agregador de notí­cias

Session Report: Automobile

Jogos de Tabuleiro - Segunda, 29/06/2009 - 15:06
div align="justify"- Então o que é que vais jogar hoje?br /- Ao último do Wallace.br /br /Foi assim, como quem vai ver o último filme do Scorcese, que me desloquei à casa do Zorg, último reduto da cidade de Oeiras onde se consegue jogar sem que seja servida uma única pinga de álcool. Mas se na maior parte das vezes a secura pode ser um transtorno para a alegria e boa disposição da mesa, noutras ocasiões é uma abençoada benesse para o normal desenrolar da partida.br /Foi o caso de Automobile. Jogo que recebeu por todos os lados os mais rasgados elogios, mas que, diz-me a experiência, tratando-se dum Wallace, poderia ter havido a tendência para exagerar nas qualidades da obra.br /Automobile mostrou logo no tabuleiro o mesmo grafismo pobre e pouco imaginativo que caracterizam os jogos da Warfrog/Treefrog. Não sei qual é a relação entre Martin e o seu art designer mas convenhamos, já é altura de mandá-lo para um curso de Photoshop para ver se desenvolve algumas capacidades. Houve mesmo quem dissesse por maldade que a qualidade gráfica do protótipo era francamente melhor que a do jogo final. Seja como for, para o efeito, o tabuleiro é realmente pouco importante. Ao contrário do que é normal neste britânico de olhar apaixonado, Automobile não é um jogo de mapa e, atendendo a isso, pouco relevância tem jogá-lo numa folha de papel vegetal ou num pedaço de cartão.br /O que é realmente importante e que se realça na experiência de jogo é a dimensão contabilística exigida aos jogadores. Aqui brinca-se ao lucro/prejuízo e as contas surgem a cada ronda em doses industriais. Quantas fábricas construir, quantos carros produzir, o que é que o mercado quer e que fabricas vão dar prejuízo? Acreditem, é de dar com a cabeça nas paredes. No fim, quando tudo termina, parece que é tirado um peso de cima dos miolos e todos nos sentimos aliviados por aquele pesadelo ter finalmente acabado.br /Só para que sirva de exemplo, éramos 5 jogadores. Eu, de cada vez que a era a minha vez, não sabia literalmente o que fazer. O Francisco (vulgo Spirale) que é um homem dado à conversa estava quietinho no seu lugar perscrutando as oportunidades do jogo em silêncio como se nada existisse além dos seus carros e das suas fábricas. O Teixeira, homem de grande ponderação, que normalmente faz sempre grandes jogadas baseadas numa meditação profunda, abanava a cabeça em desespero, impotente para resolver os problemas que lhe iam surgindo. O Bruno que percebe de contas e consegue chegar a uma conclusão em 2 minutos, não resistiu a Automobile e fez o seu jogo sempre agarrado à maquina calculadora do telemóvel, pratica muito contestada, diga-se, por todos os adversários.br /Automobile é isto. Contas, ponderação e desespero. Isto pode ser, para os mais masoquistas, o maior elogio que se pode fazer a um jogo, mas para mim, homem que prefere uma boa dose de descontracção, senti bastante desconforto. É que apesar de tudo, Automobile exige mais a um jogador do que aquilo que eu pessoalmente estou disposto a dar a um jogo de tabuleiro. Mas claro, são opiniões.br /Mas Automobile está muito bem desenvolvido e é um jogo de gestão puro. Se eu mandasse no ensino deste país, todos os alunos de Gestão seriam obrigados a jogar Automobile e a seguir fazer um trabalho sobre os problemas que o jogo cria e, claro, as formas de os solucionar.br /Pouco mais me adianto, só queria deixar aqui as minhas impressões até porque o Zorg está encarregado duma crítica mais pormenorizada sobre o tema a escrever sabe deus quando. Mas para quem gosta de jogos pesados e difíceis tem aqui um desafio bem interessante./divbr /br /a href="http://2.bp.blogspot.com/_iTmB-99bKSk/SkjLKRUevvI/AAAAAAAAAi4/YYTHqAdpsg4/s1600-h/automobile_plan.gif"img id="BLOGGER_PHOTO_ID_5352751534438268658" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 320px; CURSOR: hand; HEIGHT: 278px; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_iTmB-99bKSk/SkjLKRUevvI/AAAAAAAAAi4/YYTHqAdpsg4/s320/automobile_plan.gif" border="0" //adiv class="blogger-post-footer"img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/15509071-4808703763263742873?l=jogosdetabuleiro.blogspot.com'//div

Whats in a Name?

