Showing posts with label card games. Show all posts
Showing posts with label card games. Show all posts

Sunday, July 28, 2013

Shabbat Gaming / New Rule For It's Alive

I spent shabbat with my good friends David and Yael. Shira, their nine year old daughter, was also home. David is a semi-regular at the Jerusalem game group.

We started the evening with Shira telling me that she wants to play a great game with me that she has called It's Alive; she went goggly-eyed when I told her I had created it. We played the basic game after dinner with a new rule change:

The following new rule is an official variant for the game of It's Alive, and will be the standard rule in any new editions. On your turn, you can - instead of buying, selling, or auctioning the top card of the deck - buy a card from someone else's graveyard directly to your board. It costs the buy value + the sell value of the card. You can pay this cost using any combination of cards and/or coins. I.e.:


Card valueCost from grave
23
34
46
57
69
710
812
913
1015

This replaces the entire double step procedure of first paying to bring the card to the center of the table and then buying, selling, or auctioning the card.

In the basic games, this means that cheap cards are nearly always bought from graveyards, and expensive ones more frequently. In the advanced game I suspect that duplicate cards will be auctioned more frequently and expensive cards fetched from graveyards more frequently.

We played the basic game and Shira won.

After this, David and I drafted Magic cards before bed. The next day we played with our decks. I had to play three colors and I was feeling pretty vulnerable with my deck because it had nothing against fliers except for a Serrated Arrows. I lost the first game quickly because I didn't draw more than two lands. But I won the next two games with one of those level up white guys who gives all of your other creatures +1/+1 . David didn't get many fliers out, and the one that he got out I killed with the arrows. So I basically won because I had the big white guy; when I drafted it, it was choice between him and an equipment that you could use to tap an equipped creature for any color mana.

We drafted again and played again, and this time I lost two games, both with large buildups, and once again I had nothing to take out his fliers.

On shabbat morning before lunch, Shira taught me Thirteen, a game that we played with a whole mess of cards from various decks, though I suspect that it should be played with two standard decks of playing cards. Shuffle both decks, including the jokers. Each player gets thirteen random cards face down in ordered slots, numbered one to thirteen. The first player picks a card and places this card face up in the slot corresponding to the card value (A is one, K is thirteen), then reveals the card that was face down in that slot. He goes again using the newly revealed card. This continues until he reveals a card that corresponds to a slot that is already revealed. He then discards the unusable (for him) card. In case you didn't notice this part of the game is exactly like the solitaire game Clock.

The second player takes the discard if he needs it and proceeds the same way. Otherwise, he draws from the top of the deck and proceeds the same way. Play continues this way until one person has finished his board. He sets aside the last revealed card to use in place of a draw on any later turn that he desires. He shuffles all of his cards in with the deck and the discard pile, deals out twelve cards (one less than the previous round) and continues. If he draws or reveals a King, he can't play it obviously.

This continues until a player has only one card left and then completes his board, whereupon he wins. Jokers can used for any card, and if you draw a card that goes into a slot with a face up joker, you can replace it and reuse the joker somewhere else.

There are two choices in the game. 1) when to use a card you set aside from a previous round. 2) where to place a Joker, the significance of which depends - very slightly - on what cards your opponent has already revealed. These choices are not significant.

Shira won, with some jokers to spare.

Later in the day we all played Cities and Knights of Catan. Shira needed some help understanding the cards and occasionally deciding where to place roads and settlements. She won this, too.

Sunday, May 26, 2013

Shabbaton Gaming: Merkator, Hanabi, etc

My Jerusalem community spent shabbat at the Poriah youth hostel overlooking the Kinneret. The view was beautiful; unfortunately, there was a heatwave all weekend, so I spent all of Friday and shabbat inside. Still, I had a lovely shabbat with a great group of warm, spiritual, supportive people. Can't really do better than that.

Friday evening Nadine and I tried Merkator. First play for both of us. Uwe's rules are getting simpler, but the number of components in the box and the complexity of play remain voluminous. This game comes with 9 little folding boxes in which to place the roughly 400 wooden cubes of 8 colors and some additional tokens (his previous games had just as many pieces but they were just heaped onto or beside the board).

From the box, the game looks like it might be a route delivery game, but it is not. Each turn you pick a destination, take the cubes there (adding bonus cubes if you have any bonus cards for that destination), distribute cubes in other destinations, take or pay some "time tokens", and then fulfill any contracts that you have for that destination and for which you have the cubes. Fulfilling a contract gives you a new higher value contract; you keep the old one but you pay the cubes. A contract is worth its value in points at the end of the game or in money if you sell it during the game. Since you can only have 5 contracts at the beginning of your turn, you are always selling off the smaller ones.

Money is used to buy bonus cards that give you more cubes in certain destinations and "buildings" which are end scoring cards for certain conditions, like X points for a certain number or arrangement of cubes or cards.

There are two more rules, neither of which I particularly like. The first is that, on another player's turn, you can fulfill contracts at the space that he went to by paying some time counters. This means that on your turn you have to be aware of every contract of every other player and calculate not only how much you get from picking a certain place but how much every other player will get if you pick it. The second is that after every three or four time counters taken from the supply, everyone randomly loses 1 or 2 cubes. In our game we always had piles of cubes, so this didn't do much damage. If it had done damage, it would have been worse, since it simply randomly screws one person for little sensible reason.

There are some fiddly rules thrown in that look like the result of balance issues that must have arisen during play-testing. It's over when the last time counter is chosen or the first top-level contract is fulfilled. Everyone gets one more turn.

The game bogged down near the end as we had to evaluate the best net differential in points on our turn. Despite this, the game was interesting and enjoyable. As Nadine noted, there are no (or almost no) negative effects (like starvation in Agricola), which makes everything either a benefit or a bigger benefit. The calculation is very heavy; not mathematically, but cube to cube to point swapping.

As I mentioned, I didn't really like the "joining in" mechanic or the cube loss mechanic. The rule book suggests that you can play without the cube loss. I was also skeptical of the time counter mechanic; I didn't see what this added to the game, although I was always short of them and Nadine always had many of them. I'll see how this goes on the next play.

Overall, not for the squeamish, and not for the AP prone, but rewarding to see your contract levels grow turn by turn.

The next day I played and fairly quickly won a game of Chess against a 9 or 10 year old boy, who lost graciously.

