The Hotness
Games|People|Company
Among the Stars
Mage Knight: Board Game
Dominion: Dark Ages
Targi
Mice and Mystics
Eclipse
Ace of Spies
The Big Bang Theory: The Party Game
Thunder Road
Descent: Journeys in the Dark (Second Edition)
Virgin Queen
Lords of Waterdeep
Omen: A Reign of War
A Game of Thrones: The Board Game (Second Edition)
1984: Animal Farm
Android: Netrunner
Dominion
Agricola: All Creatures Big and Small
The Lord of the Rings: The Card Game
Village
Fantastiqa
Pirate Dice: Voyage on the Rolling Seas
Twilight Struggle
Eselsbrücke
The New Science
Hawaii
Nefarious
Kingdom Builder
1989: Dawn of Freedom
Vegas
Dungeon Command: Sting of Lolth
Agricola
7 Wonders
Arkham Horror
Ora et Labora
Quarriors! Quarmageddon
War of the Ring
Through the Ages: A Story of Civilization
Glory to Rome
Hemloch
K2
Trajan
Zombicide
Gladiatori
The Castles of Burgundy
Tammany Hall
Dominant Species
Terrain Game
Race for the Galaxy
Skyline

On Gamer's Games

Wherein I Discuss Those Games Described As Gamer's Games
Recommend
60 
 Thumb up
 tip
 Thumb up

Looking Forward Into 2012

Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
So with my review of 2011 out of the way, let’s go ahead and take a look forward into 2012.

Left Over From 2011
Thanks to some helpful input from commenters and friends I think I can safely remove both Trajan and The Castles of Burgundy from my list of games to acquire. Neither of them overcomes my biggest problems with Feld’s designs and are thus probably not worth playing. Similarly some pretty convincing arguments were made that I should check out Bios: Megafauna. I probably will at some point in the spring. I have enough new games to absorb and savor now that I would prefer to keep this one till later. I also tend to delve a bit more into Dungeon Petz and Sekigahara: Unification of Japan and will probably be discussing both here. I may do a review for Dungeon Petz but that is only if I can find something new to say about it. Ora et Labora is at Coolstuff and I plan to pick it up tonight. I will probably be playing it as much as I possibly can, assuming I can successfully sell it to everyone around me. The main reason I have been able to clock in 26 plays of Mage Knight since November is its popularity in the local play group. If I can build a group that is similarly receptive to Ora et Labora I will be a happy man.

On the Review Docket
In the near future I will be playing and discussing both Mob Ties: The Board Game and The Manhattan Project. Mob Ties is a game I was not previously interested in but the publisher sent me a review copy to take a look at even after I warned him that I am not normally into games focused on negotiation games. His willingness to do so is pretty exemplary and deserves kudos so I am going to give the game a fair shake and see what happens.

The Manhattan Project is a game I Kickstarted, but will be sent an early copy for review so I am pretty excited about it. While I do not think it will be a game I love quite as much as Ora et Labora, Agricola, or Caylus it looks like it will still be a pretty strong worker placement and will likely be at the top of the second tier of worker placement games. It is rather unique both thematically and mechanically and I think those combination of factors should be enough that it is worth owning, particularly if the theme appeals to you or you are fond of worker placement games.

Upcoming in 2012
Its still early and I am sure there are going to be a bunch of new games coming out this year that will catch me by surprise, but I already have a few that I am looking forward to pretty seriously.

CO₂ has the combination of striking graphic design, a unique theme, and Vital Lacerda as the designer. Together these are enough to catch my interest, and I am looking forward to see what this design has to offer. Knowing Vital it will be a pretty hard-core eurogame which should appeal to at least some of the readers of this blog.

KanBan, about managing an automatic factory, is also by Vital Lacerda and even though I am not quite as excited about it as I am about CO2, it still looks like it will be worth checking out. Other factory management games have not quite worked for me before so hopefully this one has enough interesting things going on to make it worth my attention.

The Great Zimbabwe is the latest Splotter game and that alone deserves some attention, but its description is also pretty exciting:
“The Great Zimbabwe is a logistico-economic game in which players are tribal leaders in Africa trying to please the gods by building monuments.

Buying technology, building craftsmen, gathering resources, and worshipping a god are among the many decisions necessary to win in The Great Zimbabwe. But the main way of getting there is building and developing a network of monuments. The higher the monuments, the closer the players will be to victory. But player must balance many subtle aspects of the game. If they develop their economy, if they worship a powerful god, if they use a lot of technology, they will need to score more victory points.

Clever use of turn-order manipulation, economic development in an almost close environment, scarce natural resource use and logistical optimization to deliver goods from craftsmen to monuments: you only get one action per turn, so be smart! The Great Zimbabwe is a race for victory in which you decide how far you want to go and at what speed. Then other players' decisions change everything...”

Indonesia is the only Splotter game that has really stood the test of time for me, but I have high hopes that this will also meet my tastes.

Agricola: Cave Farmers is Uwe Rosenberg’s upcoming title, and while I am pretty excited about the fact that it seems to be him back to doing the sort of resource conversion titles that he does best, I suspect he will not be able to top Ora et Labora for me. Still, this one sounds unique enough that it will probably be worth checking out and will likely be a solid second tier worker placement title.

1989: Dawn of Freedom is an item that I have on pre-order but I admit my enthusiasm is cooling and I may even cancel the pre-order. This is not due to any particular belief that the game will be poor but simply my playing habits have shifted enough that I get few opportunities to play these grand card-driven strategy games anymore so I am not sure how often I will get to play it. I may just get it to hold on to until I get opportunities to play them again though, so we will see what happens.

I am also looking forward to Race for the Galaxy: Alien Artifacts but not overwhelmingly. I am pretty happy with the base game + the first three expansions, and while I am sure Alien Artifacts will be fun I am not sure I really need more. This will not stop be from buying it, of course, but it is stopping me from caring all that much about when it arrives.

Goals
Personally I want to continue the trend of 2011 in playing a smaller number of total games but playing them a lot more. I got to enjoy some really in-depth exploration of 18XX games in early 2010 and while I do not intend to revisit that particular rabbit hole in the near future, I do have a lot of longer games, both new and old, that I would like to explore in-depth.

I plan to continue being active on my blog even as the rush of new games slows to a crawl instead I will focus more on new thoughts on the games I am playing as well as more general topics. Once late summer hits, I will start doing pre-release perspective articles, will write my “Gamer’s Games of 2012” geeklist and will then due a lot of the same sort of things on my blog that I did in 2011: first impressions, reviews, and general discussion.