White Wolf - Segunda, 29/06/2009 - 12:52
Geist Preview for June 29brbrIt’s a curious phrase, “Sin-Eater,” and not one that immediately suggests the nature of the person it describes. What does it mean, and out of all the...
Categorias: Notícias

New Release: Bandor and Barbarian Elven

Gaming Report - Segunda, 29/06/2009 - 12:00
Categorias: Notícias

SSDC: First FREE Web Tool Now Available

Gaming Report - Segunda, 29/06/2009 - 12:00
Categorias: Notícias

Interview with Aldo Ghiozzi of Free RPG Day

Gaming Report - Segunda, 29/06/2009 - 12:00
Categorias: Notícias

SSDC: FREE Initiative Tracker Web Tool

Gaming Report - Segunda, 29/06/2009 - 12:00
Categorias: Notícias

Matt Thrower: Six Months On

BoardgameNews - Segunda, 29/06/2009 - 12:00

Those of you who are blessed with both an excellent memory and an unusually high degree of tolerance may recall that I started this year on a quest to demonstrate that I was definitely playing my existing games more through the use of John Farrel’s stats pages. Six months in, I’m sure that no-one cares how I’m doing, but I thought I’d tell you anyway. And then maybe devote a bit of space to thinking about patterns of game-playing generally, which might be marginally more interesting. 

We’ll get the dull numbers out of the way first. The big target is percentage utilisation. I started out at 32%, and my target is 50%. Six months in and I’ve reached 42% so I’m marginally ahead of schedule. The trouble is that I spent most of January in a mad dash to stack up plays of all the easy targets - games I could play solo or online. So things aren’t quite as rosy as they appear. However, at the end of next month I get to go visit my parents, where I can hopefully clear out a lot of the old chaff from my collection that has been in storage for ages and that I don’t really want to play again. What’s worrying me about this clearout is the number of games I might find which are actually incomplete: as a lover of games, I’m not entirely sure I could actually throw away an incomplete game especially when there’s hope I might find the missing pieces and be able to trade or sell it later on. It’s not about money, but simply the desire to ensure that the world doesn’t loose one more copy of some old out-of-print game that some gamer somewhere would probably love and cherish. But I may have to - we’ll have to see. I’ve sold a handful of games as well, mostly unplayed.

I started the year with a big splurge in spite of trying to keep new purchases down. And for many months, I was as good as gold, not buying anything new at all. But then I got hit with the Artscow bug, which lead me adding a number of self-made games and expansions to my collection. Then, shortly afterward, I found myself compelled to shell out for the wargame Bastogne: Screaming Eagles Under Siege because I’d played it multiple times on Vassal, and loved it, and it seemed unfair to MMP not to pick up a copy in spite of it being an eight-hour monster that I’ll probably never play face-to-face. And with it came Dunwich Horror because I managed to find a very attractively priced copy and I was sure I’d play it, solo at least.  We’re only half way through the year - there will undoubtably be more in the months to come. Like the Pitchcar Extension because my daughter has just started playing that, and quite possibly Last Night on Earth when it gets reprinted because, well because it’s short and easy and is bound to get played sometime. I’ve got my eye on some of the newer titles due out as well, but I’m usually content to wait until the hype has died down on those, so I can probably hold off until next year.

No more stats for the rest of the article. But there is one more thing about this particular personal quest that I wanted to highlight because it’s had wider ramifications for the way I think about games as a whole. The way that John has set his system to calculate the values, you get very little back for playing a game more than ten times. So it’s encouraged me to get in several plays of some titles that have sat gathering dust on my shelves for some time, most notably Traders of Genoa which proved quite a big hit at my local gaming group. But on the flip side it’s actively discouraged me from playing most of my favourite games, because in many cases I’ve already played them more than ten times, so in the pursuit of my fairly abstract goals you could say that what I’m actually doing is playing more of games I like less. So, although on balance I’m probably getting more entertainment out of checking out new titles than I’m loosing from not playing my favourites, it’s not entirely a good thing at all.

