Friday, March 30, 2012

Civilization (1)



Here's what happened in the 2nd half of HL and HBs first run through of civilization. HL continued using her big coin lead to tech up and build up her army. It became evident to her that she needed to do something about HB's relentless culture engine or he would soon run all the way up the culture track. She got workshop to increase her production, and tech'd her artillery and mounted up to 3, and her infantry up to 4. She also tech'd her stacking limit up to 6 to prepare for an attack... but would it be too late?

Through the use of democracy, and his 3 wonders, HB was gaining 5 trade and 4 culture at the start of every turn. HB also had 3 cities. One would collect incense (instantly converted to 7 culture) and his capital would devote to arts for 5 culture every turn. In his front line city, he built up his army just in case HL made her move.

In the end, HL couldn't make an attack before HB won a culture victory. 21 culture and 25 trade per turn proved to be too powerful. HL did make it close though, she had 12 coins and only 2 techs remaining for a tech victory.

In summary, we both played a good first game. Some strategic mistakes we made include HB's wasting of incense for 3 culture early in the game and HLs poor usage of her scout and lack of 3rd city.

Tuesday, March 27, 2012

Friday, March 23, 2012

Civilization (.5)



In case you were wondering why I haven't updated in a while, it's because HB and HL have been playing this game all week and we haven't finished the first game yet. I would say we're approx. 1/2 way through after approx. 2 hours of game play.

Here's an update of what's been going on so far. HB is playing the Americans while HL is the Romans. HB has gone the culture route. He picked up stonehenge, and used incense with currency. He also quickly got a 3rd city, the colossus (for extra trade), and engineering which he used to build multiple aqueducts in his grasslands. He's a couple steps up the level 2 culture track along with 1 level 3 tech Railroads. HL has spent most of her actions accumulating resources so that she could use pottery to get coins. Shes also been using her trade with Democracy to get coins. At one point she was at 9 on the coin track, but right now shes at 8 also with 1 level 3 tech Military Science, and the Porcelain Tower wonder

We're both stocking up units, have them slightly upgraded, but have avoided combat. HL went into HB's outskirts to block some production, but HB used his culture cards to blow them away. I think we might start fighting soon. Can't wait!

Monday, March 19, 2012

Jambo (3) Ticket to Ride - Marklin (1)

Jambo (3)

Jambo.. again?? I'm not sure why we end up playing Jambo all the time, actually I do.. it's because HL thinks it's the shortest game. HB isn't convinced that's 100% true, but he likes to pick his battles with HL. Anyway, HB prefaced this game of Jambo by telling HL that he was going to attack her full force. Normally, HB likes to pick a strategy that's less confrontational in order to keep the peace. Jambo allows players to do so with its cool re-draw mechanism, action for money mechanism, and different utility choices.

This time neither player wanted to pony up the 6 money to place the first market extender so we played the entire game with the starting market. HL quickly got a well, throne, and a boat, and HB had supplies. He quickly decided that supplies would be too helpful to HL with her boat so he got rid of that. Because of the small markets of both players, this game took longer than normal. Both players were patient and used money frugally. HL used a timely parrot and cheetah (to steal a ware card), and also had guards to stop a crocodile and an elephant. She also paid up 6 for 2 salts when arabian merchant was played by HB.  HB ended up using his favorite card, weapons to slowly accumulate money, and leopard to get the wares he needed. He ended up using the last turn trick to win the game. HL ended with 63, but HB was able to go from 57 to 69 on the last turn.

Ticket to Ride Marklin (1)



Ticket to Ride - Marklin, I believe is HL's favorite game. I'll get confirmation on that in the near future. There's 2 reasons why we havent played it in a while. 1.) We played it 4 times in one day a few days before I started this weblog 2.) HB usually doesn't like to play because HL can read his mind and she's mean. For those of you who know TTR, but are not familiar with Marklin, the biggest differences are that Marklin has passengers (which adds a ton of strategic depth making Marklin a notch heavier than a gateway game). There are no bridges, tunnels, or stations. The most completed tickets, not the longest track, gets the end game bonus +10. I like all these changes and that's probably why I chose to get Marklin over the other sets. Oh yea, Marklin is also centered in Germany, which I guess makes it educational. I just think it's annoying because I still haven't learned the map well enough to know where all the cities are without staring at it for like 10 minutes.

HL started out keeping 2 long tickets. HB kept a short and long and quickly added two more shorts. As I stated in the intro. HL blocked HB, not once, but twice. HB knows that HL will try to block him so he tries to make her use at least 3 track to block. This time HL was up to the challenge blocking with a 3 and 4 track. HB also had a chance to block HL, but he didn't take it. Afterwards, he pretended that he was being nice, but in reality he actually didn't see it. HL was able to block and complete her tickets pretty quickly, and then she moved on to moving her passengers for big points while HB scrambled to complete his tickets. HB eventually completed his tickets, used up his trains, and was able to move 2 of his passengers for small points.  He was hoping that his extra completed tickets and end game bonus would give him a comeback victory, but it wasn't enough because HL had 2 relatively big tickets. In a very high scoring game. HL defeated HB 154 -146. I apologize that I wasn't more specific about which tracks turned the game, but like I said before, I still haven't really learned the map that well. They are just a bunch of dots and colors to me.

