agregador de notí­cias

Infinite City - Alderac Entertainment Group

Dream with Boardgames - Sexta, 03/07/2009 - 08:45
a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_pWKl3t_aGeg/SkM6-m0G-eI/AAAAAAAAA6A/xmGDeFS-vgc/s1600-h/InfiniteCity_box.jpg"img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 145px; height: 217px;" src="http://2.bp.blogspot.com/_pWKl3t_aGeg/SkM6-m0G-eI/AAAAAAAAA6A/xmGDeFS-vgc/s400/InfiniteCity_box.jpg" alt="" id="BLOGGER_PHOTO_ID_5351185629491689954" border="0" //abr /div style="text-align: justify;"Os arquitectos do futuro foram buscar inspiração a todas as épocas. As cidades do futuro crescem tão rapidamente, como as exigências da população e estendem-se por quilómetros sem fim.br /O controlo da “Infinite City” significa poder e riqueza, mas a cidade está a crescer tão rapidamente, que é muito difícil de manter o controlo.br /br /Á medida que vais construindo a cidade, o controlo da cidade vai mudando. O planeamento estratégico não só te dá as maiores secções da cidade, mas também o controlo dos edifícios chave da cidade.br /Será que vais posicionar um palácio da autarquia ao lado da esquadra da polícia, para reivindicar ambos os edifícios como sendo teus ou vais usar uma auto-estrada para mover uma peça de outro jogador da sua base de controlo?br /Será que vais optar por proteger as tuas casernas ou vais deixá-las em risco na periferia do teu controlo?br /br /O “Infinite City” é um jogo de posicionamento de peças, onde constróis a cidade e procuras capturar os territórios de maior dimensão, enquanto asseguras os edifícios mais poderosos. O “Infinite City” contém 120 peças.br /br /Será que és capaz de governar a “Infinite City”?br //divbr /pdiv class="blogger-post-footer"img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2365270125698943946-8410513387872558385?l=dreamswithboardgames.blogspot.com'//div

Alea Analysis #9: Puerto Rico (Large Box #7)

Shannon Appelcline - Sexta, 03/07/2009 - 06:27
Its easy to think of iPuerto Rico/i as being overhyped nowadays, because its been so highly lauded for so long. Its also pretty easy to forget about iPuerto Rico/i, because so much other highly hyped stuff has come out since; in fact, this was my first game of it in nearly two years. But, in playing it again, I am newly astonishing how at elegant the game is.br /br /You compare it to something like iAgricola/i (which I think I ienjoy/i playing more), and its so obvious that iAgricola/i has so many warts and lumps, as opposed to iPuerto Rico/is really smooth veneer, where everything seems to just blend together seamlessly.br /br /I usually write some about how the game works, here, in my analysis, but Im not going to bother here, because if you dont know how iPuerto Rico/i works, you probably dont care. So lets move straight on to what makes it a great game.br /br /First up, iPuerto Rico/i has a fun foundation. Its an economic engine game, where youre building up the parts to a machine and trying to fit them together. Building always gives you a sense of accomplishment, and thats clearly the case here.br /br /The creation of an economic engine pretty much defines the strategy of iPuerto Rico/i, but you have great opportunities for individual tactics too, where taking a certain role at a certain time can really advantage you and hurt your opponents. Thats the best of both worlds, where you feel like you have a big game plan, yet every turn is quite important.br /br /All of this combines to create an interesting differentiation of players. The strategy of my engine building helps to define my tactics in a way uniquely different from any other player.br /br /Finally, I think that even today you cant write an article about iPuerto Rico/i without lauding its use of roles. Theyve certainly gotten very common through the sub-method of worker placement, but iPuerto Rico/is use of them still seems clean, elegant, and intelligent.br /br /With all that said, one of the reasons that iI/i almost never play iPuerto Rico/i is because of its biggest flaw (for me). It can be itoo/i strategic ... too programmed. Playing iPuerto Rico/i with a know-it-all who understands all the best moves at every point is pretty much the definition of not-fun, and the almost-zero-luck of iPuerto Rico/i encourages that type of gamer.br /br /Nonetheless, its deserving of its rating as one of the top Eurogames.br /br /strongL1: Ra./strong A+. (Plays: 15) [ Read my a href=http://www.rpg.net/reviews/archive/11/11810.phtmlReview/a ]br /strongL2: Chinatown./strong B-. (Plays: 1)br /strongL3: Taj Mahal./strong A+. (Plays: 7)br /strongL4: Princes of Florence./strong A. (Plays: 4+) [ Read my a href=http://www.rpg.net/reviews/archive/9/9343.phtmlReview/a ]br /strongL5: Adel Verpflichtet./strong B. (Plays: 2) [ Read my a href=http://www.rpg.net/reviews/archive/10/10279.phtmlReview/a ]br /strongL6: Traders of Genoa./strong A+. (Plays: 3+) [ Read my a href=http://www.rpg.net/reviews/archive/10/10128.phtmlReview/a ]br /strongS1: Wyatt Earp./strong B+ (Plays: 2)br /strongS2: Royal Turf./strong A- (Plays: 6)br /strongL7: Puerto Rico./strong A+ (Plays: 11) [ Read my a href=http://www.rpg.net/reviews/archive/9/9866.phtmlReview/a ]br /br /As a postscript, Ill comment that we played iSan Juan/i right after iPuerto Rico/i, and I was really struck by how different the games feel, despite being so similar. Thats really a great combination of factors for a card-version of a board game.
Categorias: Blogues - Roleplay