What this made me think about is why I maintain a wider collection of games at all. Why don’t I just pick my absolute favourite games and stick with them over and over again? Some of the answer is simply logistical - one of my favourite games is Twilight Imperium which only gets played on the rare occasions we can organise the time for it, and on the flip side it’s useful to have a few games that are very fast and simple. Some of it is the inevitable fact that even for the very best games the shine will wear off eventually and the game will start to seem a little dry. But beyond that, the honest truth is that all that’s making me want to keep a bunch of the games that I’m keeping is the sense that someday, sometime, I might want to play it. And frankly, that’s a pretty poor excuse to be sitting on top of ninety-odd boardgames and continually agitating to play those I’ve not played before just in case they’re any good, when I could be lavishing my time on stuff that I know is brilliant. When you add expansions for those favourite games into the mix, extending their longevity, it becomes an even more compelling case.

The same thought is what’s behind my occasional rants about the difficulty of picking out “good” boardgames in advance of playing them, no matter how many reviews you read. I end up investigating a game and buying it, only to find that for one reason or another it never hits the table and then suddenly I’ve been holding on to a game for months on end on the off chance that when I finally get to play it, it’ll turn out to be brilliant. So again, time gets taken away from games I know I love just so I can check out other games that might have the potential to join that hallowed club. Looking back on my board game collection, this issue is what’s driven me to acquire the majority of games that I own, and is certainly what’s behind the majority of purchases that I’ve got lined up. I really wish there were some better way of finding out in advance what games are going to be for you, some sort of all-time classic standard we can agree on like there seems to be for video games. But there isn’t.

The picture is further complicated by decisions to make about what, exactly, passes as a favourite game. I adore Titan. But I’ve long since stopped attempting to play it face-to-face: it’s become a play-by-email only excercise. And even then a small part of me thinks that since the game occasionally throws up situations in which players can get into a loosing position through little fault of their own, can it really be quite as good as some more modern titles in a similar mold that avoid this trap? That line of thought is, if pursued too far, the same chain of ideas that leads to the sterility of some egregious examples of over-controlled, interaction-free Euro games, but there are sensible balances to be struck along the way. Fortunately for me, Titan remains, in my opinion, unique and challenging enough to justify play time in spite of its flaws. But can I really call it a favourite? Can I really justify owning a copy that will almost certainly never see face-to-face play? Whatever the answer I hold on to it, and many similar games, simply because my tastes might change and one day I might regret ditching it. It’s an unfortunate reactionary attitude, after all, there will always be other great games around to play, but it’s partly what’s behind my keeping of so many games that see so little table time.

Of course you might argue that I ought to keep a copy of any game I continue playing on the internet, as I undoubtedly will with Titan, because otherwise I’m doing a game publisher somewhere a disservice. I don’t really think you can counter that argument - publishers need support. But there is an unfortunate manner in which the availability of on-line play can actually influence your game acquisition in a very negative manner. An example is Santiago. I bought a copy of this after playing it on SBW a couple of times because I was intrigued by the mechanics and I could see that it would likely be a much superior game played face to face. There’s a negotiation and screw-your-neighbour element to the game which is entirely lacking in the on-line experience. But of course having got the game, I’ve never got it to the table. Having played it on-line, the novelty value of bringing it to a group as a new game has worn off for me. So in spite of its merits, it has become another dust-gatherer which can never quite seem to get enough impetus to see it ahead of other, genuinely unplayed titles.

We all do this. All of us. The lure of new games is always too strong, in spite of the best intentions, and there’s never enough time to play them all. So I’d like to hear about how you deal with this issue. Do you have the time and the willpower to keep on bringing back your favourites time after time and still find space to slot in the occasional new title that you buy? Do you perhaps only restrict yourself to games you’ve played before somewhere and know are good - I guess this is part of the lure of going to conventions and getting to see demo copies? Are you happy to see yourself as much, if not more, as a collector of games rather than a player of games? Or is this all just so much hot air and if so, do you have any good suggestions to stop me being so damn careful and indecisive about what games I choose to pack up and bring out for game nights?

