Games and Puzzles

Nov25

Around the World in 80 Days

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

I played Around the World in 80 Days when I was in Hong Kong on a business trip, on Fri 14 Nov 2008 after work, at the Jollythinkers boardgame cafe. This is a game that I have heard of since a few years ago, and have been interested to try, but never had a chance to do so. I did a concise reference sheet for it quite some time ago, in anticipation of finally trying it some day.

The game is, of course, about trying to go around the world in less that 80 days. Every round, a number of traveling cards are displayed at the edge of the board, and each player takes a turn by first selecting one of the cards, then doing the associated action where the card is taken from, and then deciding whether to move his/her pawn. To move from one location to the next, you need to play traveling cards matching the mode of transportation shown between the two locations.

There are quite a number of other details, e.g. special power cards, money and how you can use them (buy a card, or re-roll a die), traveling by balloon, traveling by elephant (in India), the detective who slows down players at the same location. It takes a while to explain all these to new players, but although many, the rules are simple. Only one thing can be a little confusing at first - the concept of time. There are two layers of time, take taken by your pawn to travel around the world, which I will call travel time, and the order in which player pawns get back to London, which I will call real time. Every time you travel from one location to the next, the travel cards used will determine how much travel time is spent, and you use your marker to indicate this on the track around the board. At the end of the game, the player who has spent the least travel time wins. However, if there is a tie, then who ever reaches London first (i.e. in real time) wins. Also, the game ends when all but one player reaches London. The last player automatically loses, even if he/she has been very efficient in managing travel time. So there is a race element in real time too, in addition to the competition in travel time.

A slightly blurred photo taken using my mobile phone.

Moh Yen, Ah Chung and Ben, who is struggling about what to do next.

A better shot of the game board, but from the north.

me, Moh Yen, Ah Chung and Ben.

Around the World in 80 Days is a game that I'd play but would not buy. I'd say I'm not the target audience. This is a lighter game, suitable for families (and children) and non-gamers. I'm happy to have tried it, and Ah Chung, Ben and Moh Yen all seemed to have enjoyed it. In fact, we played it 3 times. The game is thematic. There is some interesting decision making in the game, e.g. the card that you want may not be laid out next to the action that you want to take. There is also a fun gambling element in the bonus chips at each location, for the first person to reach the location, and for the last person to leave. There are two face down chips at each location (I hope I didn't play this wrong), and whenever they are awarded, it can be good or bad for the recipient. Some give money, or special power card, or travel card, some also delay you for one more day. And then of course the special power cards introduce a lucky-draw or surprise element. Most of them are good, but usually you need to use them quickly, because when one of the two bad cards are drawn, everyone must surrender these special power cards in their hands, and the deck of cards is reshuffled. So there is a push-your-luck element if you hold on to your good special power cards for too long.

In summary, not my type of game, but it's a good family game.

Here Hiew writes about his boardgame hobby.
Nov24

Galaxy Trucker

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

After writing about Metropolys, I should write about Galaxy Trucker, since I compared them. When faced with the decision of buying one or the other, I decided to go for Galaxy Trucker because it is unconventional. It has a real-time aspect, where players race to build the best spaceship. The other reason is Vlaada Chvatil, the game designer. Galaxy Trucker was released one year ago, and the novelty factor never really tempted me enough to buy it. Then this year after playing Through the Ages (also by Vlaada Chvatil) and loving it, Galaxy Trucker came back on to my wishlist.

In Galaxy Trucker, you and your opponents build your spaceships, competing in real-time, and then you embark on a trade voyage. There are two very distinct phases. When you build your spaceship, there are many components you can add - cabins, guns, shields, engines, alien life support systems, batteries, and very importantly, storage facilities for goods. Every type of component has its uses, e.g. to defeat enemies, to protect your from meteors, to power up other components, to carry more crew, etc. You try to cram as much good stuff onto your ship as possible, at the same time making sure you follow the rules for ship-building, e.g. components must connect legally using the right connection types, the ship must always be one joined piece, engines must point to the back, guns must not have anything in front.

