of round scoring phase.  On the board, is a tile showing players how many resources they get at the beginning of each turn.  There is also a larger "goal number" listed.  If your price tokens + fish icons is equal to or bigger than this number, you'll score some points.  If you have the highest or second highest number, you'll get even more points.  This continues for five turns, when end of game scoring happens.

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.






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