2009-07-03: A fun interview about Dogs in the Vineyard

Vincent Baker’s Anyway - Sexta, 03/07/2009 - 01:00
A couple of weeks ago, Atomic Array interviewed me and John Stavropoulos (Jenskot around here) about Dogs in the Vineyard. It was a fun interview and they promised they'd edit me to sound smart, so go have a listen:

Dogs in the Vineyard (Atomic Array 026)
By Vincent Baker in anyway. Filed under rpglink curious. 2009-07-03
Categorias: Blogues - Roleplay

New PDF Bundle at DTR

White Wolf - Sexta, 03/07/2009 - 00:23
Destiny, Myth and FatebrbrEddy Webb, AP developer, and our friends at DTR have made a new PDF bundled offering available today. This week delve into Destiny, Myth and Fate with...
Categorias: Notícias

Chris Pramas Dragon Age Interview on gameplaywright.net

Green Ronin Publishing - Quinta, 02/07/2009 - 18:20
Will Hindmarch has posted an interview with Green Ronin president and Dragon Age RPG designer Chris Pramas. Learn more about the game and Chris's thoughts on game design, making a tabletop game dovetail with an electronic one, and modern-day RPG marketing. a href="http://gameplaywright.net/?p=674" target="new"Dragon Age: An Interview with Chris Pramas/adiv class="feedflare" a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:yIl2AUoC8zA"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?d=yIl2AUoC8zA" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:dnMXMwOfBR0"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?d=dnMXMwOfBR0" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:wF9xT3WuBAs"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?i=_20QAUi5mLM:i9pfygjLx5c:wF9xT3WuBAs" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:F7zBnMyn0Lo"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?i=_20QAUi5mLM:i9pfygjLx5c:F7zBnMyn0Lo" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:V_sGLiPBpWU"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?i=_20QAUi5mLM:i9pfygjLx5c:V_sGLiPBpWU" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:qj6IDK7rITs"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?d=qj6IDK7rITs" border="0"/img/a a href="http://feeds.feedburner.com/~ff/GreenRoninNews?a=_20QAUi5mLM:i9pfygjLx5c:gIN9vFwOqvQ"img src="http://feeds.feedburner.com/~ff/GreenRoninNews?i=_20QAUi5mLM:i9pfygjLx5c:gIN9vFwOqvQ" border="0"/img/a /divimg src="http://feeds.feedburner.com/~r/GreenRoninNews/~4/_20QAUi5mLM" height="1" width="1"/
Categorias: Notícias

Ghost Corp: Improvements and updates!