At any time during ship-building, any player (usually the one who is nearer to completing his ship) can start the countdown timer, an hourglass. After the timer runs out for a number of times (depending on the round number), everyone must stop building and prepare for the voyage.

What happens during the voyage is determined by a random event deck. Some of these event cards can be examined during ship-building, but of course that costs you valuable time which could have been spent on ship-building. The events are a mix of good and bad things, and the flight order of the players plays an important role. Being in front means bigger rewards, but also bigger risks. If the fleet encounters an enemy, e.g. space pirates or slavers, it is the ship in front that gets attacked first. If the first ship does not defeat the enemy (or chooses not to), the enemy then attacks the next ship, and so on. So the first ship is in the most dangerous position. It is also the most profitable position. If a group of planets is encountered, the first ship has first choice to decide where to land to pick up goods. If you survive the trip, you sell your goods, you earn money for sequence of arrival, you lose money for ship components lost (e.g. broken off by a meteor or shot off by an enemy), and you earn a bonus for least exposed connectors. The richest player, after 3 spaceships of increasing size and 3 voyages of increasing difficulty, wins.

I have played 4 voyages, but not a full game yet. Two were tutorial rounds for learning and teaching the game. One was a proper Round 1 (small ship), and the last was a proper Round 2 (medium ship). The ship building reminds me a little of Carcassonne, in the way how the different sides must match. But of course Galaxy Trucker is much more complex. I find it advantageous to scan the table to look for tiles that other players have looked at and returned to the table face-up. It's much easier to find a component that I need, and that has the right connectors that I need. I also prefer to look at the event cards, which help me decide how I should build my ship. Maybe my fellow players and I are still new and still slow in ship-building. Looking at the event cards does not seem to take much time compared to the time needed to build the ship. I quite enjoy the ship-building part of the game.

The voyage part of the game feels more passive, because there are not many big decisions to make. It is mainly things happening to you, and you try to react, if you can. Usually the choice is obvious, or the decisions are very simple. Parts of the voyage phase can feel a little tedious, when ships are being attacked by enemies or meteors. You need to roll two dice to decide where you are being hit, for every attack. Some cards have up to 6 attacks.

This was the third game I played, in Hong Kong, at Ah Chung's home. This was Ben's Class II spaceship. So much space wasted. Needless to say, he came in dead last, and I took this photo just to make fun of him. Hey, he even had an illegal placement, the rightmost engine tile doesn't match up with the central engine tile.

This was my space ship. I built many cabins because I had seen the event cards and many need a big crew.

I think this was Moh Yen's spaceship. I'm not too sure.

This was probably Ah Chung's spaceship.

Galaxy Trucker is an innovative game, and an interesting game. Definitely it is quite different from other games that I have played. I enjoyed it. However I have a nagging feeling that the novelty factor may not last long. Well, I haven't even played one full game, so I may be completely wrong. Maybe one good way to play (instead of the standard Round 1, 2, 3), is to play Rounds 2, 3, 3A (3A uses a big spaceship template which is quite different from 3), or to play just Rounds 3, 3A. Not to say that Galaxy Trucker is not a good game. I so far feel the replayability is not very high. It seems to be a game that you can bring out once in a while, but not too frequently, like Ca$h 'n Gun$. It's fun, it's different, but not meant for very regular play, unlike Through the Ages which I can play quite frequently.

Comparing to Metropolys in my previous post, I find Metropolys to be more intellectually challenging. In Galaxy Trucker, the ship-building is an interesting exercise, but not really too taxing after you get used to it, maybe except for the time pressure if your group plays hurriedly. The voyage part is generally not really all that interesting, except when very bad things happen to your friends, or yourself. Metropolys is simple in terms of rules, but there is more thinking involved, and I find it to be more challenging. I have only had one opportunity to try Metropolys, so my feeling my change after more plays. And I do hope to play it again.

And I do need to play Galaxy Trucker again too. Afterall I have not even played a complete game and it may be too early to pass judgement.