Later on he joined Nadine and me as we played Magic. Nadine has a limited supply of cards for learning purposes. For some reason her decks were each 47 cards. I stripped out 7 unnecessary cards from each deck. We played and then swapped decks and played again. I won both times, but the second time was because she got mana screwed.

Some teenagers joined us and I brought out Hanabi. I had played it once at a BGG.con. This is a cooperative game where you can't see your own cards. Each turn you either give clues to the other players (the team loses a blue chip), discard a card (the team gains a blue chip), or play a card. You have to discard or play when you run out of blue chips (you start with 8). If you play a bad card, you lose a red chip (you start with 3). You win if you play 25 cards correctly. We did our best, trying to remember all the time not to look at our own cards. We totally sucked at the game and lost fairly quickly. I think we all liked it anyway.

Having taught the girls a game, they decided to teach me a game: Pounce. Everyone plays with a complete deck of cards and has 5 piles, once of which is the Pounce pile. Whenever another pile opens up, you can take a card from your Pounce pile and put it into the open spot. You can stack cards like Klondike on your own piles (black 2 on red 3, etc) or place them in ascending order on any pile in the center, like Spit. Every ace can be played to the center, so there may be a dozen or more piles in the center onto which to place cards. A pile is removed when completed with a king. Players cycle through their decks three cards at a time, repeating as required.

Toward the middle of the game, the play gets bogged down until someone manages to find a card to play, which either leads to a trickle or a flood of new cards played. In this way it's a lot like Klondike.

The game is over when someone's Pounce pile is empty for any reason. Your score is the number of cards you played during the game minus the number of cards left in your Pounce pile.

After Pounce, the girls taught me an unnamed card game that they created. It was, astonishingly, not bad; given the number of bad games that I have received to review, that's high praise. I made a suggestion for the starting positions in the game; they had designed this to be random, but I felt that a random start had the potential to be highly unfair. The rest of the game was making piles and placing blocking cards on your opponent's piles, and it worked. I hope they continue to develop it and other games.

I saw another family at the hostel, not from our group, playing Settlers of Catan and went to talk to them about it.


Lastly I played a game of Scrabble with an avid player (right after Nadine finished a game with his wife). It's really a much better experience playing off the computer; I don't like playing where you can't play a word that isn't in the dictionary (the computer won't let you), which allows you to play hundreds of sequences of letters until you happen to find one that the computer will accept. In our game, I got out a good bingo that crossed with a questionable looking word that he challenged. It was an acceptable word (YAR) so I got to go again. This time I played another questionable word that he didn't challenge. It turned out to not be an acceptable word. You can't do things like that online.

Monday, May 6, 2013

Weekend Apples

Not my apple pie, though my guests asked for my recipe, but the game Apples to Apples, which occupied six of us for over an hour after lunch. First play for everyone except for me and Tal. One of the kids, aged 16, either acted - or perhaps was - disturbed by the judge's selection on various turns and threatened to leave the game/throw the judge out of the game. Explicably, he remained in the game nonetheless.

Before lunch I taught four of them how to play No Thanks. Unfortunately, one of them was a Very Young Child whose grasp of the game was just enough to realize that she could take all of the cards if she wanted to. And she did. And she did.

Sunday, April 28, 2013

Weekend Gamings

Last week, my mom came for her second visit to my apt in Raanana. While it rained, we played 500 Rummy, which she won handily, and Scrabble, which I won handily (she was leading for the first third or so). She was surprised that I didn't know the word ROE.

This weekend I joined a great many of my family for a bar mitzvah in Jerusalem. We played Bridge a number of times, which is no more than expected. I taught some of them how to play Nefarious. Just like the last Raanana game night, they wanted to play a second time after having gotten comfortable on the first playing. The same guy won both games. In the first game he had 4 minions on Invent; in the second game he had 3 on it. I'm not sure if concentrating your minions on Invent is the smart move, but it's hard to argue with success.

I then taught some of them how to play Tichu, and we played a few rounds; not enough to really grasp the strategies. One of the players was one of my brother's sons, and he didn't care for the game after two rounds and quit. He is a Bridge fan, and didn't seem to have any patience to learn another 4 player card game. One of the other players was one of his friends, who seemed to like it. He DOESN'T like Bridge, so he was happy to have another card game to play instead (he's also the guy who won both games of Nefarious). The last was my older brother, and after the few rounds of play he seemed somewhat intrigued. I think he will be willing to play again.

Saturday, January 5, 2013

A Little Bit Like Ajiaco Bogatano and a Lot Like Rummikub

On the many occasions that I have been invited to Abe and Sara's over the years, I always asked her if what she was serving was representative of native Colombian cuisine. It never was, and this became a running joke: Native Colombian challah and hummus! I would say, or Oh, Colombian Coca-Cola!

I told her that one day we were going to have a meal of Colombian food, even if I had to cook it myself. Seeing as this was the last time that we (and some friends) would be sharing a shabbat meal for some time, I decided to cook Colombian cuisine as a going away present.

The problem with cooking Colombian in Israel is that a number of essential Colombian ingredients are not available in Israel, such as plantains, yuca, guascas, and so on. So I either had to choose recipes that didn't require these ingredients or substitute and fudge the flavors. My menu included Ajiaco Bogotano (chicken, corn, and potato soup with garnishes including Aji (cilatnro, pepper, and onion)), empanadas, chorizos, beef skewers, roast "Columbian-style" chicken, guacamole, hummus with roast pepper, and coconut rice, as well as salad and so on.

The results were a true mixture of classic success and failure.

Sara didn't recognize most of the dishes. What's this? she asked. When I said It's a classic Colombian dish, she would say It is? Ok, so apparently the native Colombian didn't recognize anything I cooked as actually Colombian. Luckily it was mostly tasty anyway. Sara recognized the coconut rice as Colombian, but I didn't use enough coconut milk, and she is used to a presentation that includes coconut shavings and the rice served in a ball.

My ajiaco presentation was correct. I brought out garnishes of shredded chicken, capers, sliced avocado, and aji (she didn't recognize aji; also, I couldn't use sour cream, since this was a meat soup), and even before I brought the soup out she asked Oh, did you try to make ajiaco?