Categorias: Notícias

Winners of the 2009 Origins Awards: Dominion, Pandemic, Say Anything

BoardgameNews - Segunda, 29/06/2009 - 09:30

Dave Chalker posted the winners of the 2009 Origins Awards on his Twitter feed, then on his website, Critical-Hits.org. Dominion took home the award for best card game, while Pandemic was named best board game. Both games have been nominated for the 2009 Spiel des Jahres, the winner of which will be announced a few hours after this posting. Other winners include Say Anything in the children’s, family and party games category and Conflict of Heroes: Awakening the Bear for best historical board game.

Categorias: Notícias

Batt'l Kha'os – Z-Man Games

Dream with Boardgames - Segunda, 29/06/2009 - 08:45
a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_pWKl3t_aGeg/Skdrt7228qI/AAAAAAAAA6I/fO8mEYkm2co/s1600-h/z-man1.jpg"img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 266px; height: 400px;" src="http://3.bp.blogspot.com/_pWKl3t_aGeg/Skdrt7228qI/AAAAAAAAA6I/fO8mEYkm2co/s400/z-man1.jpg" alt="" id="BLOGGER_PHOTO_ID_5352365119059194530" border="0" //abr /div style="text-align: center;"Um jogo de Eric Hanuise e de Frederic Moyersoen, para 2 jogadores, a partir dos 10 anos, com a duração de 30 minutos.br //divbr /div style="text-align: justify;"Batalhas violentas entre orcs e cavaleiros. O roxo e o laranja formam um combate caótico, onde ninguém sabe, que lado vai ganhar a batalha. As torres de Mage dispersas no campo de batalha, são objectivos estratégicos, e em breve quem controlar o maior número de torres irá obter a vitória.br /br /Os jogadores posicionam peças para conseguir que o seu exército seja majoritário nos cantos das torres: quando todos os 4 cantos estão resolvidos, o jogador com a maioria dos cantos obtém o controlo da torre.br /br /Fichas especiais de poder, podem aumentar a tua presença ou diminuir a presença do teu oponente, assim como, fazer algumas outras coisas.br /Há 5 peças especiais incluídas no jogo para estratégias adicionais.br /br /a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_pWKl3t_aGeg/Skdse1aXvNI/AAAAAAAAA6Q/YP-QC0qZQ1A/s1600-h/z-man_2.jpg"img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 205px;" src="http://4.bp.blogspot.com/_pWKl3t_aGeg/Skdse1aXvNI/AAAAAAAAA6Q/YP-QC0qZQ1A/s400/z-man_2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5352365959142685906" //abr /span style="font-weight: bold;"Conteúdo:/spanbr /• 58 Peças do campo de batalhabr /• 8 Peças de torre:br /--- 4 Torres de Orcbr /--- 4 Torres de Cavaleirobr /• 5 Peças especiaisbr /• 20 Fichas de poder:br /--- 10 Orcsbr /--- 10 Cavaleirosbr /• 30 Fichas de controlo:br /--- 10 Orcsbr /--- 10 Cavaleirosbr /--- 10 Neutraisbr /• 2 Ajudas ao jogadorbr /• Regrasbr //divbr /a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_pWKl3t_aGeg/SkdsqGJyBrI/AAAAAAAAA6Y/uN2LtZ0AsCQ/s1600-h/z-man3.jpg"img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 162px;" src="http://4.bp.blogspot.com/_pWKl3t_aGeg/SkdsqGJyBrI/AAAAAAAAA6Y/uN2LtZ0AsCQ/s400/z-man3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5352366152615069362" //adiv class="blogger-post-footer"img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2365270125698943946-5139558577287354006?l=dreamswithboardgames.blogspot.com'//div

Todays Blatherings

Mike Mearls' LJ - Segunda, 29/06/2009 - 08:05
ul class=loudtwitterliem09:31/em Its a little funny to see how many 4e books have been stolen from the King County Library. Maybe its time to donate some replacements.../li liem15:58/em Sitting outside in the shade, sipping a drink, reading a good book. What more could you ask for? Besides an army of giant robots, of course./li/ulAutomatically shipped by a href=http://www.loudtwitter.comLoudTwitter/a
Categorias: Blogues - Roleplay

Origins 2009--Low-key and loving it!