From playing Galaxy Trucker, I became a little conservative about Space Alert, Vlaada Chvatil's latest game this year, which also has a time element, and this one is a cooperative game. This was the only game at the Essen game fair that really interested me, which I would have bought without playing. There were other games that interested me, but this was the only outstanding one. Now I think I will wait-and-see before deciding.

Here Hiew writes about his boardgame hobby.
Nov24

Another Busy Day

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

Today I've got to press on with the Carpe Astra shipments. I've another six individual copies to post already today, plus I've got to prepare for the first of the stocking orders going out tomorrow. The couriers who will be collecting the stocking orders could turn up at any time, so I need to stay in all day, so all of my going out trips need to be done today.

First up, I need to pop over to the box-makers to get some more shipping boxes. I need something that will fit six of the Carpe Astra cartons (more than that and the shipping carton will be too heavy to lift - certainly too heavy to carry down two flights of stairs!). The Carpe Astra cartons are bigger than It's Alive! ones (the game is a little bigger) so I need to take some empty cartons with me for measuring purposes. Next up is another trip to the warehouse. I've got to collect some more Carpe Astra and a few It's Alive! too.

I'll have to do at least one trip to the Post Office with individual copies, and I've got to run a carton of Carpe Astra over to Jorvik Games a local online games store that are going to stock it. I've also got to go to the recycling centre with all the cartons I've emptied so far - we're supposed to be keeping the flat tidy for viewings. I'm not doing so well with that at the moment, the living room is full of games cartons!

A community blog about designing and playing board games
Nov22

Carpe Astra Thoughts

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

I sent the first twenty orders off yesterday, then I ran out of envelopes. I went and bought some more, but by that point the Post Office was closed. Today I've sent the next eighteen orders, and now the Post Office is closed. If I get any more pre-orders paying today or tomorrow I can at least parcel them up ready for trips to the Post Office on Monday. I'm going to need to go back to the warehouse on Monday too, I've got to collect some more stock, including some It's Alive! ready to send out the first of the stocking orders on Tuesday. I'll also have to get over to the boxmaker for some more big boxes to send the stocking orders out in.

I know this is a fairly biased viewpoint but I thought I'd give some impressions about my first view of Carpe Astra. This is the first time my name has appeared on a professionally made game, and also the first time I've used this manufacturer in Germany too.

The linen-finish on the box, coins, score markers and tiles is great, somehow it makes the game feel more professional. The box quality and the tiles, etc. feel really nice, and the board pieces are well cut and a decent thickness. The cards are nicely done too. All-in-all I'm very happy with the job the Germans have done. When coupled with the great customer service and good price I'll almost certainly use them again.

I've got to try and get on top of my inbox during this lull in shipping. I received a bunch of emails while I was away that I've not had a chance to reply to yet. Must catch up...

A community blog about designing and playing board games
Nov21

It's Here!

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

After making some changes to my wesbite, I popped over to the warehouse to collect some of the Carpe Astra boxes that had arrived this morning. Apparently, the driver had tried to deliver them at 8:15pm, and when turned away was very rude to the security staff. He then re-appeared at 6:45am this morning. Nice.

But they've arrive and in pretty good nick. I brought 28 boxes (168 games) home to start fulfilling my pre-orders, and then sent out the 'they're here, pay me and I'll send yours out' email. It's going to be a busy few days of back and forth to the Post Office...

A community blog about designing and playing board games
Nov20

Metropolys

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

I have been wanting to try Metropolys for quite some time (probably because of watching Scott Nicholson's video review), and was considering whether to buy without trying. I was deciding between this and Galaxy Trucker, and eventually decided to buy Galaxy Trucker because it is more unusual. Thankfully when I visited Hong Kong I had the chance to try Metropolys at the Jollythinkers boardgame cafe. Ah Chung booked a table, and four of us - Ah Chung, Moh Yen, Ben, and I went there after work, at about 7pm.

