Tag Archives: indigo

Gametown Top Ranking

While listening to Heavy Cardboard episode 52 (Amanda and Edward revealing their top 50 games each), I naturally started thinking about the games that would make it into my “Top N” list. I don’t think I could sensibly manage N=50; even with the length of time I’ve been seriously gaming, I’d probably struggle to drum up 50 games I’ve played more than once and I don’t think I can legitimately pass judgement on a game I’ve only touched on a single occasion. N=10 would be manageable, but liable to change on a moment’s notice.

So I thought I’d do something a bit different: a couple of favourite games in each of ten different categories, giving me a “sort of top 20 games list” to come back to in a year or two and scoff at.

All-Time Classics

You know, the sort of games that are always hovering around people’s top-10 lists, usually in the top 10 or 20 on BGG and often more than a few years old.

Agricola

Agricola

Yeah, you know it’s still the best game ever. Building a food engine, improving the farm, grabbing stuff, keeping an eye on everyone else and making sure you know when they’re going to be grabbing stuff, making sure you have enough food for Harvest… The game wants to kill you, but it wants you to have fun anyway.

I haven’t played it for ages though, which is partly due to the constant influx of new games and partly due to the company I keep – quite a few people don’t want to play with certain other people because those certain other people are so good at Agricola that there’s no chance of winning. Doesn’t bother me though. Agricola‘s always a good time, win or lose.

Twilight Struggle

If I’ve got 3–6 hours and a single willing victim, this is the game of choice for me. Of course, those being fairly restrictive criteria and being married to someone who (by and large) doesn’t play board games… again, this one doesn’t get played enough for my liking. The new digital adaptation by Playdek does an OK job and I need to dig into it more to get my head round the interface, but nothing beats the raw tension of playing TS in person.

Heavy Euros

The real brain-burning brutes with plenty of bits of wood being pushed around.

Madeira

See all my red workers in the fields? See my red square action marker in Moinho? That's my engine, that is.

Sounding like a stuck record already, but… I need to play this more. It’s fun, it’s long, it’s oddly lovely to look at and sweet lord it hurts. It’s (usually) obvious what you need to do in order to score in the next scoring round, but how you actually get to do those things and pay for them… that’s a whole other challenge.

Through the Ages

Possibly cheating with this one, because I’ve never played it face-to-face and I haven’t played the new version; it’s all been on BGO with the original (or very slightly tweaked) rules. It’s a masterpiece of horribly tight resource management and tableau building, which are two of my favourite things in games.

Lighter Euros

Shipyard

Rondels, rondels, rondels. Ships so long they look like oil tankers. The weird canal-maze-tile-laying subgame. This one’s greater than the sum of its parts, and its parts are pretty great.

Trajan

Trajan

So simple, yet tough to pull off well because of that mancala mechanism for action selection. And it works really well at all player counts from two to four.

Economic Games

Basically a way to get a few more heavy euro-type games in. Brass nearly got in here, so consider it an “honourable mention”.

Food Chain Magnate

FCM Olly

Like most Splotter games, FCM is non-stop tough from start to finish and things can go horribly wrong for you… but it’s quite often your fault when that happens and you can learn a lesson for the next time you play. And then you’ll mess up something else and get better again. So many strategies I’ve yet to try.

1865: Sardinia

This is really here as a representative of 18xx as a whole, but I think 1865 might well be my favourite. It’s small and tight, and it eliminates a lot of the fiddliness of more traditional 18xx games by virtue of players never having to calculate their most lucrative routes. So where the final rounds of many 18xx games can bog down into hours of “well, if I put a station there it blocks that, but if I upgrade this track then I get $10 extra…”, 1865 retains all the good stuff and skips along nicely to the end.

Cooperative Games

Pandemic

Pandemic

Quite enough has already been said and written across the web about Pandemic; I’ll say nothing other than that I think it’s the best cooperative game around.

Ghost Stories

Ghost Stories

While Ghost Stories isn’t heavy by any stretch of the imagination, it’s hard. Really hard. And really fun, as long as you can cope with the fact you’ll very probably lose.