Real ajiaco requires three different types of potatoes, at least one is a specific variety that you can't get here, as well as the herb guascas. Real ajiaco is also boiled down to a thick cream, whereas mine was more soupy. And anyway, ajiaco comes from Bogota- which is the capital of Colombia - but not from the region of Colombia from which Sara comes, so she didn't actually grow up eating it. Nevertheless, it's one of her favorite dishes (when she would go to Bogota). And while my soup didn't taste much like Ajiaco Bogotano, it was similar and familiar enough to make her happy.

After dinner we split into two groups. Nadine, Eitan, and Emily played Thunderstone. First plays for Eitan and Emily, who didn't like it that much. Eitan prefers games where the scores are visible during the game so that he knows how to pace his strategy (when to ramp up and when to cash out).

Sara, Anne, and I played Castles of Burgundy. First plays for both of them, third play for me. Both Thunderstone and CoB have long setup times and lots of moving parts, but during play the turns flow fairly smoothly.  CoB is beginning to make more sense to me. It still seems to be one phase too long. Thankfully, by the last phase we were all playing fairly quickly, so it was soon over. In the last phase I completed a large district or two which jumped me ahead some 30 points from where we were all clustered in the scoring.

The next day's lunch was with two families each of whom had four children. I didn't bring games with me, but  two of the kids engaged me in a game of Rummikub. Often, the finagling of the melds are held up by the lack of a few key tiles. The first to draw one of the tiles and recognize what to do with it then goes out. The following player is usually then able to go out immediately after, or at least would be able to if the game were to continue. That's what happened with us.

This was followed by Crazy Eights where the rules changed (not by me) whenever it looked like I had won.

Saturday, December 1, 2012

Innovation

Abe, Sara, and I played Carl Chudyk's second major multi-purposed cards game Innovation (the first is Glory to Rome, whose black box Kickstarter edition I am still waiting to receive; the first appears to have gotten lost in the mail). Innovation is published by Asmadi Games.

Like GtR, Innovation features cards that not only have several purposes (the same could be said for San Juan or Race for the Galaxy), but are crowded with text and icons across several sides and the center. During play, none, one, or some parts of the iconography or text are relevant at a time; the others have no function at all. While clever and resourceful, and while this naturally enables useful decision making mechanics, the design is threatening or confusing to some types of players. If you're not able to process five different meanings on seven different cards at a time while always remembering exactly which is in effect at any given time, or you're always forgetting what's in effect or asking what "will happen if I do this", this may not be the game for you.

For those that like this type of thing, Innovation is far more chaotic that GtR, which was pretty chaotic. It is possible that my opinion about the chaos will change as I learn the cards. But in my first game, and with only three players, whenever my turn came back around nearly every players' boards had entirely changed. This made any kind of long term-planning nigh impossible, and so we played nearly every round simply grasping for the most points or progress that we could achieve each round.

Now this was not entirely the case; Abraham used the same card Democracy several rounds in a row because no one could find a light bulb to leech off of his card's usage. And I planned and executed a series of splay actions over three rounds that netted me the special achievement for splaying all of my cards. These were more exception than the rule.

Here is the gist of the rules: There are four actions. Each player has in front of him five card piles, one in each color. Each card has a series of icons, a number indicating 1) the deck from which the card was drawn, 2) it's point value if stashed as treasure, and c) the deck from which you may draw cards if it in on top of one of your piles. Each turn, you get to play two actions (the same or different, in any order). The actions are:

- Draw a card.

You draw from the deck matching the highest number on top of one of your piles. If that deck is empty, draw from the lowest number deck that is higher than that number. So if the highest valued number of top of your five piles is 6, and there are no cards in the 6 deck, draw from the 7 deck (if it is empty, from the 8 deck and so on).

- Play a card.

Play a card of any number on top of the pile in front of you of that card's color. It is now the top card of that pile.

- Activate a top card of one of your piles

The cards do lots of things. Each has one or more activated abilities, executed in order from top to bottom. Each ability is preceded by a miniature icon. There are two main types of abilities:

a) Force other players to do something. In this case, all other players who have LESS of the indicated icon than you do must perform the action. So, if the icon is a tower, and between all of your top cards you have 5 tower icons, all other players with fewer than 5 tower icons must do the action.

b) Do something. In this case, all other players who have THE SAME OR MORE of the indicated icon than you do ALSO perform the action.. They do it first, and then you do it. After you finish all the abilities, if ability of this type (b) was performed by any other player, you get a free "draw a card" action.

This explains the icons on the card. You are constantly watching not only the potential abilities on every other players' cards as well as your own, but also the icon count to see which ones, either positive or negative, will affect you.

Each player has up to five possible choices for card activation, one for each pile in front of them.

- Claim an achievement.

Some of the abilities let you take cards - from hands, piles, or decks - and stash them under your player mat as "points". There are 9 achievement cards numbered 1/5, 2/10, 3/15, ... 9/45 (these are actually regular cards from the deck being used for this special purpose instead of their regular purpose). To claim an achievement, you must use this action and have a) a top card in your pile equal to or greater than the achievement you want and b) have the required number of points (5 times the card level). Achievements cannot be stolen or lost.

That's the bulk of the game. You take two actions (each from the above choices of draw, play, activate 1, activate 2, activate 3, activate 4, activate 5, or claim) and play passes to the next player. On another player's turn, you might play an activity if another player activates it and you have the right icons. Many actions, unfortunately, cover over or remove the top cards from the piles of other players or from yours, so the available top cards - and thus player choices and powers - changes after nearly every action.

There are some other rules: five special achievements that are taken without actions if you fulfill their conditions, and card "splaying", which means uncovering the icons of cards beneath your top card in a pile, which basically adds some or all of the icons in these cards to your board.

We didn't get to finish the game by the end of about three hours, though we had a baby, first game learning, some interruption for cake, and a somewhat slower player. I took an early lead and we were fearful that this might lead to a runaway leader problem - I already had more points and better cards on the table. Thankfully, this was not the case, as first Sarah and then Abe caught up in points and achievements. We were neck and neck when we had to wrap up. It didn't look like anyone was going to win with the five achievements required (though still possible, I grant). The other way the game ends is when someone needs a card numbered 11, which doesn't exist.

Abe and I both wish to play again. Alas he is leaving for Houston. Bye bye, Abe.