Wednesday, March 14, 2012

Dominion (1)


What you see above is my very own dominion box. It contains, all in one box, Original, Intrigue, Seaside, Alchemy, Prosperity, and Cornucopia. Every card is sleeved, perfectly sorted, and easily retrieved and returned. The box is also very easy to transport and weighs about as much as a Fantasy Flight game filled with minis. HB and HL are super proud of this creation.

Okay. Onto my first post about Dominion (HB's favorite game of all time). The Game consisted of kingdom cards from Alchemy and Original. A very friendly set of cards that would probably end with all the provinces being bought up, and to noone's surprise that is how it ended. We had Smithy, Festival, Golem, Alchemist, Transmute, Cellar, Herbalist, ... very friendly cards. We only used one attack card, Militia, which isn't even that mean since half of its affect is money for the user. HB employed mainly a smithy and money strategy. If he had 3 - silver, 4 - smithy, 5 - smithy or festival, 6 or 7- gold, 8 or more province. HL used the potions. She picked up golems and alchemists, along with a couple festivals, smithys, and militias. She actually used a little of everything. HB's strategy worked well early allowing him to get into the lead. But later, the deck didn't have that many +actions. Drawing 3 smithys in one hand can really hurt. HLs strategy started to shine later. Alc, golem, and festival allowed her to get the cards she needed and gave her extra buys. However, her late game push fell short even though both players picked up 6 provinces each. Final score 51 - 45, HB.

Tuesday, March 13, 2012

Notre Dame (1)


HL and HB have played Notre Dame 1 on 1 a few times in the past. One really great thing about this game is that the final scores are always really close. One of the reasons for this is that besides taking the card a person wants or getting the message another player wants, there's not much interaction/interference among the players. Even in the "Notre Dame" district, players can only increase their influence (swaying the ratio into their favor), but can not decrease another player's. We view this as a pro because it allows the game to be competitive and friendly at the same time. If you like a more cut-throat game, you can try this variant. Only allow 1 player to use each helper with selection of the helper being based on turn order or a hidden bidding mechanic or if you like luck, a dice roll mechanic. I would recommend using turn order for the first 8 rounds, and then bidding for the final round (9). Keep in mind this variant can only be used in 2 and 3 player games.

Onto the main event. Both HB and HL wanted cubes and money early. Although neither player really got the draw they wanted at first, some clever tactics (the cart) allowed HB to get some early cubes. HL wasn't much farther behind even though she opted to fight rats right at the start. Plus, fighting rats early allows you more flexibility for a comeback in money, cubes, and VPs later. HB got into ND first, putting pressure on HL to do the same, which she did. Both players utilized the minstrel well. HB used it to get more influence in the cloister house (cubes), then the park (VP bonus). HL used it go from the cloister house, to the bank (money), then hospital (rat fighter). HB's biggest mistake was trying to fight off the rats a couple times and failing. HL had 2 big mistakes, getting a little too much money too late, and over-fighting the rats. HL's big move was getting 9 points for having atleast 3 influence in 3 different districts.(and +1 for the park for a total of 10 points in one move!). But in the end, HB's early play in the park and consistent point engine prevailed. Final Score 60 - 53.

Friday, March 9, 2012

St Petersburg (2) Jambo (2)

St. Petersburg



HB was able to give St. Petersburg a try with 3 and 4 players. Over the last week, HB played 3 games, one with 3 players, then 4, and then 3 again. The first game doesn't really count because it was a learning game that HB won very easily. The second was very competitive because everyone knew how to play, and it was everyone's first time playing 4 players. I think HB's slightly more advanced knowledge of the game shined through. The last game is the one I want to focus one. HB ended up finishing second out of three. In this game, HB and HL teamed up to play against our friends. It was mostly HB playing, HL just subbed for about a round and half. In this game, debtor's prison really shined. This card was used to pull many distinct aristocrats out of the discard and the winner ended up with a 55 point bonus for have 10+ distinct aristocrats. That was pretty much the difference in the game. The next time we play, I'm sure that card will be a hot commodity. HB made the mistake of having a little too much money at the end and not using his hand well enough. I take back what I said about this game not having tough decisions. I've come to realize that this game is filled with a lot of semi-tough decisions that add up in the end rather than big deal breaker decisions. The player that retains the most focus (minimal mistakes) through all these small decisions will probably come out on top. This is especially true since it's very hard to block other player's strategy and tactics in this game. I'm looking forward to playing this game more.