The mechanism in Metropolys is very simple. Everyone has 13 buildings. Each round, a player will propose a district to construct one of his buildings. The next player can pass (and retire from the current round), or can propose to build in a neighbouring district by placing his own higher numbered building. This continues until all but one passes, and the last proposed building gets constructed. That's all to it. Now the scoring is a little overwhelming for beginners. Not that it is complex, just that there are many ways to score. There are tokens on the board which earn you 3pt (trendy districts), 1pt (districts with subways) or -1pt (historical districts). If you have the most subway stations, you get a bonus. If you are the most recent person to build in a historical district, you get a penalty. You have secret objectives (I'm referring to the advanced game, we didn't play the family game) - points for building in districts of a certain colour, and points for building in a certain configuration, e.g. 3 buildings in adjacent districts, 3 buildings around a pillar, 2 buildings on both ends of a bridge. At game end, the player(s) with the highest buildings in each region also gets a bonus. That is quite a bit to remember for your first game. Thankfully there is a reference card containing all this information.

The game is driven by the scoring mechanism. You need to evaluate what is valuable to you, and guess what is valuable to your opponents (they will have different secret objectives). There is a strong spatial element to the game. You need to look a few steps ahead from where you place your building proposal, thinking about which direction the bidding will go. There are some small tricks, e.g. winning a bid, and then when you become the next start player, you build your small buildings at dead ends where noone can outbid you because there are no adjacent empty districts. You can build in a desirable district surrounded by undesirable districts, to discourage others from outbidding you.

Moh Yen, Ah Chung & Ben at Jollythinkers boardgame cafe. This is very near the Prince Edward MTR station (in Hong Kong).

A close-up of the gameboard. Many people complain about the board art. It is a little glaring, but I think it's fine. This photo shows the early game, and the first round was in progress. The proposed buildings have the number showing. The blue tokens with an M are the subway stations (1pt). The purple tokens with a lady in a big hat are the trendy tokens (3pt). The pink tokens with a bronze artifact are the historical site tokens (-1pt).

We played the game rather slowly. I think Ah Chung, Moh Yen and Ben were a little overwhelmed by the many scoring mechanisms. They are not regular gamers. We almost played a rule wrong. The building numbers in your hand should be kept secret from other players. They can only see the height of your unbuilt buildings, but not the numbers. A helpful staff pointed this out to us. We played very (maybe overly) carefully, always trying to avoid building on historical sites. That's groupthink at work. The staff said that in his games, no one cares much about historical sites and everyone builds on them, which spreads out the penalty.

Ah Chung won this game, having constructed two sets of buildings that met his secret goal successfully.

I am undecided about the game, and would like to play again. I think our first game went rather long, which dampened my enthusiasm. I think this is a game that can be played quickly. I won't rush out to buy this yet. But I hope to try it again. In fact, compared to Galaxy Trucker, I think I may eventually like Metropolys more. I have a feeling that the novelty factor for Galaxy Trucker may eventually fade. Well, I shall see, after I play more of it.

Here Hiew writes about his boardgame hobby.
Nov19

Dou Di Zhu

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

I recently visited Hong Kong, on a business trip. I extended my stay to meet up with old friends, and we played a lot of games. We played through the night. The last time I stayed up playing games the whole night was in 2003, and it was also in Hong Kong, and it was also with Ah Chung and Ben. That time, the game was The Settlers of Catan, and I hadn't become a boardgame hobbyist yet. It happened soon after that though.

One of the games that I liked the most was, surprisingly, not one that I taught my friends (who are not gamers), but one that Ben taught Ah Chung and I. This is a very popular card game in China, which uses a standard card deck, and is strictly for 3 players. It is called Dou Di Zhu /

Here Hiew writes about his boardgame hobby.
Nov17

Carpe Astra On Its Way

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

Carpe Astra was assembled in Germany on Saturday, and will be shipping from the manufacturer's warehouse today. I hope to receive it on Friday, when I can, all being well, start sending out the pre-orders.