---

Last night I had a family over for the first time, with some kids. Tal taught the kids how to play It's Alive, which they appeared to enjoy. One of the kids won. I then taught both kids and parents how to play For Sale, which they also enjoyed. I played together with the 8 year old and we won in a close game: 56 to 54, 54, 52, and 38.

Last shabbat I played some Gin Rummy and Oh Hell with my daughter, something I hadn't done in a while.

Wednesday, October 24, 2012

2012 Holiday Gift Guide

This guide includes games for young and old, for every sex, generation, temperament, and culture.

Whatever you do, and whatever you celebrate, there is no better way to spend a Christmas, Hanukkah, or what have you than together with friends, family, and neighbors with a warm cup of (fair trade) cocoa and a stack of casual board and/or card games.

The overwhelming majority of the games listed here are meant for newer players, non gamers or the like. I don't list the complicated, heavier games for gamers only.

I hope you enjoy the guide. Remember: the holidays are not only for sharing the warmth with family and friends, but also for sharing with those who have no one else to share with them. Give to your local shelters, hospitals, and so on, because that's the gift that keeps on giving.
Apple iPad 2

I'm starting with this unusual choice for a board game list, because the iPad (and other tablets) is a perfect platform for playing thousands of face to face games for two to four players. Because you don't need to buy the physical components, you can stack all your games in a teeny space, the games (if not the tablet) cost very little, and you don't have to cut down old trees to make them or use fossil fuels to ship them. Tablets have their own environmental impact in their making, so that's a trade off; but if you're getting one anyway, most of the games on this list are available electronically.
7 Wonders: Ages 9+, 4 to 7 players

This game took the gaming world by storm last year (and, like Dominion, it uses an auxiliary mechanic from Magic: The Gathering tournaments). This is a game of drafting cards. You get a hand of cards; pick one and pass the rest. Everyone reveals the card they picked and puts it into their tableaux. Repeat. Done. Score points based on the combinations of cards you have at the end of all the passing.

The graphics are fantastic, the theme not so visible. It's easy to learn, with depth enough to spare.
Apples to Apples: Ages 9+, 4 to 10 players

Apples to Apples is a party game that is simple to set up, learn, and play. There is no writing involved, and no board. And unlike many party games, reading all the cards doesn't ruin the game.

Each player has a hand of red apples (nouns) with which they have to match the green apple (adjective) flipped up. Each player has a chance to judge the best match. The cards you have in your hand never exactly match what gets flipped up; you have to do your best!
Antike: Ages 8+, 2 to 6 players

Risk is a long game of laying low, with player elimination and just too much in the luck department; this game is the perfect evolution to, and replacement for, Risk.

It plays quicker, there's dice-less conflict, no one gets to lay low watching while others fight, and - excepting truly poor play - everyone has a chance for most of the game. There's also a lot more to the game than just conflict, but the rules are short and elegant.

Unfortunately, it's out of print, so it's a bit hard to find, and pricey when you find it.
Backgammon: Ages 6+, 2 players

Backgammon is a classic game that can be enjoyed by children and parents alike. While there is a large amount of luck in the game, there are also many meaningful decisions, which makes this a good stepping stone to future games with more challenge, such as Checkers or Chess.
Blokus, Blokus Trigon, Blokus Duo: Ages 8+, 4 players (Blokus), 2-4 players (Blokus Trigon), or 2 players (Blokus Duo)

Blokus, Blokus Trigon, and Blokus Duo are abstract games with very simple rules. Each round you take a piece and place it on the board such that it touches any previous pieces you have played, but only corner to corner. It can touch other players' pieces along corners or sides.

The rules are easy, the components are beautiful, and it's a lot of fun.
Boggle: Ages 8+, 2 to 10 players

Boggle is a word game, whose simple rules - find all the words you can within three minutes - make it a game that is both fun and quick. Adults can play with kids by restricting the adults to have to find words of four or five letters.
Carcassonne, variants, and expansions: Ages 10+, 2 to 5 players

Carcassonne is a bit more complex than some of the other games here, but the beautiful pieces and the fun game play are worth the time to learn. Pick a piece from the pile, rotate and place it so that it fits on the board (like dominoes), and then optionally place one of your pieces on that tile. There are several ways to score, some of which occur during the game and some of which only at the end of the game.

There are some more rules than that, but not too many more. The game play is engaging enough to make you want to play it more than once in a single sitting.

There are dozens of versions to the game, and some of the versions have several expansions. The one that I linked to is called "Hunters and Gatherers" and is a good standalone game to start with.
Chess / Xiangqi / Shogi: Ages 6+, 2 players

These three games, Chess, XiangQi (Chinese Chess), and Shogi (Japanese Chess), are all top-tier 2-player games that can occupy a curious mind for an entire lifetime. They also have wide followings, so learning the game is learning a language that will admit you to a culture of fellow players around the world.

Board and piece prices range from inexpensive to very expensive, and Chess pieces come in many different themes.
Chinese Checkers: Ages 6+, 2 to 6 players

Another great abstract, and a pretty one if you find one with nice marbles. The rules are simple: move or jump your pieces from one side to the other. Finding chains of jumps is a thrill for all ages.
Carrom / Crokinole / Nok-Hockey / Air Hockey / Billiards / Foosball, etc.: Ages 6+, 2 players

Carrom is the most played tabletop game in India. Like Billiards, the object is to knock pieces off the table area, which you do by flicking wooden disks with your fingers. Crokinole is another classic finger flicking game, as is a racing game called Pitchcar. All kinetic tabletop games, from snooker to billiards to foosball, are loved by players of all ages.
Playing Cards: Ages 3+, 1 to any number of players

Decks of cards, whether they are the well known Western type with 52 cards in 4 suits, or special European or Asian decks, are a great starting point for any number of wonderful games, including Bridge, Hearts, Skat, Cribbage, Pinochle, Oh Hell, Bullsh*t, Durak, President, Spades, Solitaire, and many others.

Check out Pagat.com for the rules to these games and to thousands of others.
Dominion: Ages 10+, 2-4 players

Dominion is a game based around deck building: as you play, you acquire cards which get shuffled into your deck. You need victory points to score, but too many early victory points will clog up your deck, making it harder to acquire more points.