Gaming Report - Quinta, 02/07/2009 - 15:45
Categorias: Notícias

35th Annual Origins Awards Announced

Gaming Report - Quinta, 02/07/2009 - 15:45
Categorias: Notícias

board 2 pieces july 2 2009

BoardgameNews - Quinta, 02/07/2009 - 15:00

Categorias: Notícias

Convention Preview News: Spiel 09 Preview Update

BoardgameNews - Quinta, 02/07/2009 - 14:00

The Spiel 09 preview has been updated as follows:

• Cwali
Alley-Oop – Added
Factory Fun Expansion – Added
Gipsy King Expansion – Added
Powerboats Expansion – Updated

To reach the Spiel preview, head to one of the publisher links: A-D, E-M, N-R or S-Z.

Categorias: Notícias

Jason Matthews - Campaign Manager 2008

Spiel Portugal - Quinta, 02/07/2009 - 13:42
span style="font-family:verdana;"div align="justify"a href="http://www.boardgamegeek.com/boardgame/46255"Campaign Manager 2008 /awill be the next game from Jason Matthews and Christian Leonhard. There isn't much information about this game yet, but we manage to bribe someone who could give us some news about it. We have made some questions to Jason about this new game and his next releases.brbr a href="http://3.bp.blogspot.com/_0XMz4nG2ecE/SPxnV1i1X0I/AAAAAAAAARQ/08YNmA25IHY/s320/obamavsmccain.jpg"img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 242px;" src="http://3.bp.blogspot.com/_0XMz4nG2ecE/SPxnV1i1X0I/AAAAAAAAARQ/08YNmA25IHY/s320/obamavsmccain.jpg" border="0" alt="" //a bremSP - On our a href="http://spielportugal.blogspot.com/2008/10/jason-matthews.html"last talk /ayou told us that Obama Vs McCain 2008 could be real. Do you have any news about it?/embr JM - Christian and I have finalized our discussions with Zev. Z-MAN Games will publish Campaign Manager 2008. The target date for publication is Essen 2009. So we are very excited.brbr emSP - Campaign Manager 2008 is a political game. How do you compare it with 1960?/embr JM - It has very little in common with 1960. That game is really contextualized in that particular election. Campaign Manager is not. In fact, we are trying to change the entire perspective of the game. Whereas in 1960 you play Nixon or Kennedy, in Campaign Manager you play the staffer – the guy responsible for the strategy for winning.br Mechanically, Campaign Manager is a much faster game. It plays in 25 – 45 minutes tops. There are also some clever innovations – like a deck building component that I think gamers are really going to like. Also, bowing to contemporary electoral reality, this game concentrates on battleground states. The rest of America is not in play.brbr emSP - Is it an alone development or you worked also with Christian on this one?/embr JM - Oh no. I need Christian to do all the work.brbr emSP - Being a shorter game. Will it have the same strategic level or it will be lighter/easier?/embr JM - There is some real depth of strategy. But the neat thing about the game is that mechanically you can play with someone without a lot of gaming experience. However, they will probably not see the same nuances in deck building and card use that an experienced player would. So while both players can play the game together, experience will be highly rewarded.brbr emSP - You said that it will have some deck building mechanic? Is it like Dominion? Can you give us more details?/embr JM - No, its not like Dominion – though that is an amazingly clever design. Its real deck building, but your choices are tight. You build a deck of 15 cards – you will recycle these same 15 cards several times in the game. So, you really need to get that mix right. You do not have any room for cards that do not mesh with your strategy. You build this deck at the start of the game by drawing 3 cards. You keep 1 and discard the other 2. Repeat this step 15 times and voilà, you have your campaign strategy deck.brbr emSP - Could we expect some expansions of this game? Since we have the 2008 on the title./embr JM - If the game works as well as we hope it will, you are certain to see application of it to other elections, perhaps with some new tweaks to reflect the varying nature of democratic politics.brbr emSP - Just to finalize, a small description of the game (something like you could find on the publisher's site):br/em In Campaign Manager 2008, players take on the roles of the campaign managers guiding Barack Obama and John McCain in their efforts to win the presidency. Both candidates enter the race with certain states already solidly behind them, allowing the players to focus their attentions solely on those states which are still in contention as they strive to gather the remaining electoral votes they need to propel their candidate into the White House. At the start of the campaign, each player will consider a variety of different tactics and strategies available to them, crafting a personal campaign plan by selecting a unique combination of techniques they believe will best serve their purposes. In doing so, however, they can never be quite sure what their opposite number might have up their sleeve… brbr strongNow going to other games./strong brbr a href="http://images.boardgamegeek.com/images/pic506513_md.jpg"img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 262px;" src="http://images.boardgamegeek.com/images/pic506513_md.jpg" border="0" alt="" //a bremSP - strongTwilight Struggle/strong - In the new print will we have a mounted board? And can you expect for some new cards? Since you asked for some ideas on BGG./embr JM - The Deluxe Edition of Twilight Struggle is also slated for an Essen release. It will have a hard mounted map with new graphics, Euro quality components, and a series of optional cards. We have also incorporated the late war scenario designed by Volko Ruhnke into the rule book as well as the Chinese Civil War variant.brbr emSP - strongFounding Fathers /strong- Was delayed one year. Do you found any problems with the game? /embr JM - No, no problems with the design. Jim Dietz, the owner of Jolly Roger games has a very smart philosophy about game publication. He will not undertake publishing a game until he has all of the money in hand to see it through. That way, everyone gets paid, and his company keeps going no matter what happens to an individual game. For a small publisher, this seems like the right approach. So, Jim is holding off until he has all the resources needed to publish. Christian and I have been using the time constructively to continue testing and making little tweaks to the system.brbr a href="http://images.boardgamegeek.com/images/pic402529_md.jpg"img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 262px;" src="http://images.boardgamegeek.com/images/pic402529_md.jpg" border="0" alt="" //a He has put Founding Fathers up for preorder on his website: http://www.jollyrogergames.net/br/div/spandiv class="blogger-post-footer"img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/32003942-2716379131938752406?l=spielportugal.blogspot.com'//div