I'm off for a couple of days tomorrow, which looks very well timed now, as I'll be back just in time to receive the games. Of course it's been ages since I had some time completely off, and surprise, surprise, this time will be no different (don't tell The Wife!) - I'll take Codename: Jorvik with me and might do some playtesting if the opportunity arises. Talking of Jorvik, I tried the new version out on one of my playtesters at Beyond Monopoly! on Saturday. Feedback was generally good, though I've only played this version a few times, so it'll need a lot more testing and tweaking before I'm happy with it.

I've had a quiet couple of weeks post Essen, with most of my suppliers having plenty of stock at the moment, but Carpe Astra will make next week very busy again. Several suppliers are ordering It's Alive! (or re-ordering it) at the same time as Carpe Astra, so that will make it even busier. I foresee a few trips to the warehouse on the horizon...

A community blog about designing and playing board games
Nov17

Agricola again

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

I played Agricola for the first time almost a year ago, at Carcasean back in Sabah. It was Chong Sean's pasted up German version. At the time the English version was not released yet, and Agricola was not yet the top ranked game on www.boardgamegeek.com. I thought it was just OK, or maybe more like undecided what I thought of it. Nothing in particular that I found very outstanding. Later when Imagine Games (Malaysian online boardgame retailer) offered a special pre-order promotion for the English version (and that was still before Agricola hit #1), I hesitated but eventually signed up. Malaysians simply find discounts irresistable. After much waiting (originally scheduled to reach Malaysia in Jul 2008), I finally went to ToyBox to pick up the game on Sat 8 Nov 2008, less than 4 hours after I received the email from Mr Ong of ToyBox telling me that it had arrived.

When Michelle and I started playing it, we couldn't stop playing. We played 4 games on Sunday, 2 on Monday, 1 on Tuesday. That's quite rare, for a game that takes about 1.5 hours in the first few plays, and still 1 hour 15 mins later. (we can probably finish a game within about 1 hour now) Michelle likes the game. I do too, more so than after my first play of it.

This was my first impression of Agricola (with an overview of how it plays).

Having played a few more games, I tried to analyse Agricola. I break it down to three main areas: (a) growing a family and upgrading your home, (b) rearing animals, and (c) growing crop. I think these are the three general directions or focus that you can decide on when you play. Maybe you will try to do all and spend equal effort on each area. Maybe you want to be king of a specific area. Aside from these 3 development directions, there are 2 other important aspects of the game: (d) feeding your family, and (e) tools and unique advantages to help you execute your strategy. Feeding your family is a very important theme. Having enough food is a constant worry, like a tightening feeling in the chest. The game design doesn't let your family die of starvation. If you are short of food you go begging for food. But begging means a very severe victory point penalty. Begging is humiliating. If you're a farmer and cannot even feed your own family, then indeed you are a disgrace. So I find this very fitting for the theme. And the tools / unique advantages are the Major and Minor Improvements (which usually cost you some resource to obtain) and the Occupations (which still cost you an action, and also food if you have more than one Occupation). Some Improvement cards give victory points, but their main purpose (and that of the Occupations too) is to help you in the 3 areas of development above. When I play the game, I look at my Minor Improvement cards and Occupation cards, and decide up front the general direction I want to follow.

Michelle's favourite part of the game is probably the Occupation cards and the Minor Improvement cards. There are so many of them in the game, that we always get different combinations. Since we are still relatively new to the game, we still often get new ones that we haven't seen before. There are just so many cards in the game. Every time we take a look at the 7 Occupation cards and 7 Minor Improvement cards dealt to us at the start of each game, we are like children opening Christmas presents.

Unfortunately, for our first six games since receiving the game, we played a rule regarding the Occupations wrong, very wrong. We played that you can do more than one Occupation card when you choose the Occupation action, and you only pay food if you play more than one Occupation card with one action. The correct rule is you can only play one Occupation when you take the action, and if this is your second time playing an Occupation card, you pay food. In hindsight, this is quite an obvious mistake. The action space on the board does clearly say, "1 Occupation". Needless to say, in our first few games, we always choose the 1 Occupation space early, and we played many Occupation cards, sometimes all 7 of them. This helped us a lot. It was too good to be true, and I had a nagging feeling that something didn't seem right. And indeed it wasn't. Now that we played the rule right, our scores went down to a more sobering 30+, as opposed to 40+, even 50+ in our earlier games. The game feels even tighter and tougher, which it already was. And I like it! Even more difficult and painful decisions to be made.