A brilliant adaptation of a mechanic, it plays quickly and every game plays differently. The game has several expansions, all of which are good.
Froggy Boogie: Ages 3-9, 2 to 4 players

Froggy Boogie is a brilliant game to frustrate grownups and please younger children. All you have to do is remember where the picture of the fly is, under the left eye or the right eye? The dice have only colors - no counting necessary. It's a perfect first game.
Go / Pente: Ages 6+, 2 players

Beyond Chess, Checkers, or XiangQi is the absolute perfect game of Go (aka Weiqi); it's so popular, there are twenty-four hour television stations dedicated to it, an anime series based on it, and it's considered one of the four arts of the Chinese scholar.

It really is that good, and the rules are easy, too. Best of all, a built-in handicap system allows two people of any skill levels to enjoy a challenging game against each other.

The link I provided is to a nice-looking board; you should really play with the nicest board you can afford.

Pente, a game of getting five stones in a row, can be played on the same board. The rules are just as easy as Go, and while the game has much less depth, it is also a little less intimidating to new players.
It's Alive!: Ages 7+, 2 to 4 players

A little plug for my own game. This is a simple set-collection auction game with a Frankenstein theme. It fits in well with the other games on the list: easy to learn, quick to play, lots of replayability.

Of course, I may be biased, since I designed it. This game was published by Reiver Games. There is an iOS version, too.

I have launched a Kickstarter project to create a new version of this game with a Hanukkah theme. You can support the project right now - and pre-order the game - on Kickstarter.
Jungle Speed: Ages 8+, 3 to 8 players

There are several games of speed reaction / pattern recognition on the market; I chose this one because of the components. Players flip cards in turn and grab for the totem in the middle as soon as two matching cards are revealed. Don't play with friends who have sharp nails or finger jewelery.
Magic the Gathering: Ages 8+, 2 players

After nearly two decades, Magic is still The Bomb when it comes to collectible card games, although Yu-Gi-Oh sells more cards. These are not easy games to learn, but quick start guides can get you off the ground fairly quickly, and then you have months and years of challenging game play ahead of you.

Don't get sucked into having to buy endless amounts of boosters; to play the game outside of a tournament, you only need a few hundred common cards which can be picked up for a penny each on various sites.
Mancala: Ages 5+, 2 players

This is widely known around the world under various names (e.g. Oware), and the national game of many African countries.

The rules are easy: pick up all the seeds in one of your bowls and place one in each bowl around the table. If you land on an empty space on your side, you win the seed and any seeds opposite.

There are a few more rules, but that's about it. It takes a few games to get up to speed; early victories tend to be lopsided. Once you get the hang of it, you can play several, quick, challenging games in succession.
Memory: Ages 3 to 12, 2 to 5 players

This is a first game for kids and adults, and a great game for it, because kids get the hang of it very quickly and adults find it a real challenge without having to pretend. All you need are one or two decks of cards, but an infinite number of these games are sold with various different pictures and themes.

You can play with more than 5 players, but I wouldn't recommend it.
No Thanks: Ages 7+, 3 to 5 players

This is an easy to learn and addictive little card game. A card is flipped up, and you either take the card and any tokens on it or place one of your tokens on it and pass it to the next player. Cards are bad, and tokens are good. But runs of cards only penalize you for the lowest valued card.

A simple and fun game.
Parade: Ages 7+, 3 to 5 players

Another easy to learn and addictive little card game. Add cards to the end of the "parade", taking cards from the parade into your pile based on a few simple rules. Points are bad ... usually.
Pit: Ages 7+, 4 to 10 players

I don't know if you can play up to 10 players with the original game, but you should. This is a loud trading game. The cards are dealt out, someone says go, and everyone shouts for what they need. The first player to collect a full set wins.

Raucous and fun. The deluxe version comes with it's own bell to signal the start of trading.
Poker: Ages 6+, 2 to any number of players

Playing for money is not a good habit, but a nice set of poker chips and some decks of cards is a great way to spend an evening. There are countless poker games, too.
Puerto Rico: Ages 10+, 3 to 5 players

Go is my favorite two-player game; this is my favorite multi-player game. I hadn't included it in previous years because I thought it might be too complex for the beginning player, but I think I've been underestimating people. I've seen new players pick it up and love it.

It's not easy to learn, but it's not that hard, either; it's just hard to master. A brilliant, brilliant game engine.

I've linked to the deluxe version, which includes some nice metal pieces and a few expansions.
R-eco: Ages 9+, 2 to 5 players

This is another short and sweet card game, with simple clever mechanics that leads to enjoyable but no stress game play. Easy to learn and easy to play.
Rummikub: Ages 7+, 2 to 4 players

A game of rummy, but a good one. And also playable with the grand-folks.
Scrabble: Ages 8+, 2 (or 2 to 4) players.

Scrabble purists will tell you that you should only play with 2 players and a Chess clock, but for casual purposes it can be played with up to four. It is The word game, and for a good reason.

My favorite way to play is to ditch the board and just play Anagrams: turn over tiles, and first to call a word gets it. A similar, recommended game is Bananagrams, where players race to create their own crossword boards.
Set: Ages 6+, 2 to 10 players

Those who don't have it won't enjoy it. For those who do, it hits just the right spot in the brain. All you have to do is call out matches when you see them, but the matches have to match or not match in all four characteristics.
The Settlers of Catan: Ages 8+, 3 to 4 players

This is the perfect game for beginning adult gamers that I use to hook new players into my game group.

All you need to do is collect ten points through building settlements and cities, connecting roads, adding developments and trading with your fellow players. A unique board that changes each time you play, constant interaction even when it's not your turn, and a great balance of luck versus strategy makes this The Game to acquire if you still think that board games are only for kids.

I've linked to the deluxe 15th anniversary edition.
Shadows Over Camelot: Ages 12+, 3 to 7 players

A cooperative game, this is no feel-good game of cooperation. The hordes of Saxons, Mordred, siege engines, and sinister knights are out to destroy Camelot, and you have to work together to save it. But lurking among the players is a traitor who wins if you all lose. Or is there?

Pretty components, albeit more complex than most of the games on this list. But it's easy for people to join and leave midgame.