Is there anything you would like to see out of my blog? Any games coming out that I should be keeping an eye on? What are you looking forward to?
Twitter Facebook
38 Comments
Subscribe sub options Fri Jan 6, 2012 7:04 pm
Post Comment
Tim Seitz
United States
Glen Allen
VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
Avatar
mbmbmbmbmb
Pretty soon, you are going to have 3 copies of The Manhattan Project!

I don't know anything about Vital, but CO2 and Kanban are both interesting from their themes alone. I've had my eye on them for awhile.
4 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 7:35 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Nathan Morse
United States
Powell
Ohio
designer
Avatar
mbmbmbmbmb
I can affirm from the incarnations of CO₂ and KanBan that I have played: You are in for some treats. These are games whose release (and evolved state) I anticipate. I was nervous (but optimistic) about what might become of Vinícola in its evolution to Vinhos, and it turned out great. I can't wait!
5 
 Thumb up
 tip
 Thumb up
  • Edited Fri Jan 6, 2012 7:58 pm
  • Posted Fri Jan 6, 2012 7:58 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Troy Adlington
Australia
Dallas
Texas
flag msg tools
Avatar
mbmbmbmbmb
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Whilst you and I both like deeper games, our selection methods seem polar opposites! I take a more try it and see approach, rather than selecting games to try based on who the designer was or what mechanisms are ensconced therein.

Thus your style often comes off as somewhat sniffy to me, whereas I don't think that's who you are or how you're trying to be here.*

I too have cooled on Alien Artifacts. My main gripe is that it won't be compatible with my other expansions, which seems a whole bunch of tear down and set up to play it.


1989 Hmmmm could be good.A CDG is not an auto buy, albeit I do love the mechanism itself.

Love the board for CO2. If anything I am overly excited by good graphics

Manhattan Project. I wish I kickstarted it, the theme is awesome, if the guy can pull off a meaty game about such an intriguing time it will be an instant buy for me.

Thanks for the thought provoking post

Cheers


* = Not that you should care what I think




4 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 7:58 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Reid
United States
New York
New York
Avatar
mbmbmbmbmb
Quote:
Similarly some pretty convincing arguments were made that I should check out Bios: Megafauna. I probably will at some point in the spring.


The living rules are your friend in this endeavor. The base rules, I find, occupy an uncomfortable middle ground between American Megafauna and the more strategy-focused, Euro-type game that Bios is trying to be.

Thanks for putting The Great Zimbabwe on my radar. I didn't know that Splotter had teed something up for 2012.

Other than that, there isn't much that's been announced that I find exciting. I have a few things kickstarted that I may enjoy, but nothing I expect to be groundbreaking. A quick perusal of the 20 Most Anticipated Games of 2012 voting thread left me flat. From a design standpoint, the game I'm most looking forward to toying with is Virgin Queen, though I don't relish the work I expect goes into finding / grooming a group of players for that one.

EDIT: Oh yeah, I had checked out KanBan and am tracking that one as well.
3 
 Thumb up
0.01
 tip
 Thumb up
  • Edited Fri Jan 6, 2012 8:02 pm
  • Posted Fri Jan 6, 2012 8:00 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Not to sidetrack the convo, but as a side note on the subject of the Rond-cala mechanism...

When I first read about Trajan and this Rondel/Mancala mechanism I assumed it would work like this:

1. Choose an action with cubes in that action's bin
2. Resolve that action with strength based on the number of cubes in the bin
3. Distribute cubes from that bin Mancala style, thereby incrementing the strength of the next few actions.

I was obviously incorrect - instead it's:

1. Choose a bin and distribute the cubes from that bin Mancala style
2. Do the action associated with the last bin you put a cube into.

While that's very interesting, I was disappointed in how difficult it seemed to be to chain actions in an order I wanted to. This was frustrated further by making it matter whether you drop off White-Blue-Red vs Red-White-Blue vs Red-Blue-White, only you don't have any real way of knowing which of those orders will be useful and which will not when the time comes for it to matter.

I actually very much liked the rest of the game, and as I've only played once I'd very much like to play some more. However, I can't help but think that my incorrect assumption (noted above) could make a much smoother action selection mechanism.

Time passes... the other day I started incorporating my version of the RondCala mechanism into a game idea I had a couple of years ago about The Knights Templar. I have a good feeling that this could turn out to be a great, involved game, and I hope to get it to a point I can try it out soon!

I now return you to your regularly scheduled blog comment thread. So as not to be entirely off-point, I'll comment on Jesse's list:
The Great Zimbabwe sounds pretty neat, I'd never heard of it but I'll watch out for it now.

Also, I very much liked The Manhattan Project on my first play at BGG.con. I expect there to be some AP going on, as the options of where to place your workers increases exponentially over time (with the Espionage action, you have to look at all players' boards to see where you want to place workers).
6 
 Thumb up
0.01
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 8:18 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
out4blood wrote:
Pretty soon, you are going to have 3 copies of The Manhattan Project!

I don't know anything about Vital, but CO2 and Kanban are both interesting from their themes alone. I've had my eye on them for awhile.


Well, I will end up with one. I gave the print and play version to a local gamer and will give my extra review copy to my friend
KingKel Adams
United States

Florida
Avatar
mbmbmbmbmb
so she can review it for her website. I will only end up with one copy.
3 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 8:45 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jared VZ
United States
Stockton
California
First I've heard of KanBan-almost fell off my chair

I suppose each player will have their own heijunka board and will get victory points for implementing kaizens. Gamers who work in supply chain are going to have a real leg up with this one.
3 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 8:58 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
Troymk1 wrote:

Whilst you and I both like deeper games, our selection methods seem polar opposites! I take a more try it and see approach, rather than selecting games to try based on who the designer was or what mechanisms are ensconced therein.

Thus your style often comes off as somewhat sniffy to me, whereas I don't think that's who you are or how you're trying to be here.*


I take a general try and see approach for the purposes of newer designs, but if I encounter a designer who consistently produces games that I am not thrilled with then I am less and less likely to try out their designs. Currently Feld and Wallace are both in that category. Part of this is simply that trying out a design usually means I have to buy it, and even though I frequently make some money back when I resell the game, there is frequently some level of lossed value, which makes me hesitant to purchase games that I consider it unlikely I am going to like. That being said, I do have a friend who is a big fan of Feld and is likely to have Trajan the next time I see him. If he is still high on the game when I see him I will probably give it a go. It is simply not on the list of games that I am going to purchase in order to try out.

Honestly, I am okay with coming off as sniffy or pompous or whatever. I think by having fairly strong opinions while being clear about why I have an opinion I should be a useful for metric for people in making their own decisions, even if they do not always agree with me. Equivocating about things I dislike does not help people who are reading my contributions.