Two-Player Abstract Games

I do love a good two-player abstract, and I’m trying to indoctrinate my kids in the joys of the classic white-vs-black board game.

Hive

Hive

Yes, white should win in an evenly matched game, but it’s still an excellent game. Although it looks like you’ve got loads of choices on your turn, there are very often only one or two that make any tactical sense, so it’s usually quick to play and easy to convince your opponent to play another round.

YINSH

Definite cheating here because I’ve only played this once, but I think this might be a truly excellent game and I want to play it a lot to get better at it.

Family Games

Stuff that my kids – and even my wife – will happily play and/or request.

Indigo

Indigo

For some reason, my kids love this Knizia game. I think it’s pretty good too, and it has the added benefit of being really handsome on the table.

Ticket to Ride series

Ticket to Ride

OK, I’m not a huge fan of TtR (especially the original US board), but I think it helps consolidate a lot of basic game concepts for my kids and will hopefully prove to be a decent stepping stone to more complex games.

Wargames

D-Day at Omaha Beach

DDaOB featured image

Because I don’t have any face-to-face wargaming buddies I can play with on a regular basis, it’s obvious that the king of all solitaire wargames is sitting here. Never mind that it’s incredibly tough and your troops will be picked off by the Wiederstandsnests as they move up the beach; this is a beautifully designed challenge for the solo gamer.

Red Winter: The Soviet Attack at Tolvajärvi, Finland 8–12 December 1939

OLYMPUS DIGITAL CAMERA

This was my real introduction to hex-and-counter gaming, and it remains my absolute favourite two-player wargame. Why? Low counter density, relatively low rules complexity and a beautiful map that – while as free as any other – encourages certain types of movement and play while leaving the door open for the odd surprise manoeuvre. Fantastic design. I’ve been trying to get my head into the sequel, Operation Dauntless, but the added chrome and armour rules mean it’s been a bit opaque.

Solitaire Games

Mage Knight

If I’ve got a whole evening alone, I’ll quite often set this up and… well, usually lose. But the puzzle! Oh, the puzzle. Every hand of cards is a different puzzle with loads of solutions, but usually only one of those solutions will get you where you wanted and with the right cards left over to successfully defeat the next challenge.

Friday

I could write almost exactly the same about Friday as I did about Mage Knight, except it doesn’t take a whole evening. Simple, yet satisfying.

Fillers / Party Games

Codenames

I’ve only played this a handful of times, and never with more than four players (so I have yet to experience the chaos and fun of larger teams) but I know it’s a genuine masterpiece of game design. So, so simple, yet so, so tough on the brain whichever side of the table you’re sitting.

Coloretto

Coloretto

I don’t think I’ve played another filler that engenders such furious bouts of swearing as Coloretto. It’s one of those “gentle” games where you can be genuinely horrible to people without directly stealing from them or anything like that. Again, a brilliant bit of game design.

So there it is. My pseudo-top-20 list. What did I miss off? What entire categories of game did I neglect to include? Let me know.

Oh, and I couldn’t neglect to include this little pop gem.

September Gaming Roundup

huge month of gaming, even when you exclude the Newcastle Gamers session I’ve already covered. It started with a weekend where Mrs Cardboard took two of our three kids away and left me with the middle one (aged 6), so he picked some of his favourite “proper games” to play. Two games of Indigo, one of Carcassonne (no farmers and playing nicely – no stealing cities, much to my dismay) and an unusually long Rampage in which we both struggled to properly demolish buildings and kept missing things when throwing trucks. As ever, I absolutely destroyed him points-wise (and the city, physically) because he’s far more interested in having fun knocking stuff over than in collecting full sets of meeples for points. 65 to 12. He didn’t care; he’d thrown bits of wood around for nearly an hour.