Other recommended co-operative games that have made a splash in the last few years are Pandemic and Forbidden Island
Stratego: Ages 6 to 15, 2 players

By the time I was in my teens, I had outgrown this, but it remains a seminal game for early players, a great introductory war game with all the basic elements: strategy, tactics, and bluffing. Avoid the electronic ones; they break and they're noisy.
Through the Desert: Ages 8+, 2 to 5 players

This is an elegant route building game with a bunch of different scoring opportunities on each play. Simply place two camels on each turn to expand your camel trains. At the end, you score for oases collected, longest trains, and encircled areas.
Ticket To Ride: Ages 8+, 2 to 5 players

Many of my fellow bloggers think that this, rather than Settler of Catan, is The Game. I disagree, but who am I to argue? New players will probably find this a great intro game, with lots of choices and great game play.

There are several editions of the game.
Tichu: Ages 8+, 4 players

A partnership "ladder" game, similar to the game President (sometimes known by its crude name). It's similar, but the addition of a few special cards, a partnership, and passing elevate this to a perfect game for two couples. This is THE card game in gamer circles, and it's not at all complicated.
Time's Up: Ages 8+, 4 to 10 players

This consistently ranks as the number one party game on all of my fellow bloggers' lists. It's the number one ranked party game on Board Game Geek. Which says something.

It plays a lot like the parlor game Celebrities.
Uno: Ages 6 to 12, 2 to 8 players

This could be a child's second game, after Memory, and before moving on to real games. There's not much in the way of thinking involved, but its simple rules, portability, and quick play make it an ideal game for younger kids in almost any situation.

Just be sure to move up to better games when the kids are ready.
Wits and Wagers / Balderdash: Ages 8+, 4+ players

These are party trivia games where knowledge of trivia is not so important. The question is asked, and each player writes down an answer. These are revealed and players then bid on the answers they think are best. The winning answer, and the winning bids, all score points.

Wits and Wagers does this in the form of a poker game setting, while Balderdash requires you to make up funny possible answers. Both have won awards and acclaim as a generation better than you-know-which famous trivia game.
Zooloretto: Ages 8+, 2 to 5 players

Winner of dozens of recent awards, Zooloretto is a cute game for kids and decent game for adults. Simply take the animals as they are revealed from the deck and try to fit them into your zoo without overcrowding.

A few extra rules and some clever mechanisms makes the game enjoyable for all ages.


Enjoy,
Yehuda

Tuesday, October 2, 2012

Games Played

My nephews always want me to play with them (or tell my made-up-on-the-spot Snowflake stories). We started off with me teaching two of them how to play several games from the Book of Classic Board Games:

  • Go: This book contains the 9x9 version, which was a bit above their heads.
  • Solitaire: I think they understood the game, though they have a long way to go to get good at it.
  • Fox and Geese: They had played this once or twice. They thought that the geese could jump the foxes, which I believe to be incorrect. On the other hand, I remembered that the foxes were not forced to jump, which they thought to be incorrect (and they were right).
  • Halma: Called Hoppers in this book, this game is Chinese Checkers on a square board from corner to corner.

Later I saw one of the other nephews playing Magic with my brother. I then played against my brother. We both created decks from random picks of his cards. I lost three games in a row, even the final game where he drew only two lands for the first half of the game. I believe I was a decent player once upon a time; this belief comforts me in many times of trouble and hopelessness. Unfortunately, none of those times are whilst playing Magic.

I brought three games to play in the afternoon, figuring we would get to play one of them. Oddly, the one that attracted them was Detroit-Cleveland Grand Prix (over Age of Empires III and Steam). We played a full six player game, which was a first for me. We played with a number of rules adjustments, some better and some worse.

Players could acquire multiple cars. This made bidding to be very very vicious, which was all to the good. On the other hand, those players who acquired no cars were still required to play cards, which was boring, king-making, and rather silly.

We also played that the white movement on your cards could be used for your own car, or for another car even if that car could not move. I'm not sure whether this change was ultimately bad or good; it meant that players who acquired multiple white movement cards had an advantage, so it was probably for the bad.

The game was pretty close, and the kids loved it so much that they asked to borrow the game to play again.

On Sukkot I brought my standby card filler No Thanks  to the family at which I ate lunch. I played this with the host and his teenage daughters, and they asked to play multiple times. A definite hit.

Thursday is Games Day at the Jerusalem Strategy Gaming Club, which I am planning on attending.

Sunday, July 22, 2012

Shabbat Gaming

Fri night with aunt/uncle and cousins: I entranced them with the cards from Whatzit, a useless game with fun cards (aka Dingbats in Europe, or rebus puzzles).

Sat night with friends and their kids aged 8 and 10: Games of Crazy 8s (I won the one hand), Rat-a-Tat-Cat (I lost twice), No Thanks (I won, barely), Hearts (I was winning after two hands), and some other card game I can't remember. I also played baseball for the first time since I was about 10?

Well, it might have been baseball. There were three people on one team, and four on the other. We played in a small park area with a metal bat and a tennis ball. The pitcher pitched underhand, and we had no umpire or catcher. After our team, who played first, scored a few runs, we voluntarily ended our turn and gave the other team a turn to play and score a few runs. Then we ended the game.

In fact, barely any rules of baseball were followed, and most of the rules and the play area were created, abandoned, or changed at will during the game play. The only resemblance to baseball were: a bat, a ball, teams, taking turns to hit the ball, running around the field, trying to tag you out. Yet pretty much anyone would say that we were playing baseball.

How many of the core rules could we have broken and still have been considered to be playing baseball?


Friday, April 27, 2012

Homies

It's tempting to leave the "lesbian" post up as the last post a little while longer, but I have to keep my hand in, after all.

My country is 64. I went to a bar mitzvah at the hall in Mitzpeh Yericho, a yishuv on the edge of a cliff overlooking the steep rolling hills and valleys that lead down to the Dead Sea. The view is bare but beautiful. With friends around, good food, health, a beautiful land, and the freedom to be Jewish, I felt lucky with the time I live in. It's not always perfect, but it's better more often than it's worse when I think about it.


I did a lot of dancing at the bar mitzvah, which reminded me how much I love to dance and how much I miss it. I need to crank up my music at home and dance more.
I am spending shabbat with my old community in Talpiot (Jerusalem), after spending Independence Day (yesterday) with them hiking, bbqing, and at the bat mitzvah. I do love them, and I feel so much at home with them; I don't have that feeling in Raanana yet.
Obgames: I played 1.5 games of Scrabble on the hike/BBQ. I played both Troyes and El Capitain last shabbat when Nadine was around. I've also learned to play Vikings, Hanging Garden, Thunderstone, and Luca online at yucata.de . Vikings is a good mid-weight filler when played with the basic tiles. The expansion tiles might make it better. Hanging Gardens is pretty flat for me without much in the way of strategy. Luna is fiercely difficult to understand from the rulebook; we're in round 5 out of 6 and I'm starting to understand some of it. Thunderstone took me a few games but I feel like I have the hang of it now. It's a fun game, as good as Dominion. The monster queue is problematic in some respects; otherwise no complaints.