Jay Bloodworth: Complexity in Games

BoardgameNews - Quinta, 02/07/2009 - 12:00

[Editor’s note: I asked Jay about reprinting this article prior to the winner of the 2009 Spiel des Jahres being announced. As we all know by now, Dominion took home the prize.]

A popular comment since the 2009 Spiel des Jahres nominees were announced in late May has been that Dominion is “too complex” to win. That may well be so, but a degree in computer science and ten years of teaching math have taught me that complexity is a tricky thing. If one mind can easily follow a procedure or solve a problem while another can’t, the question I always want to answer is how the computations carried out by the two minds differ.

Disappointingly, neither my classroom experiences nor the reading I’ve done on cognitive science have offered much in the way of definitive answers when it comes to adolescent minds doing algebra. Nonetheless, while I probably only have just enough knowledge to be dangerous, I’d like to offer a few thoughts about what it means for a game to be “complex”. I’m going to mostly restrict my examples to Finca, Pandemic, and Dominion; I have not played Fauna, and while Fits certainly gives some people fits, I don’t think the cognitive challenges it presents are akin to the ones I want to talk about.

Working Memory

A reasonably well known meme from neuroscience is that the human mind can hold about seven “chunks” of information at once, plus or minus about three, depending on the individual. Games that push up against this limit are likely to be perceived as complex. I think this is where Dominion takes the biggest hit. Every turn you need one chunk each for the number of actions, buys, and dollars you have at your disposal. Certain action cards give you other things to keep track of, and skillful play probably demands several additional chunks: what you intend to buy this turn, where you are in your long term strategy, maybe a note or two about what your opponents are up to.