Game two Jambo (2)



Here's another edition of HB and HL's Jambo rivalry. Remember the last time HB won by like 40? This time was much different. HB's starting hand had a lot of ware cards so he decided to go big market. He bought two market expanders. HL decided to get one too. (she foolishly paid the 6 gold price). This game was close throughout with HB leading most of the way. Dancer was a big card this game, both players used it to get rid of wares for decent payouts. Once again the player who got and used the best utilities won the game. I think the crocodile is going to play a bigger role in future games. The Boat, Leopard, Throne, and Weapons utility cards have been dictating play and the Croc is probably the only way to throw a wrench in this assembly line approach. Near the end HL was able to pull ahead with a 56 to 53 lead, trying to be savvy, HB allowed HL to get to 60 first, but on her final turn she was able to get up to 66 even though she started with only 1 ware. She did so by using a traveling merchant and a wise man from afar. Monster last turn. HB was only set up to get up to 64 on his final turn. Only a lucky draw would save him now. It was not to be, he tried drawing a couple extra times, but nothing good came and he ended up with 63.

Monday, March 5, 2012

Innovation (1) St. Petersburg (1)

Quiet Sunday nights are always really cool. Quiet Sunday nights when we get to play 2 games and still go to bed early are even cooler. Every so often, we have one of those gaming sessions where HL is just going through the motions while HB is still going super hard (well as hard as super hard can be when it's a strategy game). When this happens, we get the kind of blowouts that just don't seem right. Last night was one of those nights.

Game one

Innovation


When we first bought this game, HL would dominate at it. It made HB so mad he insisted that the game was just a luck-of-the-draw card game with no skill. One day HB learned how to play (pretty much by copying HL's strategy). Ever since then, Innovation and Dominion have been our most competitive, down to the end games. I actually don't think either of us play this game that well because there are just too many choices and I believe it takes a high number of plays really learn their true underlying powers. There are so many choices I can't even tell you all the cards HB used to win because I can't remember. He used "paper" and "code of laws" to do a lot of splaying, but overall it was a very balanced attack. HB used various dogmas to gain an advantage in cards in hand, scoring, and splaying. In the end, he won 5-0 in a blow out victory. The next time I play, I'm going to try harder to make a mental note of what dogma's dominated the game because I realize this is a very poor recap. Once again, the sheer number of choices in Innovation makes it really hard to remember.

Game two

St. Petersburg



Later that night, HB and HL played a game of St. Petersburg (with the new society and banquet expansion). HL made the mistake of buying buildings too early. I don't think she'll make that mistake again. That's one thing I don't like about this game. Bad early decisions seem impossible to overcome. Maybe I haven't played enough, but I've also never had to make a tough choice in this game (i've also only played 2 player). Anyway, since HL made that early mistake, her income was significantly lower for the entire game, and her early VP lead was quickly overwhelmed. we played the game with (worker building) and (aristocrat improvement) turn markers together. HB ended up with double her income, all the big money Buildings and Aristocrats and a 175 to 98 victory. HB's early game choice of the secretary was best move of the game. It set a constant income for HB throughout the whole game. Once again, the choice seemed overly obvious. Income early, VP late.



Friday, March 2, 2012

Puerto Rico (1)



I'm going to stray once again from the original intent of this weblog. As the sub-title states, I'm supposed to be talking about the battles between HL and HB, but last night HL and HB teamed up in a game of Puerto Rico. The main reason for this was that we had 6 people for a 5 player game, and also because HB just finished teaching HL the rules, and it wouldn't be fair against experienced PR players.

As a team, we played in the 4th position and tried to execute a construction hut - hacienda strategy shipping corn and indigo with the help of a wharf. We were in pretty good position for most of the game and was also able to pick up the residence with 12 plantations for a whopping 11 pts. In the end, we came in 2nd place with 41 pts because the game ended quickly 9 or 10 rounds (i think) due to heavy "mayor-ing". The 3rd position player was able to sustain an early lead by trading and shipping sugar and then coffee before anyone else could stop his monopoly. He ended up with 45 pts. Not bad at all for HL's first go at the game.

Thursday, March 1, 2012

Mario Party 7 (1)



I apologize for straying from the cardboard in just my second post; I assure you that most of our confrontations are with the classic table top board games. However, I would argue that Mario Party is more of a board game than many of the card games that make it on to board game sites all over the place. With that said, on to the battle.

Last night, we played a short 10 turn party cruise Free-for-all against two computers, Mario and Boo. HB used Wario because I'm large and yellow and HL used Yoshi because she is a sleek dinosaur who likes to eat berries. We played the board "Windmillville". This is a bidding board. When you pass by a windmill you bid however many coins you want to (as long as you have them) and whoever bids the highest for each windmill wins that star. Some windmills are worth 2 stars and 1 is worth 3.

Okay now for the recap: HB started out pretty dominant, rolling crazy high, stealing everyones coins, and winning a couple of mini games. He ended up securing the first 3 windmills, all worth 1 star each. Boo started doing well and got a couple of stars. Mario was just lost and HL just kept getting unlucky. Then turn 8 happened, HL magically appeared in front of the 3 star windmill and won it for something like 8 coins. She then capped it off by going on a 4 game mini-game win streak, including a DK spot. Then, she stole one of HB's stars just to get a cherry on top of her victory sundae. If not for the end game stars: Orb usage, Running, and red spot landing, HB would have gotten totally run off the court. In the end, HB and HL got 1st and 2nd place with 7 and 5 stars respectively, and that's what we want: not to let the machine win.