Maybe I'll give them longer reviews in the future.

Saturday, January 28, 2012

Shabbat Gaming

Tal and I ate lunch at Abraham and Sarah's. While waiting for Tal to arrive, I played my third game of Ticket To Ride (this one with the 1910 Expansion) with Abraham and Sarah. It's soooo light. It's ok and all, but I just don't see it as comparable to The Settlers of Catan. I can see it as a gateway game; I admit that Settlers has a few more rules, which can discourage newer players. But Settlers also has more depth and more involvement.

Maybe it's just a matter of what flavor you go for. Or maybe I haven't played it enough to appreciate its depth.

We only got about a third of the way into the game, and I enjoyed it well enough. Both Abraham and I were planning to complete our three short routes and then spend the rest of the game making random six routes to end the game. Oh yeah: the ability for one player to hasten the end of the game in a way that doesn't have to do with winning is another mechanic I don't care for.

After lunch we played Tichu. Tal and I scored 965 to Abraham and Sarah's 335, but shabbat was over so I decided to call it a draw. I pulled lots of bad hands but managed one tichu. I still don't know how Aaron called and made so many grand tichus against me at BGG.con.

Wednesday, December 28, 2011

Raanana Session Report

Participants: Laurie, Daniel, Ellis, Jon, Rochelle

I arrived as Laurie set up a filler game Piece o Cake for Ellis, Laurie, and me to play. This was the first play for all of us. It's a simple food-themed game of set collection with a divide and offer mechanic. There are five piles of cards.

Cards are worth a small number of points if they are "consumed" as soon as they are acquired, or nothing if not consumed; if, however, you have the most in a set of unconsumed cards, you gain a larger number of points. For instance, a cherry pie slice may be worth 7 points for having the most unconsumed slices at the end of the game (it doesn't matter how many of them you have, so long as you have the most), or they may be worth 2 points each if you simply consumed them. Note that if you will acquire all the cherry pie slices during the game, your best move it to consume all but one of them: the 6 slices will then be worth 2 points each consumed, and the remaining slice will be worth 7 points as the majority holder of unconsumed slices.

On each turn, someone opens a stack of 11 cards and arranges them into a circle without changing their order. The player then divides the cards into groups by the number of players; the division must not rearrange any of the arcs, but the division does not have to have an equal number of cards in each circle. Players then, in turn, select a group and consumes or not each of the cards in the group. Repeat for 5 turns. Score.

On turn three I had essentially reduced the game to its math, including how many points I was wasting trying to maintain majorities and how many slices were left in the deck so as to determine whether I really needed to keep one more slice unconsumed. Even with tracking, the game still holds interest, since you don't know the order in which the cards will turn up or how the other players will divide them. Ellis consumed nearly all of his slices. I squeaked out a win by 1 point over Laurie.

I then taught Rochelle, Ellis, Laurie, and Daniel how to play Amun Re. Of course, I changed the theme of stage four, and also changed the power card that lets you correct the offering value. In the latter case, I let players decide to use these cards after seeing the results of the offering and also to act in collusion. Even with these boosts, the cards were used only once to boost the offering from level 3 to 4.

I won the money war in the first half, and I was tied for the lead in points. I messed up round four by not buying the best province, ceding it to Daniel instead. I spent a lot of money to build my pyramids in the second half. On the last round, I wasn't able to complete four complete pyramid sets by a few gold. In fact, completing the sets lost me so much gold that I received no bonus points for money at the end. Meanwhile, Ellis solidified his points in the second half. On the last round, his bribe bonus was two power cards, both of which gave him extra money from the harvest, which was enough to bump his money holdings to first place. He was five points behind me in scoring, and then he took his six point bonus for money and ended the game one point ahead of me.

Daniel ended one point ahead of Laurie, about 8 points behind Ellis and me. Rochelle brought up the rear. The game took just shy of three hours to teach and play.

P.S. The JSGC had a game day on Hanukkah.  Games played: Highland Clans, El Grande, Egizia, Princes of Florence, Louis XIV, Year of the Dragon.

Sunday, December 25, 2011

38 Years of Bridge With These Guys

I stopped in for a quick dinner at my brother's house, attended also by my other brother's family and my mother (and my son).

I've been playing Bridge with my brothers and mother for 38 years now. It's surprising how poor I am at the game (well, mediocre, actually) after all this time, especially since the skills I learned from Bridge help me to do fairly well at most other games. Still, it's nice that we're still playing together after 38 years.

As far as holidays goes, Hanukkah is a pretty nice one' hope you're having a nice one if you celebrate it. Merry Christmas to the rest of you.

Some Hanukkah vids:



Wednesday, December 14, 2011

Raanana Session Report, in which I play Settlers with two Rochelles

Participants: Laurie, Daniel, Jon, Ellis, Rochelle, Rochelle 2

Game night at Laurie and Daniel's as usual. Rochelle 2 is a friend of mine who was willing to try something new; she has no previous experience with games as an adult.

Dominion+

Jon 27, Laurie 11, Ellis 10, Daniel 6

Scores approximate. I brought over my box of four Dominion games and selected a random assortment from all of them.

Kingdoms: Market, Great Hall, Masquerade, Swindler, Ironworks, Sea Hag, Tactician, Bishop, Bank, Expand. No Platinum or Colony.

This is the first play for any Dominion expansions by the others. Actually, they're all still in single digit plays for Dominion altogether. Turns are still kind of slow going. There was a lot of trashing, of course. Swindler has the side effect of causing piles of cards to disappear rather quickly, which is why the game ended up with three piles gone, rather than the usual Provinces. I managed to nab three Provinces before the game ended, all by using Tactician.

An interesting combo was Ironworks to take Great Hall, which gave two out of the three bonuses with no drawbacks. Swindler also handed out a lot of curses, mostly to Daniel.