The Bloody Hand - Segunda, 29/06/2009 - 05:53
Its about an hour and half since we arrived home from Origins 2009. I sit here with more caffiene than blood in my veins and try to unwind enough to go to bed. It was a great con. Attendance looked light, but the folks that were there had a good time. Heres my high points of the show:br /br /bTuesday/bbr /A rush to pack and an error made months ago with the rental car was a bit of a scare, but by the time Bill arrived, everything was A-OK. Got to bed late, but raring to go in the morning.br /br /bWednesday/bbr /The Drive. Michele was battling a cold, so we took plenty of rest stops. I didnt mind because we had no booth obligations and therefore no deadline. We left at a sane 7 AM and arrived about 4 PM, which allowed us to eat at the fabulous North Market. My pad thai was hotter than I could stomach, but that proved beneficial later on. We got checked in, taught Michele how to play Euchre, and got some sleep.br /br /bThursday/bbr /Both Kat and I wisely scheduled our Thursday games to begin at noon, so that we would avoid the early-morning lull that sometimes occurs when theres a hiccup in the registration system. This time, there was no hiccup to worry about, but there was also a noticeable shortage of attendees. Even with a huge swath of the breezeway missing due to renovation, the place didnt feel crowded enough. I think I got a picture of the crowd present at the opening of the exhibit hall, and it wasnt nearly as large as its been in the past.br /br /Anyway, I kicked the day off w/ dropping off 5 copies of SHU with the ever-gracious and ever-upbeat Andy Kitkowski. He and his boothmates allowed me to grab a bit of space in his booth to make SHU available for sale. It was greatly appreciated.br /br /At noon, Kat ran a new WGP... scenario, and I ran Ganakagok. I had 2 players: Cary and Amber. Thinking that 2 characters would be too few in the reaction rounds, I also made a character myself. In the end, it added nothing to the game, and I wouldnt do it again. The game was good (as always), and I even found a few ways to improve the text that I had overlooked while editing.br /br /After dinner, I hung out a bit w/ Luke, Thor, Jared, and Jamey. We caught up on RL stuff. I got to see the tail end of Jameys satirical Nicotine Girls hack. Plus, we playtested ... Yonder Knights! I never would have imagined playing that in my wildest dreams! The game doesnt really work, but there was much discussion and diagnosis of exactly WHY it doesnt work, which was really super helpful.br /br /bFriday/bbr /Friday started w/ both Kat and I having 10AM games. Hers was, of course, some incredible, amazing WGP... and mine was SHU. I had two great players: Todd and Lisa. We stopped a serial killer whose profile was that he was hunting down childrens entertainers. As often happens, the kinda silly profile did not impede the drama and tragedy of the inevitable deaths. I cant think of a game that I enjoy more consistently than Serial Homicide Unit.br /br /After the SHU game, I checked out the maiden voyage of Luke and Jareds new seminar: Practical Game Design. It was a clear and informative roadmap to take someone from the Three Questions to being able to judge whether dice or cards will do the job their game needs done. It gave me much food for thought, particularly in light of the previous nights unfun playtest.br /br /One of the great disappointments of this years construction was the closing of the kitchen in the Krema Nut Company store. NO PEANUT BUTTER MILKSHAKES! However, Thors clever cell phone knew of the companys headquarters store 2 miles away. Being New Yorkers, they were going to hoof it. But with my power of Rental Car, I got us to the peanut-flavored heaven and back again in air-conditioned comfort!br /br /Friday evening saw a nice dinner w/ Kat, Bill, and Michele, and then chatting till midnight w/ the NYC crew.br /br /bSaturday/bbr /Saturday was supposed to be my busiest day. I was scheduled to run SHU from 10AM to 2PM, and help Luke run a seminar from 1PM (fun scheduling error!) to 3PM, and then run Ganakagok from 8PM to midnight. Unfortunately, I had no players for SHU, which gave me far too much time to shop. I looked at every booth and still had time to spare before the panel.br /br /The self publishing panel is, as Luke likes to call it, a firehose of information. We ran right up to the full 2 hour mark, barely stopping for questions and could have kept going. Its a thrill to give that panel.br /br /Afterwards, Luke was running a demo of Mouse Guard for a reviewer named Ben and his girlfriend Danielle. I sat in to bring the group up to three, and got to deliver the killing blow to a vicious milk snake that wanted to devour us all!br /br /A surprising one-on-one dinner w/ Kat followed, which allowed for a nice de-stressing to occur.br /br /After that, it was back to frozen lands of Ganakagok, where 6 players showed and we made a great myth about the splintering of the island and its fertile ground floating into the sunlit worlds.br /br /bSunday/bbr /Today started with some great news: Mouse Guard won the Origins Award for Best RPG! Congrats to Luke and the Burning Crew for another game well-designed (and one I can actually play this time!)br /br /Then there was just last minute shopping, lunch, The Drive, and now this. An excellent weekend in an excellent city at an excellent con. You cant ask for more than that.
Categorias: Blogues - Roleplay