Some may protest that it’s easy to organize your thoughts so it doesn’t feel like so much to remember. Easy for you, maybe, but saying it’s easy for everyone is begging the question of how minds differ. Maybe the ten chunk memory is just a four chunk memory with a good compression ratio.

With that in mind, consider humble Finca, a game I haven’t heard anyone describe as too complex for the SdJ. But for a mind with a bad “chunker”, it might be. In a four-player game, you have three meeples to move on the windmill. Assuming all are on different blades, you have to keep track of several things for each: how far it can move, how many fruit of which type it can obtain, and whether or not it can claim a donkey. I don’t claim that people generally treat each of these as a single chunk or if they do that they must store all twelve at once, but do wonder if this sort of accounting explains the “information overload” some intelligent people experience when they play our games.

Intuitiveness

Intuition probably seems like a strange concept for a supposed scientific discussion of cognition in gaming, but the fact is that the mind likes patterns and is a familiarity junkie. It’s good at noting deviations from expectations, too – that’s one of the ways we learn – but the experience of those deviations is at least mildly uncomfortable. So players familiar with other card games may find discarding your hand every turn in Dominion, or replacing the discards on top of the deck in Pandemic unpleasant and hard to remember until repetition ingrains the new pattern.

The Impact of Theme

Responding to an earlier draft of this piece, Wei-Hwa Huang suggested that effective integration of theme and mechanics can mitigate the perceived complexity of a game. His example is the infection cards in Pandemic; he says that when he points out how this models the tendency of a real infection to intensify in a city where it already has a foothold, the rule is no longer a problem. At first I didn’t entirely agree with this example – while the infection deck mechanism in Pandemic is clever, it has never struck me as particularly mnemonic – but as I have reflected further on my experience learning the game, there was a moment where realizing the thematic rational behind the rule relieved a quantum of stress; it no longer felt like “another damn rule” to remember.

In a May 2009 interview on Eric Burgess’s Boardgame Babylon podcast, designer Dan Verssen said that he develops his games to the point where they are “obvious.” His goal is that a player’s reaction to the rules should be, “Yes, of course. How else would you do that?” Now, I can think of many games that don’t produce this reaction, including many I consider great, so I don’t agree with Dan that “obviousness” should be a mandatory goal in game design. That said, I do think it is a real quality, and that games that possess it are more approachable because their actual or perceived complexity is lowered by the well integrated theme.

Moral Considerations

Compared to my earlier points, this is mere speculation. However, we certainly have a social/moral component to our minds that is brought to bear against some problems but not others. Responding to the impulses of this module, some people choose not to play “take that” games or games with themes of death and destruction. But among those who choose to play such games, I wonder if the social brain doesn’t still subconsciously intrude on and complicate efforts to play dispassionately. Does the life-or-death, real world theme of Pandemic impact the way people play? How much does playing an Attack card in Dominion feel like an attack, even when everyone acknowledges it’s the rational play?

So, what do you think? How do the brains you know best approach games, and which aspects of these games influence the brains’ perception of their complexity?

Bibliography

A number of books have influenced my thinking about thinking, but these are two I referred to while writing this piece:

  • Lehrer, Jonah. How We Decide. Boston: Houghton Mifflin Harcourt, 2009.

  • Pinker, Steven. The Stuff of Thought. New York: Viking, 2007.