That weekend also included a Corbridge Gamers session with John Sh, featuring Snowdonia with the Neuhauser Bockerlbahn expansion. I nearly sneaked a win by doing really nicely out of station building and having just the right set of contracts to fulfil, but John got some excellent bonuses from track-based contracts and took the win by 10 points (134–124). The Neuhauser Bockerlbahn adds some interesting ideas to the Snowdonia formula, including wood and the ability to power trains (of which you can own two!) with said wood once you’ve felled it. I really should play Snowdonia a lot more.

We also played Russian Railroads, which was new to me. I’d somehow missed every opportunity to play it over the nearly two years since its release. I now massively regret that, because I really enjoyed it! It’s got that magical combination of being relatively rules-light while always having some fairly deep choices to think through, with early engine-building (not literally… although also literally) guiding you to an overall strategy that can work out really well… or go horribly wrong. I managed to sneak a win, basically by collecting enough engineers to score an obscene bonus towards the end of the game (28 points or something like that). John had warned me that the scoring would accelerate rapidly. Even with that warning, after the first round of six ended with the scores at 11–7, there was no way I would have suspected I’d win 299–274. Ridiculous. But brilliant. Very keen to play this one again with more players.

The major gaming event of the month came on the final weekend, with another fantastic two days away organised by the other gaming John in my life (Simmo when he comments here). These weekends have become little highlights of my year, with the opportunity to get some longer, heavier games played without fear of running out of time or taking up too much space.

Our view for the weekend

Our view for the weekend

Friday was almost entirely taken up with 1830, which I’ve wanted to play for a long time. I’ve had a copy of the Mayfair edition since I saw it briefly going cheap (£25-ish?) a while back. Simmo has had a copy of the Avalon Hill edition for a lot longer; indeed, the last time his copy got played was almost eight years ago. John, Ali, Olly and I all had a basic understanding of the rules, but it still took at least an hour to set everything up and make sure we were all on the same page (some slight rules differences and clarifications between the AH and Mayfair editions threw up some early stumbling points).

The initial auction for private companies left Olly with the B&O – very expensive, but with the bonus of the President share in the B&O railroad – and me with the C&A, giving me one normal share in the PRR (and obviously I went for the presidency straight away). Both of those railroads floated early and paid out often. Ali ended up with four shares in PRR, which meant I could have dumped the railroad on him just before its trains rusted and left him short of cash. As it turned out, at the crucial point he was swimming in cash and I slightly mistimed it anyway, so I ended up paying up about $750 for a diesel from my personal fortune, which pretty much scuppered my game.

The board was pretty full with tiles towards the end of the game, with only minor adjustments between operating rounds; unfortunately, we hadn’t thought this bit through and ended up recalculating entire train revenues every time, which ate up loads of time that could have been saved with a revenue table (I’ve printed one out and stuck it in my copy for next time). After about seven-and-a-half hours of play, we finished a set of operating rounds with only about $50 left in the bank, so we called the game there and saved probably another 45–60 minutes of recalculations that wouldn’t have changed the final position much.

Final score – Olly: $6,547 / Ali: $5,494 / John: $5,296 / Me: $4,227

A sound win for Olly, and a solid thrashing for me. I had a wide spread of shares across various companies, but without deep holdings in anything except PRR (50%). Coupled with mistiming the diesel buy, I think that was the crucial factor in my woeful performance. Olly, meanwhile, was heavily invested in two companies (B&O and C&O) with only a few shares from others, which meant he could get hefty dividend payouts from his presidencies. We all played nicely with each other (apart from my early blocking of C&O with awkward track tiles), given that it was very much a learning game (and I mistimed dumping PRR on Ali). Next time, I think we’re all armed to be a bit more vicious. And I’ve found myself looking at other 18xx games since; it’s clearly struck a chord with me.

Saturday was a lot more varied, with Age of Industry (New England map, Graham winning a low-scoring 5-player game on a tiebreak) and Ticket to Ride: Märklin (enjoyed this more than any other TtR variant I’ve played, even played at breakneck speed to fit it in before Ali had to leave – he thrashed us all in absentia) taking up the morning. I got in a 3-player Trajan (my favourite of all the Felds) with Olly and James; I made a couple of silly errors, which is normal for me playing Trajan, but still won by a single point over James.