I am also probably a little bit harsher this year than I would be in a normal year. The quality of the releases in 2011 were high enough that games that I would normally play a bit more extensively are sidelined and games that I would probably make more of an effort to try out or ignored altogether. I originally was looking at playing Drum Roll or Quebec and would have in 2009 or 2008, but this year? Did not even have time.

Looking at the Big 5 Euro Designers, I get these game quantities, average ratings, and standard deviations:
Chavatil (5; 6.6; 2.07)
Feld (4; 5.75; 0.96)
Knizia (12; 5.08; 1.5)
Rosenberg (5; 7.6; 2.30)
Wallace (15; 5.86; 1.41)

Chavatil and Rosenberg are both worth taking a chance on; I have liked enough of their designs for me to order their gamer’s games with only a bit of consideration. I am more likely to enjoy Rosenberg’s designs, but Chavatil is daring enough to be worth considering. Feld and Wallace are both unlikely to appeal to me these days but if I hear enough of the right things about a particular design then I will check them out. I heard and saw the right things about A Few Acres of Snow (and it was pretty good outside of the whole broken issue) but I have not heard or seen the right things about Castles of Burgundy or Trajan. Knizia I am basically ignoring at this point.
7 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 9:25 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
sedjtroll wrote:

Time passes... the other day I started incorporating my version of the RondCala mechanism into a game idea I had a couple of years ago about The Knights Templar. I have a good feeling that this could turn out to be a great, involved game, and I hope to get it to a point I can try it out soon!

I now return you to your regularly scheduled blog comment thread. So as not to be entirely off-point, I'll comment on Jesse's list:
The Great Zimbabwe sounds pretty neat, I'd never heard of it but I'll watch out for it now.

Also, I very much liked The Manhattan Project on my first play at BGG.con. I expect there to be some AP going on, as the options of where to place your workers increases exponentially over time (with the Espionage action, you have to look at all players' boards to see where you want to place workers).


Interesting idea Seth! I am looking forward to seeing your final design.

Yeah, I suspect that the game will frequently end up being focused on dancing around the Espionage action which could drive up AP, but I think by the point you have exponential actions the game will be close to the end, at which point it will not matter anymore.
3 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 9:29 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Tim Seitz
United States
Glen Allen
VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
Avatar
mbmbmbmbmb
doubtofbuddha wrote:
Honestly, I am okay with coming off as sniffy or pompous or whatever. I think by having fairly strong opinions while being clear about why I have an opinion I should be a useful for metric for people in making their own decisions, even if they do not always agree with me. Equivocating about things I dislike does not help people who are reading my contributions.

thumbsup
7 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 9:59 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Liam Liam
Scotland

flag msg tools
Avatar
mb
I'm a big fan of Mob Ties and negotiation games. It'll be interesting to see what someone who is not a fan of negotiation games makes of Mob Ties.

3 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 10:39 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Not to further sidetrack the convo, but there isn't really a "strategy on the main board." Each instance of taking an action is a relatively isolated event where you gain a handful of points. Whoever gains the most handfuls over the course of the game wins. There is a little more to it, but most players take most actions multiple times per game, and the order in which they are taken rarely matters (other than in a very tactical sense).
3 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 11:03 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Fabrice Dubois
France
Bois Colombes
Hauts de Seine
flag msg tools
Avatar
mbmbmbmbmb
Not many things to look at because i want to play the games of my game library more often.

I will keep an eye on Virgin Queen and the next Andreas STEDING game to come Five Points (but there is not that much info about this game).

Also the next Ystari's game "Alyens", the award winner of 2008 Boulogne's contest (the game was called "Star Edge").

More info here : http://www.ludotheque.com/spip.php?article402
4 
 Thumb up
 tip
 Thumb up
  • Edited Fri Jan 6, 2012 11:25 pm
  • Posted Fri Jan 6, 2012 11:22 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
chally wrote:
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Not to further sidetrack the convo, but there isn't really a "strategy on the main board." Each instance of taking an action is a relatively isolated event where you gain a handful of points. Whoever gains the most handfuls over the course of the game wins. There is a little more to it, but most players take most actions multiple times per game, and the order in which they are taken rarely matters (other than in a very tactical sense).

I disagree strongly with this assessment.

It's true that you end up taking each of the actions over the course of the game, but in fact the order you take them in is extremely important (like with any Rondel game), and what you do with that action is also extremely important.

For example, while you have to take the Military action once in a while, there's a big difference between taking it just to get a tile (and in that case timing can be important to reach the tile you want while it's still there), and pursuing a militaristic strategy wherein you will score a large number of points through the Military action.

Similarly, you could consider the Craftsman action a kind of throwaway action, take it less often or only when forced to (to make the rondel work out for example), or you could concentrate on that action, doing it more often and reaping better rewards. And in that case you have the choice between diversity of tiles for more actions, or specialization for more points.

One of the things I like about the game is that there are many different approaches, and they are overlapping - you and I might be concentrating on different approaches,and yet we might be in competition for the same action.

If you're finding that "Each instance of taking an action is a relatively isolated event where you gain a handful of points. Whoever gains the most handfuls over the course of the game wins" - I'd suggest that's naive in 2 respects:
1. Each instance of each action is not isolated... the Trajan action informs and affects your color bit placement and in fact action ordering down the road, the Craft and Military actions are tied together geographically as well as that they build on each other, the card drawing set collection builds on previous card draw actions... etc. They're all related, not isolated.
2. If you're not coordinating your "handfuls of points" then you will lose to someone who is. Your description only fits if players are playing randomly, and one would think that players trying to win will not just play randomly.
6 
 Thumb up
0.01
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 11:43 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Reid
United States
New York
New York
Avatar
mbmbmbmbmb
fdubois wrote:
...and the next Andreas STEDING game to come Five Points (but there is not that much info about this game).


I'm tracking that one as well, though I guess I'd be surprised if it's released in 2012. Still, if it's tied into NYC history, I'm obliged to check it out. And I loved Steding's Hansa Teutonica and appreciated aspects of Norenberc.
4 
 Thumb up
 tip
 Thumb up
  • Posted Fri Jan 6, 2012 11:48 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
sedjtroll wrote:
chally wrote:
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Not to further sidetrack the convo, but there isn't really a "strategy on the main board." Each instance of taking an action is a relatively isolated event where you gain a handful of points. Whoever gains the most handfuls over the course of the game wins. There is a little more to it, but most players take most actions multiple times per game, and the order in which they are taken rarely matters (other than in a very tactical sense).

I disagree strongly with this assessment.

It's true that you end up taking each of the actions over the course of the game, but in fact the order you take them in is extremely important (like with any Rondel game), and what you do with that action is also extremely important.