Want to get something off your chest? Want to tell the world what you think? Boardgame News welcomes your article submissions at contributions@boardgamenews.com

Categorias: Notícias

Tales from the Rocket House: Neither Hot nor Cold

RPGnet - Columns - Quinta, 02/07/2009 - 01:00
Rules, genres, and the City of Night.
Categorias: Blogues - Roleplay

Geist Preview for July 1

White Wolf - Quarta, 01/07/2009 - 21:37
On the Nature of KrewesbrbrSin-Eaters form krewes: alliances designed for mutual protection, occult study, political power in the Twilight Network, or a mix of all of these. Tim...
Categorias: Notícias

Review of a dead CCG: SimCity

Fortress: Ameritrash - Quarta, 01/07/2009 - 15:21
That's right, a review of a long dead CCG. Why would I do such a thing? Because if you're at all like me, then you've probably played CCGs back in the 90's, but eventually quit them like they were a bad drug addiction when you finally came to your senses. You haven't touched the stuff in years. But then, one day, you came across some of your old cards out in the garage, or up in your closet behind some old stuff, and you took them out and looked through them, enjoying the feeling of nostalgia and fondly remembering how fun some of those games were (or how horribly bad, depending on which cards you found). A lot of the CCGs you used to play are now long dead, and a thought occurs to you (inspired by LCGs, games like Blue Moon, and some CCG draft formats you may have heard of). You've played the games like Blue Moon and Dominion that purportedly scratch the CCG itch and discovered for yourself that whoever said that is just fooling themselves. A large amount of cards for a dead CCG can be bought for much less than most board games cost, and they potentially offer much more variability and replayability. Thus began your cautious foray back into the world of CCGs, if only to aquire some cards that you can use as your own non-collectable card set. You're interested in old, cheap CCGs and how suitable they are for play in a non-collectable format. If you're at all like me, anyway.

WordPress 2.8

JMendes - Lisbon Gamer - Quarta, 01/07/2009 - 15:17

Ahoy, :)

Upgraded…

Everything was returning 404 for a while, there. A little tweak here, some config editting there, and everything is working again…

Phew…

Cheers,
J.

Categorias: Blogues - Roleplay

From the Editor: Spiel 09 Preview, and Membership Drive Results

BoardgameNews - Quarta, 01/07/2009 - 14:00

The beginning of July has historically been the launch date for the Boardgame News Spiel preview, and I’m continuing the tradition with today’s unveiling of the Spiel 09 preview, which once again has been divided into four sections to speed downloading times on both your part and mine. In case you can’t wait until the end of this message to check out the pages, here are links to publishers A-D, E-M, N-R and S-Z.

If you visit those pages and see only introductory paragraphs not followed by huge tables showcasing publishers and their promised new releases, then either you’re not logged in or you’re not a BGN member, which makes it impossible to log in! The Spiel preview is available only to BGN members as their financial support allows me to put in as much time on the preview – not to mention the site as a whole – as I do. Some of the extensive game write-ups included in the Spiel preview will be published later on BGN as standalone items, but if you want to see them all now in one place, you can become a member now for the low, low price of $25.

Still not convinced of the awesomeness of the BGN Spiel 09 preview? Then consider this: If printed in its entirety, the Spiel 08 preview would reach 400 pages, and I fully expect the Spiel 09 preview to reach that size by the time Spiel opens on October 22. To fully appreciate the scope of the Spiel 08 preview, you should visit the Convention Previews page, click through to one of the Spiel 08 pages, and start reading. Even I’m amazed when I look over those files – and I’m the one who put it all together!

On another topic, my spring membership drive is over, and the bottom line is that there’s no way I can remove ads from the site. My goal was 400 new members, which would permit me to adopt the Consumer Reports model of relying only on member support, but the count barely crossed 100, with roughly twenty of those payments coming in the weeks prior to the debut of the Spiel preview.

While I appreciate the support of each member, whether new or renewing, those payments on their own aren’t enough to allow me to ditch the ads. Heck, even with the ads my yearly income is less than what I’d earn from writing for magazines and other clients. Thus, the ads will stay in place, and I’ll start adding other writing work to my schedule when possible. If you run a game publishing company and need someone to edit your rules and other material – and I think you do – write me and we’ll work something out.

Categorias: Notícias

New products from MicroArtStudio

Gaming Report - Quarta, 01/07/2009 - 13:30
Categorias: Notícias
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