Gone Cardboard: Pocket Rockets, Coming from Hazgaard

BoardgameNews - Domingo, 28/06/2009 - 22:00

Pocket Rockets is a new title from designer Antoine Bauza, who will have released more than a half-dozen titles in a year once Spiel 09 rolls around, including Bakong, Pony Express and Ghost Stories.

Race games seem to hold a special appeal for Bauza, and Pocket Rockets has racing elements as players are trying to complete rockets quickly before the limited fuel supplies run out and the game ends. As in many games, efficient building in an inefficient factory will be key to your victory. Six cards comprise the factory, with a launch site and a recycling workshop sitting opposite one another, while a conveyor and three assembly plants (white, red, yellow) take up the other four locations. On a turn, a player has four action points with which to move her token in the direction of the conveyor, draw a rocket card – whether base, fuselage or tip – from one of four decks near the factory, or use the power of one of the factory cards. The assembly plants let you play a card of the appropriate color, the recycling workshop lets you trade a card in hand for another one (which is needed due to a three card hand limit), and the launch site gives fuel with which to launch a completed rocket.

The game ends when fuel is exhausted, and players score two points per fuselage card in their completed rockets as well as 1-4 points for the fuel used. Rocket tips provide players with special powers, such as an additional action point and the ability to move either direction on the conveyor.

Pocket Rockets is for 2-4 players, ages 10 and up, with a playing time of 20 minutes. The publisher, Hazgaard Editions, will release the game in July 2009, and Asmodee Editions will distribute it in North America and elsewhere. Rules are available in German, French and English on the Pokcet Rockets website. This game has been updated on Gone Cardboard.

Categorias: Notícias

Todays Blatherings

Mike Mearls' LJ - Domingo, 28/06/2009 - 08:05
ul class=loudtwitterliem10:41/em Man, the dogs do not like the clackity clack of the bulldozer down the street. Lots of barking, running around the house./li liem18:43/em Ignorance abhors a vacuum./li liem19:52/em OK, so I have 36 hours of games scheduled for GenCon. Why yes, I am going for vacation, not work./li/ulAutomatically shipped by a href=http://www.loudtwitter.comLoudTwitter/a
Categorias: Blogues - Roleplay

Matt Carlson: More SdJ Gibberish

BoardgameNews - Sábado, 27/06/2009 - 17:00

In what is clearly a unique experience for me, I’ve actually played several of the Spiel des Jahres nominees BEFORE the award is announced.  While I love playing new games and tend to be on the cutting edge of my local game group, I do not import games nor do I attend boardgame gatherings where I would have access to prototypes.  However, with two of the five titles developed here in the US, I’ve managed to get ahold of them before the nominees were announced!  As the winner will be announced in a matter of days, I thought I’d share my unsolicited opinion on the three that I have played: Finca, Pandemic, and Dominion.