For example, while you have to take the Military action once in a while, there's a big difference between taking it just to get a tile (and in that case timing can be important to reach the tile you want while it's still there), and pursuing a militaristic strategy wherein you will score a large number of points through the Military action.

Similarly, you could consider the Craftsman action a kind of throwaway action, take it less often or only when forced to (to make the rondel work out for example), or you could concentrate on that action, doing it more often and reaping better rewards. And in that case you have the choice between diversity of tiles for more actions, or specialization for more points.

One of the things I like about the game is that there are many different approaches, and they are overlapping - you and I might be concentrating on different approaches,and yet we might be in competition for the same action.

If you're finding that "Each instance of taking an action is a relatively isolated event where you gain a handful of points. Whoever gains the most handfuls over the course of the game wins" - I'd suggest that's naive in 2 respects:
1. Each instance of each action is not isolated... the Trajan action informs and affects your color bit placement and in fact action ordering down the road, the Craft and Military actions are tied together geographically as well as that they build on each other, the card drawing set collection builds on previous card draw actions... etc. They're all related, not isolated.
2. If you're not coordinating your "handfuls of points" then you will lose to someone who is. Your description only fits if players are playing randomly, and one would think that players trying to win will not just play randomly.

Respectfully, I agree with your description, but not with your assessment.

The fact that most actions gain more value if you take them repeatedly doesn't mean that choosing to focus on repeatedly taking the same actions over the course of the game is a particularly strategic decision. Perhaps this is simply a function of player count (my plays so far were all two player), but there is nothing interesting in the decision between (1) taking military a lot or (2) taking the builder a lot or (3) taking shipping a lot or (4) taking the senate a lot.

For me, the game boils down to: pick an action, do it a lot. When you can't (or it isn't advantageous) do whatever is tactically best. There are no real risks, no clever moves, and no trade-offs or interrelationships tied to whatever minimal path dependence exists. If you replaced the Mancala mechanic with a worker placement mechanic, I would hardly qualify it as a game.

EDIT: In fact, this game cuts so strongly against my preferences in game design that I often find myself getting upset seeing other people say nice things about it. Despite owning the game, I have had to unsubscribe from the game's forum because people's praise of it sounds so inane and misguided that it's like nails on a chalkboard to me. I enjoy the game much more when I don't have to think about how utterly stupid it is.
4 
 Thumb up
 tip
 Thumb up
  • Edited Sat Jan 7, 2012 12:03 am
  • Posted Fri Jan 6, 2012 11:59 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Buz
United States

Oklahoma
Avatar
mbmbmbmbmb
doubtofbuddha wrote:
Honestly, I am okay with coming off as sniffy or pompous or whatever. I think by having fairly strong opinions while being clear about why I have an opinion I should be a useful for metric for people in making their own decisions, even if they do not always agree with me. Equivocating about things I dislike does not help people who are reading my contributions.


This is EXACTLY why I am subscribed to just this one blog on BGG. Though our tastes differ, your ability to define what makes or does not make a game good helps your readers sift through their own criteria. For example, your review on Urban Sprawl alerted me to the inherent chaos, which I would be fine with in an hour's playtime but not in a three hour one. Your issues with Feld are probably not deal-breakers to me, but at least I know they are there. This approach, in contrast to "fan-boy-istic" approaches in which someone will only write about a game that interests them allows for a better level of discussion.
As my prof once put it, if you are up front with your presuppositions, we can begin to have a higher level of disagreement.
7 
 Thumb up
0.02
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 12:21 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Tim Seitz
United States
Glen Allen
VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
Avatar
mbmbmbmbmb
chally wrote:
If you replaced the Mancala mechanic with a worker placement mechanic, I would hardly qualify it as a game.

Ben, while I totally sympathize with your complaints about Trajan - I haven't played it, but I got the same impressions - I don't think this characterization is a fair one.

Feld tends to design games where the central mechanic is all about limiting your ability to take certain actions. Notre Dame would be a crappy game if you replaced the card draft with worker placement. ItYotD would be even crappier if the actions weren't grouped, forcing you to make tradeoffs.

So, while I think the Mancala is a gimmicky mechanic, manipulating it to get what you want more so than the others players *is* the game.
7 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 1:02 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
out4blood wrote:
chally wrote:
If you replaced the Mancala mechanic with a worker placement mechanic, I would hardly qualify it as a game.

Ben, while I totally sympathize with your complaints about Trajan - I haven't played it, but I got the same impressions - I don't think this characterization is a fair one.

Feld tends to design games where the central mechanic is all about limiting your ability to take certain actions. Notre Dame would be a crappy game if you replaced the card draft with worker placement. ItYotD would be even crappier if the actions weren't grouped, forcing you to make tradeoffs.

So, while I think the Mancala is a gimmicky mechanic, manipulating it to get what you want more so than the others players *is* the game.


Thanks, Tim. I think you're correct (and I'm probably just being grumpy tonight). I also like the Mancala mechanic (although I think Seth's suggestion sounds better).

The comment I initially responded to was the following:
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

I was trying to point out that, outside of "the Mancala-like action selection," I didnt experience anything that felt like "pursuing a strategy on the main board.". Compared to, say, Dominant Species, where the action selection feels like merely the means through which an interesting, strategic majorities game is effected, Trajan feels a bit like it is missing half a game: it has an interesting, challening way to pick actions, but resolving/implementing the actions doesn't stand on its own as a payoff.
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 1:45 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
David Wright is hitting over .400 and has an OBA of over .500. He is a young god!
Avatar
mbmbmbmbmb
Lots of interesting new games-to-be I hadn't heard of before, Jesse. Thanks for the info!
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 1:56 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
David Wright is hitting over .400 and has an OBA of over .500. He is a young god!
Avatar
mbmbmbmbmb
chally wrote:
In fact, this game cuts so strongly against my preferences in game design that I often find myself getting upset seeing other people say nice things about it. Despite owning the game, I have had to unsubscribe from the game's forum because people's praise of it sounds so inane and misguided that it's like nails on a chalkboard to me. I enjoy the game much more when I don't have to think about how utterly stupid it is.

In that case, Ben, I'll try to stay our of your line of sight when I play Trajan. Obviously, our opinions about the game differ, as I consider it one of the best designs from last year. It's possible that your feelings about it are due to a different play experience between the 2 and 4 player games, but I suspect it's just not your cuppa tea.

Are there any Feld games you like? Even though his games are all quite different mechanically, the general feel of his games are much the same. For the most part, if you've found you dislike a couple of them, you'll probably dislike them all. (Fortunately for Herr Feld, the opposite tends to be true as well.)
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 2:00 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Burster of Bubbles, Destroyer of Dreams.
United States
Sunnyvale
California
Just imagine the red offboard up here. I'll create it Real Soon Now...
badge
Yes, I know a proper 18XX tile should have a tile number.
Avatar
mbmbmbmbmb
Troymk1 wrote:
[I too have cooled on Alien Artifacts. My main gripe is that it won't be compatible with my other expansions, which seems a whole bunch of tear down and set up to play it.