The end of Trajan

The end of Trajan; just peeking into shot, bottom-left, is Olly’s impressive collection of shipped goods

After that came Erosion, a Sierra Madre Games card game, not designed by Phil Eklund, but developed by him and bearing all the Eklund hallmarks – terrible graphic design, cards filled with educational text and preposterous game terminology. It proved to be one of the strange little highlights of the weekend, partly for the fact that it’s a game about being a mountain, but mainly for the constant giggling about having “handfuls of schist” and asking people if they would be “uplifting”. Ridiculous, with a narrow win for James.

After introducing Jude to Ingenious (Jude placed second behind Graham, with me in third and Olly bringing up the rear after a little scrap where I made sure I wasn’t going to be last), I played the first of two end-of-WWII-themed games that rounded off the weekend – 1944: Race to the Rhine. In some ways, RttR could suffer slightly from its theme, in that it’s clearly a war-themed game (evident from the box art) but at its heart it’s a resource-management and racing eurogame. That means that wargamers could be a bit disappointed by the euro-style play, while euro-lovers never try it because it’s a “wargame”. Me? I loved it.

Ben played the sole British role of Montgomery, while Toby (Patton) and I (Bradley) represented the US generals pushing eastward towards Germany. As Brad, my problems were apparent from the start – I had no opportunity to capture limited supply bases on the way, so all of my supplies had to be brought onto the board at the “bottom” (the west-hand side) and taken all the way to my corps by truck. Monty and Patton had the option of bringing in supplies much closer to their corps, which meant they could be a little more responsive and flexible.

It turned out to be less of a Race to the Rhine and more of a (in Ben’s words) Casual Stroll to the Rhine, with each of us being fairly cautious in our advances. Toby did shoot ahead to the east in the first few turns, but then was brought up short by a lack of supply… alongside Ben and I using the Axis markers to hamper his advance quite drastically. Ben, meanwhile, mopped up some German forces as he sauntered to the east, and I pushed on in a fairly measured and even fashion, bringing each of my three corps forward together. I nearly came completely unstuck when Toby carried out Axis counterattacks into my supply lines; I was one turn away from being completely cut off, but I just managed to sneak some fuel and ammo through to keep things moving. Bradley does have the potential to be completely cut off (and effectively out of the game) without sufficient care, so that’s something to watch out for in future!

Meandering Saunter to the Rhine

Meandering Saunter to the Rhine – I do love the graphic design work on this one

It got a bit gamey towards the end, with Ben clearly having a lead in medals (the win condition if nobody actually crosses the Rhine before Axis markers run out) and thus wanting to end the game, while Toby and I wanted to catch up a bit… or even cross the Rhine, which Toby was perilously close to. We got there in the end though, with Ben winning on 7 medals, me on 6 and Toby on 5. A really fun game, which I’d like to play again soon… but I imagine I won’t get the chance because the theme probably puts a lot of people off. Shame.

One night’s sleep later, the three of us reconvened for Churchill on Sunday morning. An odd and very effective mix of negotiation, seemingly simple card play and abstracted warfare, Churchill covers the closing months of WWII, simulating the conferences between Churchill, Roosevelt (and later Truman) and Stalin. We played the tournament scenario, which covers the last five of ten possible conferences (the ten-conference game would take a fairly long session…), although we missed off the final conference through a lack of time.

The card-play in the Conference phases seems initially trivial, but it soon becomes apparent how important it is to (a) keep turn order in mind and (b) hold back powerful cards for late in the conference. Winning the Agenda segment at the start of each Conference phase not only lets you get a headstart on winning a conference Issue (represented by counters on the Conference Table tracks), but also ensures that you’re last in turn order, which is a huge advantage for winning that all-important Issue.

Ben (as Stalin) kept the “Nyet!” feeling alive by regularly debating Issues after they’d been advanced by either Toby (Roosevelt) or me (Churchill); conversely, neither of the Western allies felt the need to do much debating. I think I did it once, just to keep Ben from being able to debate (only one player can debate an issue after it’s advanced). It’s little touches like that which keep the theme alive through simple mechanisms – the USSR player debates so often, as Stalin did historically, because they get a +1 bonus to card strength when they do. Clever design.