Settlers of Catan

Jon 10, Rochelle 7, Rochelle 2 5

Rochelle had played this once before but had forgotten many of the rules. So it was essentially a first play for both of them. They both picked it up without much difficulty. The resource distribution was pretty even, and so were the dice rolls. No one had to toss out cards from a roll of 7.

Rochelle took Longest Road fairly early. She also acquired a port mid-game, but it wasn't one she could use. Rochelle 2 built a few settlements and was often one road away from taking Longest Road from Rochelle, though she never threatened to do so. Luck was against her, and she often rolled up a resource right after she had traded for it.

I built an early settlement and then city on the ore, and then city on the brick. I had a port for brick and used it nicely. I ended the game with my ninth board point and a revealed development victory point.

Race for the Galaxy

Ellis, Daniel, Laurie

I didn't see how the game (or games) went. They actually play with an expension or two thrown in, though I don't know which.

Wednesday, December 7, 2011

Raanana Session Report, in which I teach Agricola

Participants: Laurie, Jon, Daniel, Rochelle

Ellis was in the middle of moving. He should be back next week.

Race for the Galaxy

Laurie 40, Jon 38

I arrived early and Laurie chose this as a two-player game for us. We played with no specific two-player rules, just one role each round.

I picked too many 6 point cards early on and had to toss most of them out. Still, I didn't fare too badly. I played the 6 pointer that makes other developments cost 2 less early on, and then I mistaken played a development which I thought gave me another 2 discount on further developments, but I noticed later that it gave 2 discount on worlds, not developments. That put a kink in my plans.

Laurie meanwhile started taking victory points early and ended the game when I only had 9 buildings out. My second mistake was not to realize that this was going to happen and to build in what was sure to be the last round, instead of uselessly produce. Really, the only thing that bothers me about this game is the way that it suddenly ends and the way one player can rush the ending out under another. I would like the game a lot more if it simply went 12 rounds or something.

Agricola

Daniel 34, Jon 29, Laurie 26, Rochelle 23

We started the explanation for this at around 8:30 and finished the game at just before 12. It's an odd game in that it has a lot to explain, and even during the game there is a sense of being overwhelmed, but the basic flow is easy to grasp. This is in contrast to other games that are difficult to explain but not overwhelming once the game is in play, like Princes of Florence, or remain overwhelming and also hard to understand the flow, like Puerto Rico.

Daniel insisted that we draw and keep our fourteen cards, rather than do something to ameliorate the luck factor, since it would only do to help the newer players. In fact, I drew reasonably well; nobody had any real game killers.

I played unusually with a lot of occupations and minor improvements, all of which helped me get points but not food. I didn't have a good food engine and so occasionally had to scramble for food at the last moment. I played a card early on that gave me four wood but also gave any player who ended the game without any negative points a five point bonus. That seems like overkill, since the person who has no negative points is typically winning anyway. I often end the game with no negative points, so I thought it couldn't hurt me.

Unfortunately, in the last two rounds when I needed at least one of the Plow actions (I had an improvement that let me plow three fields, rather than one), both were taken before I could get them. Not only did this leave me with negative spaces, it also left me scrambling for food, lacking points in the food items (I was also going to plow them, and no one else could effectively plow), and forced me to give up several other items since I had to use my actions elsewhere. It represented at least a 10 point loss for me.

Laurie also experienced people blocking what she needed on various occasions. She finally took the Start Player action, but didn't feel like it did much for her. Daniel is the only one who finished with no negative points, and the five points he got from my occupation card handed him the clear victory.

Monday, October 31, 2011

I Have My US Passport

Yay.

And I went to the police to get the information about the man who hit my car, so my insurance agent can track him down, so we can get his insurance information. Important tip: if you're in an accident, get his/her: name, car number, license number, and insurance policy number. I forgot the latter, which is what's causing me a headache. I got his cellphone number, but it doesn't seem to work; next time, call it before leaving the scene to see that is works. Note down the time and place of the accident, of course.

I should probably add: yes, take the time to ask for the phone numbers of some of the people nearby who could be witnesses. It hasn't come to that yet, and I hope it won't so that I won't regret not having done so.

Yehuda

P.S. I'm leaving on Wed. I will be blogging my trip, with pictures. It's a good month to advertise on this blog (traffic should be up for a while), nudge nudge.

P.P.S. Spare Squares cards at the publisher, ready to cart off to BGG.con:

Saturday, October 15, 2011

Spare Squares: Rules Revision - RFC

Here are the revised rules for Spare Squares; speak now with any comments or criticism before they go to print! (Unless. like Scott, you simply don't like the entire concept of a game played over the course of the whole con.)

Objective and Play

The object is to submit the best set of arranged cards in one of four different prize tracks (A-D). You start with four cards. Beg, trade, win, or steal cards from other players to obtain the cards necessary for a complete set. Submit a set to any BGG.con organizer before Saturday 5:30 pm. Results will be tabulated and winners announced at 10 pm.

Submission Rules

You must adhere to all of the following rules, or your submission will be disqualified:
1. You may submit only one set of cards. Entries must be received by 5:30 pm on Saturday.
2. The number in the center of all submitted cards must be the same, as pictured.
3. You must submit exactly four cards. You must arrange the cards in a 2x2 grid, as pictured. Mark all cards with their location in the grid as follows: TL=top left, TR=top right, BL=bottom left, BR=bottom right.
4. You may rotate cards as required; mark all cards with an up arrow to indicate the top of the card.
5. Submit the cards in an envelope with your name on it.

Scoring

1. On each exterior edge (b), you score as follows:
• 2 points for the two images matching shape
• 3 points for the two images matching filling
• 4 points for the two images matching color
2. Points are cumulative. For example, the set pictured scores 19 points (maximum is 36 points).

Prize Tracks

Your set is assigned to a prize track based on the following:
• Prize track D: All sets that don't match any other track (easy).
• Prize track C: If adjacent images on all interior edges (a) match in shape (medium).
• Prize track B: If adjacent images on all interior edges (a) match in shape and filling (difficult).
• Prize track A: If adjacent images on all interior edges (a) match in shape, filling, and color (fanatic).

Winner and Prizes

There will be one winner in each of the four prize tracks; the winner in each track is the person with the highest scoring set in that track. Ties will be determined randomly. Check out the list of prizes for the winners of each track by the registration area.