Most of the people I know who plan to buy it also plan to buy an extra copy of the base game.

Given how many hours for the dollar Race for the Galaxy and its expansions have given its fans, I don't think that's an unreasonable position.
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 2:03 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
Larry Levy wrote:
chally wrote:
In fact, this game cuts so strongly against my preferences in game design that I often find myself getting upset seeing other people say nice things about it. Despite owning the game, I have had to unsubscribe from the game's forum because people's praise of it sounds so inane and misguided that it's like nails on a chalkboard to me. I enjoy the game much more when I don't have to think about how utterly stupid it is.

In that case, Ben, I'll try to stay our of your line of sight when I play Trajan. Obviously, our opinions about the game differ, as I consider it one of the best designs from last year. It's possible that your feelings about it are due to a different play experience between the 2 and 4 player games, but I suspect it's just not your cuppa tea.

Are there any Feld games you like? Even though his games are all quite different mechanically, the general feel of his games are much the same. For the most part, if you've found you dislike a couple of them, you'll probably dislike them all. (Fortunately for Herr Feld, the opposite tends to be true as well.)


laugh

Yeah, I kinda hate them all. Luna was probably the "best" at a 7. Rum & Pirates was both terrible and kinda fun (like Mundus Novus!). In the Year of the Dragon probably needs another play, but I hated it with a fiery passion the first time.

If you like Trajan, I'd certainly be open to playing the four-player game with you to see how the experience changes. It seemed the mos promising Feld title, but fell flat for the reasons noted.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 2:10 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Tim Seitz
United States
Glen Allen
VA
Like water spilled on the ground, which cannot be recovered, so we must die. But God does not take away life; instead, he devises ways so that a banished person may not remain estranged from him. 2 Sam 14:14
Avatar
mbmbmbmbmb
chally wrote:
I was trying to point out that, outside of "the Mancala-like action selection," I didnt experience anything that felt like "pursuing a strategy on the main board.". Compared to, say, Dominant Species, where the action selection feels like merely the means through which an interesting, strategic majorities game is effected, Trajan feels a bit like it is missing half a game: it has an interesting, challening way to pick actions, but resolving/implementing the actions doesn't stand on its own as a payoff.

Yea, I probably don't disagree with your last point.

Limiting action selection makes games interesting because you are usually faced with 2-3 good options but each with various tradeoffs. I don't mind most action selection mechanisms, but the whole mancala bit seems extremely contrived to me.

Imagine this equally contrived example: a dexterity-based action selection mechanism where you use tiddly winks into cups to select actions. Then again... that might be kinda fun!
2 
 Thumb up
 tip
 Thumb up
  • Edited Sat Jan 7, 2012 2:17 am
  • Posted Sat Jan 7, 2012 2:15 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
David Wright is hitting over .400 and has an OBA of over .500. He is a young god!
Avatar
mbmbmbmbmb
out4blood wrote:
I don't mind most action selection mechanisms, but the whole mancala bit seems extremely contrived to me.

Feld's middle name is "Contrived"! What possible sense can you make of the dice rolling mechanic in Macao? Or the completely different, but equally bizarre dice rolling mechanic in Bergen? Why do the figures move the way they do in Luna? There's no internal logic to it. He doesn't care about theme or any reasons for his mechanics; he just wants to give us interesting and unforgiving limitations on how we can do things. Lots of people love that, but lots hate it as well.

I'd love to play 4-player Trajan with you, Ben; if it changes your mind, that'll be great, but it's okay if you still hate it. I think Kent has the only copy in the group, but AFAIK, he's still bullish on it.

With regards to your feelings about pursuing a strategy in Trajan, I don't think there are strategies in the game in the sense of saying prior to play, "I'm gonna try the military strategy or the card collection strategy this time." The different subgames don't differ that much to consider them actual "strategies" and you'd be foolish to limit yourself like that. But the game is strategic in the sense that you need to establish a subset of the actions to concentrate on, probably due to what happens to you during the early portions of the game. Those are strategic, not tactical decisions and I think that's what Troy was talking about. The fact that the game has both strategic and tactical aspects adds to its interest to me. But if you're looking for identifiable strategic paths which require different techniques to master, then you'll probably be disappointed.
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 2:47 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium
Gijzegem
Avatar
mbmbmbmbmb
I happen to think Trajan and Burgundy are the best and second best designs Feld has done (in that order). If your group is not prone to AP, Trajan is such a great game with so many options and strategies. One of the best of 2011 if you ask me!
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 9:10 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
Morganza wrote:
Troymk1 wrote:
[I too have cooled on Alien Artifacts. My main gripe is that it won't be compatible with my other expansions, which seems a whole bunch of tear down and set up to play it.


Most of the people I know who plan to buy it also plan to buy an extra copy of the base game.

Given how many hours for the dollar Race for the Galaxy and its expansions have given its fans, I don't think that's an unreasonable position.


I already did that. It also has proved helpful in teaching new people the game.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 2:08 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Fabrice Dubois
France
Bois Colombes
Hauts de Seine
flag msg tools
Avatar
mbmbmbmbmb
jasonwocky wrote:

I'm tracking that one as well, though I guess I'd be surprised if it's released in 2012. Still, if it's tied into NYC history, I'm obliged to check it out. And I loved Steding's Hansa Teutonica and appreciated aspects of Norenberc.

In my hands !!!!

Kogge is masterpiece.
Hansa Teutonica is a gem.
Norenberc is underrated and deserves a closer look.

Definitely, he is a designer to keep an eye on.

2 
 Thumb up
 tip
 Thumb up
  • Edited Sat Jan 7, 2012 4:42 pm
  • Posted Sat Jan 7, 2012 4:40 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
fdubois wrote:
jasonwocky wrote:

I'm tracking that one as well, though I guess I'd be surprised if it's released in 2012. Still, if it's tied into NYC history, I'm obliged to check it out. And I loved Steding's Hansa Teutonica and appreciated aspects of Norenberc.

In my hands !!!!

Kogge is masterpiece.
Hansa Teutonica is a gem.
Norenberc is underrated and deserves a closer look.