Finca
Disclosure:  I received a free copy of this game from Rio Grande Games to review.
This title is the game I’ve played the least of the three, but I do find it an interesting experience.  Players move pawns around a rondel (circle) to gather fruit or choose to deliver fruit to one or more spaces on the game board to collect tokens worth points.  Extra points are awarded for collecting sets of fruit (one through six) or for having the majority of a fruit delivered when a game board space is devoid of tokens.  When enough spaces are cleared the game ends.  While not a complicated game, there are still some strategic and tactical decisions to be made.  Should I go for collecting sets or try to get majorities in specific fruits?  Should I horde fruit looking to seize prime opportunities or should I deliver as quickly as possible to the tokens I want?  In a nice touch, if everyone hordes resources there is a good chance that the resources will get dumped back into the bank.  I think the game would be just a bit dry for me if it weren’t for the four rules exceptions given to each player to use once during the game.  Just when and where to perform an extraordinary action can really leverage one’s position.  The game is colorful and has great bits to help attract the game-adverse.  I prefer a bit more strategic interaction to my games when I can, but I think it does a great job of being a unique candidate in the family-friendly category.  It could be a fine introduction for new gamers to a rondel mechanism as well as set collecting and area majorities for victory points.  It plays fairly fast even with four players, making it a good warm-up game for a longer gaming evening.

Pandemic
Disclosure: I traded for this game via a BGG trade, but have sometimes received discounted games from Z-Man games in past years.  I have also met Zev personally at GenCon.
I was very happy to see Pandemic get a nomination this year.  I’m a big fan of cooperative games as they fill a needed niche within the hobby.  Some folks just don’t take to the forced competitiveness of a standard boardgame and it is nice to have options where everyone can win or lose together.  Pandemic stands out for me in this category as it is easy to explain and plays in a moderate amount of time.  Most importantly, rather than having a rigid story or path for the players to follow on a set board (as in Lord of the Rings, Arkham Horror, or perhaps even Shadows over Camelot), Pandemic’s board ebbs and flows according to the order of the cards making some games a race against outbreaks while others are more of a struggle to collect the right cards for a cure.  Rather than rely on cards or events to drive changes to the board, all the rules and effects are known at the start of the game.  This means beginners have a better chance at making reasonable decisions and lessens the likelihood of other players running the game for the new players.  Pandemic has also earned my respect as it functions very well as a two-player cooperative game.  It has served me well for game evenings with my wife, and I know it is popular with other couples.  It may be just a cult of the new showing through, but I feel it has better long-term replay ability than other cooperative games I’ve tried.

Dominion
Disclosure: I bought this game with my own money, but I did play the game when Dale Yu (one of the developers) was in the same room sitting a few tables away.  I also once played the game In the Year of the Dragon with Dale’s brother.
Of all the games I’ve played this year, Dominion is still my favorite.  I don’t’ often get to play games over and over again, but I have played more Dominion in the past 9 months or so than any other game.  It helps that it was a favorite at the high school game club as well as the local club.  Dominion hits a sweet spot for me as it seems to me to pack nearly everything I want out of a game into as short a time frame as possible.  I love building up an economic engine (also why I like gardening) which is then turned into points.  I also like having multiple choices for a path to victory.  Sometimes a set of 10 cards will have only one or two recommended victory paths, but there are usually a few different options.  The many different combinations of available cards helps to keep the game fresh after many different plays.  I’ve even made the game one of my most portable ones by placing the entire deck into a box for trading card games, complete with dividers I made to keep them separate.  (I plan to upload the dividers I designed to BGG someday, they have the rules info for each card right on the dividers so I don’t have to cart the rulebook around either…) There are some drawbacks to the game, primarily the constant shuffling which can grate on the nerves of those who find it too fiddly.  (I don’t mind.) It can also be a bit much for a non-gamer to jump into for their first taste of eurogames.  Thus, I don’t spring it on anyone who hasn’t already played a few of these games of ours.  Finally, Fate can be a harsh mistress in the game with the luck of the draw giving a player a significant boost or hindrance in the early game, stalling out the game for that player while others forge ahead.  This doesn’t happen too often, but often enough to be a little frustrating.  I love going through a game in my head after finishing to think about what might have gone wrong, but I will occasionally have games of Dominion where I lose fairly seriously and have very few of my own poor decisions to blame.  Despite these minor drawbacks, I really enjoy the game and still bring it out to play as often as I can.  I look forward to the upcoming sequel with anticipation, although I was a bit disappointed with the recent BGG 2-card expansion.  The one was somewhat interesting for variety, but the Black Market card was fun but also slowed down the game immensely as players had to pause to peruse which of the three cards they were interested in purchasing.