Debates continued in another form after the Conference phase was over, with the assignment of support on various war fronts in the Military phase. There was a fair bit of jostling and (non-binding!) conversation going on as to which fronts would receive support and for what reason. I didn’t want to support the Normandy landings until my UK troops had entered Northern Italy; conversely, Ben was desperate to make Normandy happen so the Germans would divert some of their horde of troops to the Western front. That meant nobody could be happy until I’d got my precious advance in Italy and was ready to commit to the Normandy effort.

I pushed a couple of Global Issues early on, meaning I could place Political Alignment markers in Colonies when no one else could. That was going to be my key to VPs – Political Alignment and clearing out other people from the Colonies, keeping my head down so the others might not notice. Meanwhile, Ben and Toby kept the fronts moving forward as best they could, stealing the odd bit of Production from me (either directly or with Directed Offensives) and each other.

At the point that we cut the game short, neither Axis power had surrendered, so we knew we were in for a bit of a die-roll-fuelled resolution to the final score – it’s Mark Herman’s penalty for players who don’t bother finishing the war. The leader subtracts 1d6 from their score, the second-place player subtracts (1d6)/2 and the player in last adds 1d6. Before the d6-randomised score adjustments, I had a lead of several points over Ben, with Toby just behind him; after the adjustments, it was a different story.

Final score – Toby: 36 / Me: 32 / Ben: 31

A sneak win for the US. I’m not entirely satisfied with the “victory condition 3” ending with random score adjustments – had I not rolled a 6 and had Toby not rolled a 5, things would have been very different – but I guess that’s the idea. It’s not supposed to be a satisfying ending if the Allies don’t even bother to win the war.

And that was the end to a superb weekend of games.

John Sh and I managed to squeeze in another Corbridge Gamers on the last day of the month, featuring Tash-Kalar (deathmatch duel this time, which I think is a slightly better variant for beginners now I’ve played it – I still won 20–15), The King of Frontier, which manages to combine elements of Puerto RicoCarcassonne and a bunch of generic euro mechanisms into a genuinely successful and enjoyable little game (I won, 49–44) and Reiner Knizia’s venerable Battle Line, which is fine but not spectacular (John won with 5 flags overall).

An epic post for an epic month. October will be a little lighter on the gaming, I suspect, but there’s always hope.

Newcastle Gamers – Saturday 14 September 2013

A relatively quick rundown of the last Newcastle Gamers session before the next one looms too near…

I started off with Bruges, one of Stefan Feld’s 2013 releases. It’s his twist on the card-tableau-building genre, with a little bit of board play (but only insofar as building small canals and moving a meeple up a single track). With eleventy-thousand different cards in the deck (well… somewhere around 150), it’s both highly replayable and highly baffling the first time round. I took to a strategy of populating as many houses as I could with as many high-scoring people as I could, while making sure a couple of them were “Underworld” types who would cause a little devastation and mayhem with my opponents, John S and Michael. This happened to work out rather nicely, and I pipped John to a very narrow victory.

Final score – Me: 46 / John: 45 / Michael: 38

I really enjoyed this one. It felt very Feld, but played much more quickly than most of his games. Second time round, I think I would have a better handle on what I was doing… which would probably result in me losing.

Next, the three of us played Trains. Its inaugural play at the previous session had been a hit with me and with my fellow players, so I was keen to get it on the table again. A slightly different mixture of cards was drawn from the Randomisers this time, but the Amusement Park was still in the mix, bringing huge boosts to buying power, and the Viaduct negated the extra costs of laying track in a city. We also had the Tourist Train, which (I think) is the only way to score VPs while the game is in progress.

I didn’t get off to a great start with my tracks and stations, so my strategy board-wise shifted to “wait for someone else to build a city up, then use the Viaduct to swoop in there as well, with a relatively low cost/Waste penalty”. Combined with snaffling shedloads of buildings (bringing me 24 VPs at game-end), this turned out to be a cracking strategy, and I ended up absolutely hammering the competition.