I don't know about the others, but Hansa Teutonica is excellent. I've had a sort of roller coaster ride with it. During my first game I started out thinking it was a little boring and repetitive, but by the end of the game I'd completely reversed my opinion and I loved it! I continued to love it and play it a lot, and as my friends and I got better and better, it got to be more and more cutthroat. While I still thought it was an excellent game, it got to the point where I didn't want to play it anymore because it was too - I don't know - too cutthroat I guess. Too much like a giant game of chicken or something. So I put it on the shelf for a while, then started playing it again recently, and I love it again, but I have noticed that if you are experienced and good, and you play with newbies, you will crush them and it won't even be a contest. So you have to kind of find the right combination of players and skill level I think for it to really shine. The best games were when everyone was similarly skilled, and not new but not super good yet either.
3 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 7, 2012 8:51 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Reid
United States
New York
New York
Avatar
mbmbmbmbmb
chally wrote:
Larry Levy wrote:
Are there any Feld games you like? Even though his games are all quite different mechanically, the general feel of his games are much the same. For the most part, if you've found you dislike a couple of them, you'll probably dislike them all. (Fortunately for Herr Feld, the opposite tends to be true as well.)


laugh

Yeah, I kinda hate them all.


I think Roma is genius and what turned me into a Feld follower way-back-when. Unfortunately, it's utterly unlike a typical Feld game, and I no longer follow him.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jan 8, 2012 1:23 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Reid
United States
New York
New York
Avatar
mbmbmbmbmb
fdubois wrote:
Norenberc is underrated and deserves a closer look.


Too many ways to score points, for my taste. However, I loved that the final scores were usually nowhere near close...the better players won definitively.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sun Jan 8, 2012 1:27 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Scott Nelson
United States
Ammon
Idaho
flag msg tools
designer
Avatar
mbmbmbmbmb
sedjtroll wrote:
Troymk1 wrote:
Trajan is still on my must play again list.

The whole interaction of the Mancala-like action selection versus pursuing a strategy on the main board just fascinates me.

Not to sidetrack the convo, but as a side note on the subject of the Rond-cala mechanism...

When I first read about Trajan and this Rondel/Mancala mechanism I assumed it would work like this:

1. Choose an action with cubes in that action's bin
2. Resolve that action with strength based on the number of cubes in the bin
3. Distribute cubes from that bin Mancala style, thereby incrementing the strength of the next few actions.

I was obviously incorrect - instead it's:

1. Choose a bin and distribute the cubes from that bin Mancala style
2. Do the action associated with the last bin you put a cube into.

While that's very interesting, I was disappointed in how difficult it seemed to be to chain actions in an order I wanted to. This was frustrated further by making it matter whether you drop off White-Blue-Red vs Red-White-Blue vs Red-Blue-White, only you don't have any real way of knowing which of those orders will be useful and which will not when the time comes for it to matter.

I actually very much liked the rest of the game, and as I've only played once I'd very much like to play some more. However, I can't help but think that my incorrect assumption (noted above) could make a much smoother action selection mechanism.

Time passes... the other day I started incorporating my version of the RondCala mechanism into a game idea I had a couple of years ago about The Knights Templar. I have a good feeling that this could turn out to be a great, involved game, and I hope to get it to a point I can try it out soon!

I now return you to your regularly scheduled blog comment thread. So as not to be entirely off-point, I'll comment on Jesse's list:
The Great Zimbabwe sounds pretty neat, I'd never heard of it but I'll watch out for it now.

Also, I very much liked The Manhattan Project on my first play at BGG.con. I expect there to be some AP going on, as the options of where to place your workers increases exponentially over time (with the Espionage action, you have to look at all players' boards to see where you want to place workers).


This is how Metropolys was created. The designer saw a picture of GOA, and thought he figured out how it worked, but was wrong in the end, so he made a game on his idea.
4 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jan 9, 2012 11:04 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
chally wrote:
The fact that most actions gain more value if you take them repeatedly doesn't mean that choosing to focus on repeatedly taking the same actions over the course of the game is a particularly strategic decision.

This is super-overly-simplified (and it's not really specific to Trajan either), but yes it does. You have a game-wide strategy for how you will earn enough points to win, and then you have turn-wide tactics regarding how you're going to make that strategy work. Maybe we're not using the word "strategy" or "strategic" in the same way?

Quote:
Perhaps this is simply a function of player count (my plays so far were all two player), but there is nothing interesting in the decision between (1) taking military a lot or (2) taking the builder a lot or (3) taking shipping a lot or (4) taking the senate a lot.

The interesting part is "what actions do I take in order to make "taking military a lot" a winning strategy?" Or maybe more accurately "Should I take Action A this turn, which supports the strategic path I've been taking, or should I take Action B, which doesn't fit as well with my overall goal, but happens to be a good opportunity for me at the moment?"

Quote:
For me, the game boils down to: pick an action, do it a lot. When you can't (or it isn't advantageous) do whatever is tactically best.

Heh, one could distill any game to this description.

Quote:
There are no real risks, no clever moves, and no trade-offs or interrelationships tied to whatever minimal path dependence exists. If you replaced the Mancala mechanic with a worker placement mechanic, I would hardly qualify it as a game.

I still disagree here... as the game was designed around that mechanism, is it really fair to say "replace that with some other mechanism the game wasn't designed around, and you wouldn't call it a game?"

Out of curiosity, do you feel the same way about other Rondel games?

If you felt there were no risks to your actions, or that you weren't making clever moves, then that's valid enough reason not to like the game. I've seen a trend across BGG that puzzles me though, and this may fit into it... so let me ask you this: Did your non-clever non-risky play earn you a win? If not, then is that really evidence that there's no risk to your moves, or that no clever play exists? And if so, is that really different (or did your opponents simply not challenge you)?

Choosing 1 action over another in about any game comes with an opportunity cost. In Trajan that opportunity cost is very complicated and deep, because it has a direct effect on what future actions you can take. So much so that I actually did not like that part of the Rond-cala mechanism, as it seemed to make future planning more opaque than I would have liked.

Quote:
EDIT: In fact, this game cuts so strongly against my preferences in game design that I often find myself getting upset seeing other people say nice things about it. Despite owning the game, I have had to unsubscribe from the game's forum because people's praise of it sounds so inane and misguided that it's like nails on a chalkboard to me. I enjoy the game much more when I don't have to think about how utterly stupid it is.

You are welcome to dislike the game, but your specific complaints about it sound to me about how you describe other people's praise (inane and misguided). If you do not want your copy of the game, is there something you'd like to trade it for? Having only played once, I would like to explore the game further!
2 
 Thumb up
 tip
 Thumb up
  • Posted Mon Jan 9, 2012 11:32 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
sedjtroll wrote:
Maybe we're not using the word "strategy" or "strategic" in the same way?