Our first game after buying Agricola, which, obviously we played wrong (so many occupation cards). I had both the Obelix cards. Agricola has many such inside jokes. Famous people drawn into the cards.

Close-up of the Obelix cards.

My little no-space-wasted farm, with a nice big stone house, thanks to Obelix.

Michelle's farm in that first game.

Minor Improvement card on the upper left, Major Improvement cards on the lower left, and the rest are Occupation cards.

More cards...

There are 4 central boards. The leftmost one is for always-available actions. The middle one partly for always-available actions and partly for more-available-every-round actions. The upper right board is only for more-available-every-round actions. The lower right board is for the 10 Major Improvements which are available every game.

Close-up of some of the central boards. We place our farmers onto the actions that we choose.

Cards...

Another no-space-wasted farm. This time Michelle's.

My big family. 5 is the max.

I had all Occupation cards in play, which, I thought was a bit too easy, and later found out that we had played incorrectly.

Michelle played a Minor Improvement on the first round, which gave her 2 food from the next round onwards until the end of the game.

This is the card. Of course, we still played the Occupation rule wrong at the time. It should be impossible to play this card in round 1, because you can only do 1 Occupation at a time.

Agricola is an exercise in frustration. And I mean this in a positive way. You feel so strongly that there is so much you want to do, but you can only do so little, more so than many other games which also give this feeling. Tough choices, painful compromises, opportunities abandoned. You always feel that you are doing very badly, but sometimes when you add up the score at the end, it actually isn't that bad, or sometimes it turns out to be much better than expected. The game makes you feel so inadequate. Probably not very suitable for people with low self-esteem. But in the end, when you look at your well developed farm (assuming you played a well-enough game), maybe with some minor flaws, you feel a sense of pride, a sense of achievement.

Agricola is also a game if planning. I tend to plan ahead what I want to do, and I plot the road map to get myself there, which resources to collect, or which Occupations to play first, etc. I plan to maximise efficiency, minimise waste. Maybe it's because I have been playing mostly 2-player games. There is less competition for actions to choose from, so it is easier to plan. Agricola is a game of chicken (though technically there is no chicken in the game, just sheep, boars and cattle). When the resources accumulate on the board, you are tempted to take them, but maybe you hope noone will take them this round, so that even more will be added next round, and you can take them then, and have the exact amount that you intend to use. But sometimes you opponent may take them just before you, and all that waiting will have been for naught. It'll take a few more turns for the resources to accumulate. So, to take them now or to gamble that they'll still be there for you later. Agricola is a game of prioritising. Too many things that you want to do. You need to decide between what to do now and what to do later. Often you need to decide what to give up and not do at all.

Agricola is a game of taking what your opponent most desperately needs. Oh yes, it can be evil. Sometimes you do this just to spite your opponent. Agricola is a game of conservation. You need to save your actions. You need to make every action count. You need to try to do more with less. Some actions allow you to do two things, and you should try to do both, rather than selecting the action twice to do one thing earlier and another thing later. So there is some coordination and planning you need to do to be able to pull this off. Agricola is a game of synergy. It is usually a good idea to pick Occupations and Improvements that have synergy. This allows you to do more with less.

Comparing Agricola to other games, I actually find some similarity with Race for the Galaxy (maybe I've just been playing too much of Race for the Galaxy, and am just seeing what I want to see). You look at your initial cards, and you usually decide on a strategy based on what what you see, before even the first turn. But of course in Race for the Galaxy, you keep drawing cards, and may decide to switch strategy depending on what cards you get later. In Agricola you don't get new cards. Agricola was inspired by Caylus. I find it more thematic than Caylus. I always felt that Caylus is collecting cubes, converting cubes, and using up cubes to gain victory points. In Agricola the cubes feel more like sheep / boars / cattle, because they can breed. That's my logic. There are aspects of Agricola which do not jive with real life, but generally it feels more thematic. One thing I like about Agricola is you need not worry about the order of activation of the buildings like in Caylus. In Agricola the moment you choose an action, you execute it, unlike in Caylus, where building effects are resolved in a strict order after everyone has placed all workers. Not everyone will agree with me. Some may like the additional challenge. I can live without it, and be challenged by other aspects of the game, and there is no shortage of that.