Final score – Me: 67 / Michael: 51 / John: 45

I’m not sure if my previous play gave me an advantage (we used the Osaka side of the board, so at least the map wasn’t the same), or if I just managed to strike lucky with my cards enough times to buy loads of buildings. Either way, it was enjoyed by all.

Indigo. What can I say about Indigo? It’s beautiful (see the image at the top of this post), it’s simple and it’s fun. It’s Reiner Knizia’s take on Tsuro-style path-laying games, and suffice to say that once the three of us had finished playing Michael’s copy, both John and I had vowed to get copies of our own… which I duly followed up on. I’ve already played it with my family, and it’s been a bit of a hit with them too. John pipped Michael and me by a single point: 9 / 8 / 8.

Love Letter was next, and we played with John’s fancy-pants new edition, featuring the original Japanese artwork and packaged in (shock, horror!)… a box, of all things. Michael stole John’s early lead for a tight victory, while I wallowed in third. I like this game a lot, but I’m not a good bluffer. John managed to target the Princess every time I held her, so I’ve clearly got some sort of horrendous tell. This is why I don’t play poker face-to-face.

John brought out his new copy of Coloretto, which is fast becoming a favourite filler at Newcastle Gamers. John’s is the 10th Anniversary Edition, which features the Russian edition’s artwork (slightly more garish than the original, and a bit clearer for colour recognition) and a gold wild-card with its own tweaked rule. We’d been joined by Amo and Peter, bringing us up to five players. I’ve always found Coloretto difficult to keep track of with more than three players, but I somehow managed to do much better than I thought I was doing… or perhaps everyone else did much worse… anyway, I took the win by a few points, with only one extra card counting for negative points.

I’d heard good things about No Thanks! before, so I was pleased to have it suggested as the next game. Only a couple of us were new to the game, but it’s so simple that we were up and running in no time. The combination of perfect information (everyone can see what cards everyone else has taken) and horrifyingly imperfect information (nobody knows exactly which cards are in the deck) makes for a tense little filler, full of decisions. I seemed to make the right sort of decisions, and I ended up with only a few cards (which is a good thing) and a large pile of plastic chips in my sweaty palm (also a good thing, apart from the sweat), easily ending up with the lowest score. Another win! I was on something of a roll.

Peter left, leaving four of us to play Last Will. Turned out to be a cracking game, this, combining the thematic twists of Brewster’s Millions and a classic MB game from my childhood, Go for Broke, with modern worker-placement and action-spending mechanics. I misjudged my early game a bit, slightly overwhelmed as I was with the cards and options in front of me, so I ended up with two properties (not a good thing, because although you can spend money on their upkeep, you have to sell them before the game ends, which means you get more money, which is the opposite of what you want in Last Will!) and I mistook horses for dogs. That’s right – I can’t tell the difference between outline-icons of horses and dogs. It’s a sort of ludotaxonomic blindness.

That early mistake aside, I did OK, settling into the rhythm of the game reasonably quickly. An early boost for me was the acquisition of an “Old Friend” (or something like that) card, which grants the owner an extra action on each turn. This left me able to choose to have fewer actions but more cards in each turn, knowing that I could use the extra action to make up the difference. A final spending flurry did leave me slightly in debt once I’d sold off my properties, but not as much as Michael, who finished up with a glorious minus £10. As I say, a corker of a game, and it seems well thought out with double-sided boards and extra side-boards to accommodate different numbers of players.

To finish the night off, the four of us played San Juan. It’s a bit of a classic for a very good reason, and I always enjoy it (I play it a lot on the iPad). Even though I had some terrible card draws this time, and I wasn’t able to get much of a production/trading engine going until very late in the game, it was still good fun. Michael absolutely destroyed everyone else (not literally, although I can see room for an expansion there), finishing with another glorious score – this time, 42 points.

And that was that. As ever, a great night of games.

[Apologies for the photo-austerity this time. There are a whole bunch on the G+ event page.]