Probably not. To me, choosing between performing action A a lot and performing action B a lot feels arbitrary. Unlike in other games, the way you implement your game-long plan doesn't appear to change with what you pick, and there also don't appear to be significant ripples w/r/t other actions that emanate from your choice. (there may be, but I certainly haven't experienced them).

This is a gross simplification, but imagine the following "game":

Each turn, take 1 stone or 1 wood from the supply.
At the end of the game, score 1/3/6/10 points for 1/2/3/4 of whichever resource (wood or stone) that you have the most of.

While the game permits a strategy, I would not say that it provides any strategic decisions. The only decision is arbitrary, and everything else flows from e arbitrary decision in a predictable and decision-less space. Trajan feels a little like that to me.


Quote:
Quote:
For me, the game boils down to: pick an action, do it a lot. When you can't (or it isn't advantageous) do whatever is tactically best.

Heh, one could distill any game to this description

Probably so. So let me try to speak more concretely. If I were designing Trajan, using the same action-selection mechanism and the same components, I would have rule changes similar to the following (I have no idea if these are balanced, they are just for example):

Military
- The territories are only seeded with food, soldier, and fire tokens. These now represent the increasing demand of the populace as you expand.
- When you move your military leader into a new territory, add the token in that territory to the face-up circular demand tokens for this quarter year.
- in order to place a legionnaire, a player must move back one space on the Senate track.

Ships
- Ships start grey-side up. This represents your limited trading opportunities at the start of the empire.
- Each time a player places a legionnaire in a 3, 5, or 6 VP territory, he or she must flip one ship to the gold side, if possible. This represents the expansion of trade opportunities as the empire expands.
- Selling goods works as in the base game, except that a player may only play cards by selling them to a ship.
- When a player draws cards, he or she may either draw 3 from the top of the face-down deck and then discard a card from his hand, or the player may take all the cards in one discard pile.

Forum
- The Forum is seeded only with votes and with extra action tiles.
- in order to take a tile from the forum, a player must move back one space on the Senate track.
- Untaken extra action tokens remain at the end of the quarter-year.

End of Quarter-Year
- The players tally votes, cashing in vote tokens acquired at the forum, if they so wish. The player with the most votes chooses one of the face-up bonus tiles and passes it into law. At the end of the game, that tile will provide bonus scoring applicable to all players. The ore tile is discarded.
- The player who is furthest ahead on the Senate track (ignoring vote tokens) is named Consul. He or she chooses whether the just-passed law will be emphasized (gold side) or ignored (grey-side). If ignored, the Consul moves back one space on the Senate track.
- Players do not reset the Senate track at the end of the quarter year.
- The players then determine which needs of the people are the most prevalent (counting both circle and square tokens equally). For each completed Trajan tile of a particular type, discard one token of that type. - Players score based on how well they satisfied those needs. For the most prevalent need, the first, second, and third best players score 6/3/1 points. For the second most prevalent need, the first and second best players score 3/1 points. For the third most prevalent need, the best player scores 1 point. (Any player with no contribution toward satisfying a need scores 0, even if multiple players are tied with zero).
--- For food, players consider the number of food cards (wheat, cattle, wine, etc.) that each has played.
--- For soldier, players consider the number of each of their legionnaires + military leader in the territories.
--- For fire, players consider the number of building tiles that each player has obtained.



I would make some changes to the construction action, too, but I hope this gives you the gist of what I am complaining about.

- I want individual actions that depend on my prior actions (e.g., expending Senate influence in order to deploy a legionaire) and have repercussions for my future actions (e.g., flipping ships when establishing legionaires). In Trajan, actions feel isolated ("score x points," or "take one tile").
- I want strategies to have subtleties (do I take low-value territories to open shipping lanes or go right for high-value territories?) and risks (racing to high-value territories means greater demands that you are less likely to satisfy because you have spent all your actions on expanding).
- I want players to have common goals to foster competition (demand majorities and shared bonus scoring) and to be able to set those goals (through the competition for votes).
- I want different strategic paths to feel different, to have different risk profiles, and to require different skills.


Quote:
I still disagree here... as the game was designed around that mechanism, is it really fair to say "replace that with some other mechanism the game wasn't designed around, and you wouldn't call it a game?"

Understandable. As I pointed out above, I was responding to the assertion that the game combines an interesting mechanism with strategic decision-making on the board. My point was that, while the Mancala is interesting, the "on the board" stuff is not.


Quote:
Out of curiosity, do you feel the same way about other Rondel games?

No, but my complaint is not with the Mancala. My complaint is that there doesn't feel like the game has anything beyond the Mancala. The rondel games I've played have had a strong enough core idea that the rondel isn't strictly necessary.

The closest analogue is probably Homesteaders. I like Homesteaders, but was very underwhelmed when I first played it. I got to the end of the first auction, asked "What's next?" and was told, "Another auction.". I was confused. The auctions are just a means of acquireing something; surely the game let's you do something with the building you just acquired, right? (Answer: not really)

Trajan is like this. It has a cool way to pick what you are going to do. But the game should be in the doing (or at least a significant portion of it). This is yet another reason that thematic integration is also very important to me: I want the substance of my actions to tell the story of the game. Trajan doesn't feel like it has a story.


Quote:
If you do not want your copy of the game, is there something you'd like to trade it for? Having only played once, I would like to explore the game further!

I am hoping to sell it, but if I don't get any takers by Unity Games (Feb. 4th), I'll shoot you a Geekmail to see if you are still interested.


This has been fun. I hope you take my commentary in the good nature intended. Different people look for different things in games. Sometimes it seems inexplicable (how does anyone enjoy Munchkin?). The great thing about Jesse's blog is that he is able to explain his own preferences articulately. While considerable less articulate, this is my attempt to make my angry old man rantings a little more tangible. Nothing more. meeple
3 
 Thumb up
 tip
 Thumb up
  • Posted Tue Jan 10, 2012 5:07 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Seth Jaffee
United States
Tucson
Arizona
designer
Avatar
mbmbmbmbmb
chally wrote:
sedjtroll wrote:
Maybe we're not using the word "strategy" or "strategic" in the same way?

Probably not. To me, choosing between performing action A a lot and performing action B a lot feels arbitrary. Unlike in other games, the way you implement your game-long plan doesn't appear to change with what you pick, and there also don't appear to be significant ripples w/r/t other actions that emanate from your choice. (there may be, but I certainly haven't experienced them)...

If I were designing Trajan, using the same action-selection mechanism and the same components, I would have rule changes similar to the following (I have no idea if these are balanced, they are just for example):

Military
- The territories are only seeded with food, soldier, and fire tokens. These now represent the increasing demand of the populace as you expand.
- When you move your military leader into a new territory, add the token in that territory to the face-up circular demand tokens for this quarter year.
- in order to place a legionnaire, a player must move back one space on the Senate track.