So, in summary, I like Agricola very much.

Here Hiew writes about his boardgame hobby.
Nov15

Playtesting One: Going Solo

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

I'm going to do a three part discussion of playtesting. This is part one, about playtesting solo: i.e. playing all the players in a multi-player game. I'll do the next two parts over the next couple of weeks. I spent most of Friday solo-ing Jorvik, and with our impending move down South it's going to take me a while to set up a new playtest group, so I'll need to do a fair amount of solo playtesting over the next few months.

Solo playtesting is the first stage but also comes in later on too. At the beginning it allows you try out those ideas in your head that sound awesome, but when you try them just don't work. At all. Rather than testing it on real people, trying your friends' patience or getting the game a bad reputation with the public before it's off the board, you can use solo-testing to iron out the worst of the wrinkles before you get the game out in front of real people.

Solo-testing has its pros and cons like anything else. If you know what they are, you can use it more effectively. Solo-testing allows you to try out the game between opponents of the same calibre (they're all you after all!), to find any bias for going first or last. It allows you to try out different strategies to determine if a player using one strategy has an advantage. It allows you to quickly iterate through various ideas. Game not working? Stop it halfway through, change a few things a try again. Real people don't like that :-)

Similarly it has it's weaknesses too. Games with any hidden information (i.e. cards in a player's hands that only they can see) will be spoilt. You'll know what's in everyone's hands. You'll have to try and ignore that, pretending you don't know and instead play the odds: 'There's two floods in the thirty card deck. I've got four cards and no floods, so the odds that my opponent has at least one are (24C3 + 24C2)/26C4 = 15.4%. That's a risk I can live with, I'll do X.' It's hard to be objective about a game you're heavily invested in. You can't make a go/no go decision based purely on solo-playtesting - you need to see what others make of the game, and what flaws they find that you've missed. The more people you put the game in front of, the more likely you are to get a realistic impression of the game, and the more likely you are to find any flaws.

Discuss!

A community blog about designing and playing board games
Nov14

Toaster!

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

At Paul's games night last night we played Battlestar Galactica for the third games night in a row. It's unusual for us to play the same game repeatedly, but I must admit I'm loving it. It evokes the fear, paranoia and distrust of the TV show perfectly. Last night, I got to check the President's (Lisa's) loyalty card right at the beginning of the game. I take a look. Dammit, she's a Cylon. I promptly tell everyone: 'She's a frakking toaster!', Lisa responds: 'No I'm not, he is!' Of course, no one knows who to trust, so we're both considered at risk for most of the game. Lisa is often helpful to the humans, to appear loyal. Then she throws me in the brig :-( At half-time, I get the sympathiser card, so I'm back in the brig. The game went right to the wire, with the Cylons (Greg & Lisa) winning again. We've yet to see a human victory.

Yesterday, I didn't get as much done as I'd hoped. I was busy in the morning, and then finishing off the prototype took all afternoon. Still, seeing as it doesn't require much thought, I had Battlestar season three on in the background, in preparation for season four which was delivered yesterday.

Today I'll be soloing Jorvik a few times, to see what I make of the new rules and chasing up a few distributors about Carpe Astra. I've heard from my big US distributor that sales of It's Alive! are going pretty well, and they're interested in Carpe Astra too.

All being well, Carpe Astra is being manufactured today. Hopefully it'll turn up around the middle of next week. I'm still waiting for a firm delivery date from the German freight company, I need to know so that I can warn the warehouse staff of the impending arrival.