So, which game do I think will win?  I don’t have enough information to guess.  If I were going by my personal favorite, I think Dominion is unique enough and definitely fun enough for the win, however it is a bit more of a stretch to play for those who aren’t already into the gaming hobby.  Finca is a solid title and is a good family game, but is a bit abstract and dry for me.  Pandemic is great all the way around, but I fear some might accuse it of having less replay value and the cooperative nature may put some folks (judges?) off.  If I’m forced to guess what’s in a German judge’s mind, I’d go with Finca as it is most like games that have won previously.  If they’re not afraid of a little innovation, I’d love to see Pandemic or Dominon take home a win.  Best of luck to all the publishers, designers, (and developers!) for the final announcement next week!  Feel free to chime in with your own opinions below (if you haven’t already burnt yourself out on the discussion.)

In other, videogame news, I’ve been playing a bit of Hey, That’s My Fish on the Wii console as a download game and a lot of Magic: the Gathering as an Xbox 360 download.  Both are fairly well implemented, with Hey, That’s My Fish having very cute graphics and Magic having a decent computer AI.  I haven’t played either enough for a good review yet, however I have enjoyed my Magic games despite most games vs the computer coming down to who draws better cards and the game’s too harsh of restriction on deck modification.  I hope to let everyone know my thoughts on them in a future post.

Categorias: Notícias

Vinícola - What’s your game

Dream with Boardgames - Sábado, 27/06/2009 - 08:45
a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_pWKl3t_aGeg/SkHkD98K18I/AAAAAAAAA5w/x7LWaGLOem4/s1600-h/Vin.jpg"img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 283px;" src="http://1.bp.blogspot.com/_pWKl3t_aGeg/SkHkD98K18I/AAAAAAAAA5w/x7LWaGLOem4/s400/Vin.jpg" alt="" id="BLOGGER_PHOTO_ID_5350808589110532034" border="0" //abr /br /div style="text-align: center;"Um jogo de Vital Lacerda para 2 a 5 jogadores, a partir dos 10 anos, com a duração de 120 minutos.br //divbr /div style="text-align: justify;"A editora “What’s your game?” continua a apostar em jogos em que o tema está relacionado com Portugal. Depois do Vasco da Gama, temos agora o Vinícola. Um jogo “Made in Portugal” de Vital Lacerda, que espero seja um de muitos jogos lançados por editoras com capacidade de distribuição por todo o planeta.br /br /O tema deste jogo não podia ser melhor, pois o vinho é um dos produtos que mais identifica o nosso Portugal, por todo o mundo. Neste jogo vais ter de plantar as melhores castas de vinha. Com a ajuda dos melhores enólogos, vais procurar melhorar ao máximo as tuas produções com o objectivo de as apresentar nas diversas feiras de promoção do vinho.br /br /Segundo informação do autor o jogo será apresentado oficialmente em Essen, sendo que o lançamento oficial está previsto para Nürnberg 2010. A primeira edição do jogo terá 5.000 exemplares, contudo, ainda não existe informação quanto ao preço.br /br /O span style="font-style: italic;"dreamwithboardgames/span dá os parabéns ao autor e espera em breve ter outra oportunidade de publicar mais notícias sobre jogos portugueses.br /br /Este ano não tem sido nada mau em novidades sobre jogos Portugueses ou sobre Portugal: Vinícola, a href="http://dreamswithboardgames.blogspot.com/2009/03/vasco-da-gama-whats-your-game.html"Vasco da Gama/a e a href="http://dreamswithboardgames.blogspot.com/2009/05/aljubarrota-majoragiloreydesign.html"Aljubarrota/a.br //divbr /centerdiv align="justify"/divdiv align="center"/divp align="center"/ptable width="70%" border="8" cellpadding="2"tbodytrth colspan="2" bgcolor="#ffcc33"emdreamwithboardgames Newsbr //em/th/trtrth bgcolor="#ffffff"a href="http://rededejogos.blogspot.com/2009/06/vinicola-ira-nascer-em-italia.html"Site do Autor/a/thth bgcolor="#ffffff"a href="http://www.boardgamegeek.com/boardgame/42052"BoardGameGeek/a/th/tr/tbody/table/centerbr /p/pdiv class="blogger-post-footer"img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2365270125698943946-7946059254612283744?l=dreamswithboardgames.blogspot.com'//div
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