Ships
- Ships start grey-side up. This represents your limited trading opportunities at the start of the empire.
- Each time a player places a legionnaire in a 3, 5, or 6 VP territory, he or she must flip one ship to the gold side, if possible. This represents the expansion of trade opportunities as the empire expands.
- Selling goods works as in the base game, except that a player may only play cards by selling them to a ship.
- When a player draws cards, he or she may either draw 3 from the top of the face-down deck and then discard a card from his hand, or the player may take all the cards in one discard pile.

Forum
- The Forum is seeded only with votes and with extra action tiles.
- in order to take a tile from the forum, a player must move back one space on the Senate track.
- Untaken extra action tokens remain at the end of the quarter-year.

End of Quarter-Year
- The players tally votes, cashing in vote tokens acquired at the forum, if they so wish. The player with the most votes chooses one of the face-up bonus tiles and passes it into law. At the end of the game, that tile will provide bonus scoring applicable to all players. The ore tile is discarded.
- The player who is furthest ahead on the Senate track (ignoring vote tokens) is named Consul. He or she chooses whether the just-passed law will be emphasized (gold side) or ignored (grey-side). If ignored, the Consul moves back one space on the Senate track.
- Players do not reset the Senate track at the end of the quarter year.
- The players then determine which needs of the people are the most prevalent (counting both circle and square tokens equally). For each completed Trajan tile of a particular type, discard one token of that type. - Players score based on how well they satisfied those needs. For the most prevalent need, the first, second, and third best players score 6/3/1 points. For the second most prevalent need, the first and second best players score 3/1 points. For the third most prevalent need, the best player scores 1 point. (Any player with no contribution toward satisfying a need scores 0, even if multiple players are tied with zero).
--- For food, players consider the number of food cards (wheat, cattle, wine, etc.) that each has played.
--- For soldier, players consider the number of each of their legionnaires + military leader in the territories.
--- For fire, players consider the number of building tiles that each player has obtained.

I would make some changes to the construction action, too, but I hope this gives you the gist of what I am complaining about.

Thank you for this detailed explanation! I have a much better idea of what you are looking for in the game now. I appreciate some of the differences outlined here - tieing the different Rondel actions together so that, basically, more stuff happens when you take an action.

I am not sure that's really different than what the Rondel mechanism itself does by merit forcing you to take a discrete action, and over the course of the game, forcing you to take all of the different actions. It appears you are looking for a more intense version. I would wager you don't care for games with micro-actions for the same reason.

Quote:
- I want individual actions that depend on my prior actions (e.g., expending Senate influence in order to deploy a legionaire) and have repercussions for my future actions (e.g., flipping ships when establishing legionaires). In Trajan, actions feel isolated ("score x points," or "take one tile").
- I want strategies to have subtleties (do I take low-value territories to open shipping lanes or go right for high-value territories?) and risks (racing to high-value territories means greater demands that you are less likely to satisfy because you have spent all your actions on expanding).
- I want players to have common goals to foster competition (demand majorities and shared bonus scoring) and to be able to set those goals (through the competition for votes).
- I want different strategic paths to feel different, to have different risk profiles, and to require different skills.

After my 1 play (so, I'm no expert), I am not convinced Trajan doesn't already encompass the first three of those, if not all four. But at least I have a better idea of why you have the complaints you do.

Quote:
The closest analogue is probably Homesteaders. I like Homesteaders, but was very underwhelmed when I first played it. I got to the end of the first auction, asked "What's next?" and was told, "Another auction.". I was confused. The auctions are just a means of acquireing something; surely the game let's you do something with the building you just acquired, right? (Answer: not really)

Well, that's probably a whole different discussion, but I'd assert that the things you do with buildings in Homesteaders (in addition to collecting them in a sort of set collection way) is that you extract income from them. In some cases you must choose which income to collect (by allocating workers), but in all cases you must choose at auction which income/benefit you want and how much you're willing to pay for it. If that's not what you're looking for, then maybe that's not the game for you.

Quote:
Trajan is like this. It has a cool way to pick what you are going to do. But the game should be in the doing (or at least a significant portion of it). This is yet another reason that thematic integration is also very important to me: I want the substance of my actions to tell the story of the game. Trajan doesn't feel like it has a story.

Fair enough, it looks like Trajan is not the game for you.

Quote:
Quote:
If you do not want your copy of the game, is there something you'd like to trade it for? Having only played once, I would like to explore the game further!

I am hoping to sell it, but if I don't get any takers by Unity Games (Feb. 4th), I'll shoot you a Geekmail to see if you are still interested.

Thanks, I'll try and make sure my trade list is up to date.

Quote:
This has been fun. I hope you take my commentary in the good nature intended.

Indeed, and likewise!
1 
 Thumb up
 tip
 Thumb up
  • Posted Tue Jan 10, 2012 6:24 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
flag msg tools
Avatar
mbmbmbmbmb
I see you have 1989 on your owned list, so you went ahead with it after all. Have you had a chance to play it, and if so, what are your thoughts?
1 
 Thumb up
 tip
 Thumb up
  • Posted Sat May 12, 2012 5:50 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jesse Dean
United States
Orlando
Florida
Pound for pound, the amoeba is the most vicious predator on Earth!
Avatar
mbmbmbmbmb
Yes! I played it last night. It seems reasonably solid but I am not certain where it will end up in the overall universe of CDGs until I have played it more. There are a few shifts that seem significant enough that they are going to take some plays to absorb.
 
 Thumb up
 tip
 Thumb up
  • Posted Sat May 12, 2012 6:09 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Chris Linneman
Canada
Vancouver
BC
flag msg tools
Avatar
mbmbmbmbmb
doubtofbuddha wrote:
Yes! I played it last night. It seems reasonably solid but I am not certain where it will end up in the overall universe of CDGs until I have played it more. There are a few shifts that seem significant enough that they are going to take some plays to absorb.


Out of curiosity: Who won your game? My game was a Democrat victory in turn 6. I'm a little concerned the game is slanted toward the Democrat (although I of course trust the playtesters and this is not an actual concern, just something to think about). I counted up the Ops values of all the cards and the Democrats have a significant advantage, esp. in the Middle Year, where it is 60-29 in their favour. The events on the Democrat cards tend to be more critical, although events are more powerful in general than the ones in Twilight Struggle. It seems the Commie really needs to take advantage of their early lead in influence, as well as the Early Year deck, which is slanted in their favour. They also need to score for Power multiple times in a couple countries, as those VPs add up and are needed to counter the strong Democrat events.
 
 Thumb up
 tip
 Thumb up
  • Posted Sat May 12, 2012 6:22 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.