A community blog about designing and playing board games
Nov13

Back To My Roots

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

Yesterday afternoon I popped over to Staples, bought some card then came home and started making a new prototype for Jorvik. Using a pencil, steel ruler and craft knife to make a basic prototype felt like the old days when I was spending my spare time (or holiday from work) making prototypes and hand-made games. I was sat there listening to Rammstein and Killswitch Engage, making short work of the marking up, cutting out and then drawing the cards. I've spent most of my time recently chasing manufacturers or distributors, or doing my books, or something business-related, this however was pure games design. It felt right :-)

Jorvik is going through a few changes. Initially each card represented a single square. Dave (are you still reading this down South?) had the idea of each card representing four squares, and allowing (partial) overlapping of cards. I tried each card representing nine squares, but several playtesters found this a bit too bewildering, so I've gone back to four. I've also got rid of the specific flood cards and gone back to the generic ones I had at the beginning. I'll finish making the prototype today and then solo it a few times to see if it works. I've also changed the rules for placing the priests to making it a bit more Carcassonne- and Go-like, not sure how this will pan out - only one way to find out.

I really need to get some more products out, I need to get the company off the ground to the point where it can provide me with a regular income, more products is the way to go I think. Alternatively, you could all convince everyone you've ever met to buy ten copies each of It's Alive! and Carpe Astra. On second thoughts, let's go back to the more products idea.

Yet more Internet problems. There's a problem at our local exchange apparently. The internet is running ludicrously slowly. Like 90's dial-up. Back to my roots again!

A community blog about designing and playing board games
Nov13

gaming in photos - Race for the Galaxy

Categories // Games and Puzzles, Hiew's Boardgames, Syndicated Blogs

This was a game played on 2 Nov 2008. This was Michelle's tableau. And this was at the end of the game. 6 cards at the end of the game is rather few. Also this tableau doesn't seem to have much of a coherent strategy. This seems to be rather poor play, since Michelle has played Race for the Galaxy almost 200 times.

Then later she showed me her hand of cards. This was a dream-come-true hand of cards for an alien strategy. Unfortunately it turned out to be a nightmare for her, because all the cards were too expensive. She stalled and stalled, hoping to get enough cards to start executing the alien strategy, but by the time she was ready to start, it was too late. In the Race for the Galaxy base game, an alien strategy is quite hard to pull off, so we do enjoy trying it when the opportunity arises.

My tableau. I had reasonably good card draws, and in this game I could play very speedily, especially considering the 3 small windfall worlds. This spelt doom for Michelle's alien strategy.

Here Hiew writes about his boardgame hobby.
Nov12

Back to Playtesting

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

Before Essen I was running a weekly playtest night. A few friends from the local games club would come round and we'd work our way through my list of submissions. I'd bake cakes too :-) Just before Essen I was way too busy, then I was away at Essen and then I was knackered after Essen. I meant to resume them last week, but I left it a bit late notifying people, then our router went for a burton and we lost Internet connectivity, so I couldn't email people to tell them it was on.

Tonight I'm resuming them. We're going to play Codename: Pilgrim tonight, one of my submissions from the UK. Paul is a big fan, I need to play it a few times to make a decision.

I'm also trying to get some thoughts down on paper about my sci-fi idea, make a new Jorvik prototype and get confirmed orders for Carpe Astra. Busy, busy!

A community blog about designing and playing board games
Nov10

En Français!

Categories // Games and Puzzles, Board Games - Creation And Play, Syndicated Blogs

I'll be spending this morning laying out a French translation for It's Alive! that I've received from a French customer. He's sent me the translation as a word document, so I'll get it into PDF form and put it on my website.

Carpe Astra is coming along nicely, I'm still taking a few pre-orders each day (now that the ad is up on Boardgame News along with a preview by Eric Martin. Interest seems fairly high, and the distributors are getting in line to stock it too, which is great. I need to contact a few shops in the UK, see if I can drum up some interest via that route.

Once those two tasks are out of the way my next order of business is to do some more work on Jorvik and possibly my sci-fi game, back to game design for the first time in ages :-)

A community blog about designing and playing board games