In many ways, my gaming highlight in March was (finally) teaching Hive to my seven-year-old son. Not just because it’s a great game, but because he got it. I barely had to re-explain anything and he could recognise when things were going well and when they were turning bad. Admittedly, I helped him along in quite a few places (because there’s nothing fun about steamrollering a child at a game notorious for requiring an even match of player ability), but he understood exactly why the bad decisions he was mulling over were bad decisions. I foresee many matches of Hive to come in the future – and I foresee him beating me before too long.
The month began excellently (after an early session at Newcastle Gamers) with a game of Madeira against John Sh. I’d recently picked it up at a vaguely bargainous price, intrigued by its reputation as a brutally heavy euro and heartened by the knowledge that it’s a real favourite of Newcastle Gamers chairman John B.
At this point, I’d love to go into a detailed report and analysis of our beautifully constructed strategies and well timed moves. Instead, I’ll just present you with how the board looked at the end of the two-hour game as we sat with our heads in our hands, muttering things like “probably the heaviest euro I’ve ever played” and “that was exhausting”.
Yes, it felt very heavy… but not from being overburdened by elaborate rules. The rules themselves are relatively straightforward (I mean, it’s not Ticket to Ride, but it’s certainly not Mage Knight either); the heaviness comes from the complexity and depth of the interlocking mechanisms and the decisions you have to make on each turn. Resources are tight, in true brutal-euro style, and you only have a small handful of actions available in each round, so there are points where you’re inevitably failing to maintain your boats (if you have to buy wood, the cost scales using the triangular number sequence: 1 wood costs 1 coin, 2 wood costs 3 coins, 3 wood costs 6… all the way up to 6 wood for a horrifying 21 coins) or feed your workers. And failing to do things means pirates. And pirates give you negative points at the end of the game.
I ended up winning, 72 to 51, but it was kind of accidental. I fell into a heavy shipping strategy early on (mainly because of the first crown demand tile I was dealt) and it threw a reasonable number of points my way over the first couple of scoring rounds (end of rounds 1 and 3), plus a big bonus at the end of round 5 (my three red wine ships you can see on the board pulled in 18 points from a single tile). John had also overtaken me – way, way, way overtaken me – for pirates in the last round, so he got the larger points reduction at the end of the game.
So it was very much an exploratory first game, and I reckon Madeira would need a good four or five games before you get a decent handle on how everything fits together. I did really enjoy it, but it’s not an “every day” game. It’s probably not even an “every month” game, given its weight. But I’ll float it some time at Newcastle Gamers and see if I get any takers.
The middle of the month brought another wonderful gaming weekend (see this post for last spring’s report). I could only make it for about 24 hours, but I managed to fit in some excellent gaming. In brief:
- Formula Dé – This was much better fun than I’d anticipated, taking roll-and-move to a level that actually engages the brain. The highlight was watching Olly dance on the verge of death for most of the race before spinning and crashing out on the penultimate bend. I played it steady and very nearly won, being pipped to the post by John in the last roll of the die.
- Roads & Boats – Having scared everyone else away by (correctly) stating it had taken 6 hours last time we played, Olly and I then polished off a game in 90 minutes, both rushing to complete the wonder rather than bothering with mines and all that nonsense. Not the most satisfying of games, but at least it showed us another way it could be played.
- In the Year of the Dragon – Finally managed to play this excellent Stefan Feld game. It didn’t feel much like a Feld as we know them these days; it was much more a game of managing crises than building opportunities and creating combos. Really good fun, with an enjoyable schadenfreude in watching Camo (who has played the game a billion times) accidentally screw himself over and have a disastrous last few rounds.
- Suburbia – My first play with the Suburbia Inc expansion, which adds borders, bonuses, challenges and a whole bunch of new tiles. Camo, Olly, Graham and I were experienced enough to take it in our strides, and we ended up with some ridiculous-looking border-riddled boroughs (except Graham’s, which looked like someone had actually put some thought into its layout). I struggled for income throughout, but just managed to scrape together a win by sneaking down to score the “lowest income” goal.
- Earthquake – A very odd little set-scoring game, with Magic: The Gathering artwork and a whole shedload of luck involved.
- Android: Netrunner – I tried out a Noise (Anarch) bullshit deck against Graham’s Jinteki Replicating Perfection deck. I can’t think of a better way to describe the deck I was using. It’s just a complete confrontational arsehole of a deck, tweaked to my liking from the Can o’ Whupass build. Virus after virus after virus, milling through the corp deck, bringing out Incubators, Hivemind and three Chakanas… I can’t imagine what it’s like to play against as a corp. Indeed, Graham was heard to mutter, “Y’know, we could fall out over this.” I managed to faceplant into a Cerebral Overwriter and accidentally kill myself; I really shouldn’t have run at all, even with a super-strong Darwin running off Hivemind. You live and learn. Really good fun to try something like this out, and it’s now become my proper runner deck after a few tweaks.
- Fungi – I’ve had a copy of this sitting around unplayed for ages, and Graham happened to have brought his along. I wish I’d played my copy ages ago. What a lovely little set-collection game. The morels seemed very powerful, but I think Graham struck lucky in managing to get all three of them out for 18 points.
- Love Letter – For once, I didn’t do terribly… but I didn’t win either.
- Space Alert – At last, I tried this Vlaada Chvátil game, but I couldn’t stay long enough to get beyond the first couple of training missions. I was enjoying it a lot, although the real-time aspect of it did make me realise how much my CFS still affects my mental function. I struggled to keep up with what was going on… but of course, that’s partially the idea of the game anyway! Hopefully I’ll get another chance to play it before I’ve entirely forgotten how it works.
I had a fantastic time with superb games in excellent company, and was gutted to have to miss half of the weekend. I even missed two games of Agricola. [sad face]
I’ve spent a fair chunk of the month trying to get my head round the rules for Salerno, the first in MMP’s Variable Combat Series. It had been on my radar for well over a year – the system, the map, the counters… it all looked like my sort of wargame, and one I could play solo fairly easily too. I’d read the system rules a couple of times, and it seemed so simple; it was largely a collection of standard hex-and-counter wargaming staples.
Unfortunately, I hadn’t looked at the exclusive rules for the Salerno game. They’re twice as long as the system rules, and make it substantially more complex. I’m not a massive wargamer, but I’ve never had trouble getting my head round a ruleset once I put some effort into it. Salerno was the first wargame to make me feel like a complete idiot. It’s not just that the rules could be much clearer in places; it’s that they make assumptions about your knowledge of military terminology. For a lot of grognards, this wouldn’t be a problem. I, on the other hand, have struggled enormously to figure out which counters are the parent units to others, and to figure out how the unit designations listed in the reinforcement schedule correspond to what’s printed on the counters.
Maybe I’ve been coddled by the likes of Red Winter, which prints the turn of entry on each unit, or Unconditional Surrender, in which each ground unit counter is an entire army with a simple number on it. Either way, Salerno‘s back on the shelf for now. I hope I can understand it some day.