Showing posts with label puerto rico. Show all posts
Showing posts with label puerto rico. Show all posts

Sunday, January 22, 2012

The Puerto Rico Slaughter

Nadine slaughtered me, Bill, and Shirley in Puerto Rico.

Bill and Shirley are newer players. The position order was Nadine, Bill, me, Shirley. Bill's effect on me was to take coffee before my coffee; neither one of us produced coffee until past mid-game. I was already behind Nadine who had an early Factory and then Harbor, and I made the mistake of taking Factory on turn 8 or 9; that gave me lots of useless money by the end of the game but no points. I also made the mistake of not taking a Wharf a few turns before the game ended, instead taking buildings to complete my Guild Hall. I didn't anticipate how often I could have used it by the end of the game. Not that it would have made much difference.

Shirley's effect on Nadine was give her an early trade; this let Nadine get an early Factory and then Harbor. Nadine went on to get Custom's House and Wharf. Shirley also had a Harbor, so it was in her interests to keep taking Captain; this let her ship 4 or 5 points to Nadine's 9 or 10 points and also let Nadine take Craftsman again (instead of having to take Captain and Craftsman on alternate turns). My money-heavy strategy was only sufficient to beat Bill and Shirley.

Shirley had a tobacco monopoly which she used for trading but only occasionally for shipping.

Scores: Nadine 79 (44 shipping, 11 Custom's House), me 55, Shirley and Bill 52.

Sunday, September 25, 2011

Shabbat Gaming

Nadine, Abraham, and Sara joined me for lunch. Nadine came early, and we played two-player Puerto Rico with my usual changed buildings (I changed Discretionary Hold to save one barrel, instead of three, but neither of us bought it).

Nadine had early corn and an early victory point lead. But my building was far overtaking hers, even though I let her take Factory and instead took Large Business (provides both Builder and Captain privileges). LB is underrated. It can't undo the victory point lead the way that Harbor can, but it can stop the erosion and still provide a building boost.

We didn't finish, but we were pretty sure that I was going to win.

After lunch, Sara, Abraham, and I requested Antike, which we played over Nadine's mild objections (she would have preferred Power Grid). Turned out to be a great game experience, even for Nadine.

I won the game 8 to 7 to 7 to 7 (we play to one point less than the suggested value); as you can see, very close. We played on the Arabian board. I started in Palestine, smack in between the other players. I kept tight control of my little area, using my first-player advantage (which offset my pathetic position) to nab Market for the first victory point. But I had competition for Know-hows, and Nadine ended up getting four of the VPs there. I build some temples, but Abraham destroyed one when he took Wheels. Luckily only one, as he was one unit away from sacking both.

The next round I placed dozens of units to protect the rest of my holdings and, together with Democracy, I was undisturbed for the rest of the game. Nadine floated around Greece, pulling ahead to 6 points over my 5, because no one was disturbing her. Abraham tried his opening triple temple strategy again. Sara built up a huge pile of resources and exploded suddenly from 3 to 10 areas in one turn. Then she sacked one of Abraham's temples, since he had left them open after he had sacked mine.

Then Abraham sacked one of Sara's temples, since she had left hers open to sack his. This left one of Abraham's temples open for me to sack, which gave me the one extra point necessary (together with 7 seas) to pull ahead of Nadine to 7 points. I was easily able to take my last point in the Know-hows (all 8) regardless of what the other players did, though all of them got one more point in the final round.

Saturday, May 7, 2011

Shabbat Gaming

Nadine and Elisheva (formerly Ksenia) came over for some afternoon gaming; we had invited a few others, but they didn't show up.

I took out Sumeria, read the rules, and we all played our first game. The game play is simple enough that I think we only got one rule wrong, which was turn order in each round. When I read the rules, I thought that the last player in each round was the one with the least number of people in the new "first place" province, but upon rereading it looks like it should really be the old "first place" province. I don't know how much of a difference that made.

Sumeria was the final game published by Reiver Games, the publisher who also published my game It's Alive (of which a few copies are still available). Sumeria is a fake-themed abstract, much like many modern light Euros. Each player has a number of pieces that he places on, or moves around, the board, the object of which is to score the most points over a series of rounds. In Sumeria's case, it is an area control game, with each placement or move not only establishing further control in an area but also raising or lowering that area in scoring order.

Each player gets three moves over the course of six rounds. At the end of each round, only the first three provinces in the pecking order score anything at all, and only the first or second place players in these provinces score. Scoring players collect chips in one of four colors. At the end of the game, your score is the triangular number according to the number of chips you have in each color (1 chip = 1, 2 chips = 3, 3 chips = 6, etc). Between each round, the scoring provinces are placed last and the other five provinces slide up the order.

On your turn, you can place a piece from your supply onto any empty space or move a piece one space or over any other pieces landing in the first empty space. You can also remove a piece from the board back to your supply. Whenever you move into a province, that province moves up in the scoring queue. When you remove a piece from a province, that province moves down in the scoring queue.

The game lends itself to a number of tactical considerations. You have to have a piece in a province in order to be able to remove it from that province. When you move a piece, you can move the farthest one in a line of pieces, thus maintaining an unbroken link of pieces, or you can move one from the middle of the line, which prevents other pieces farther away in the line from moving to where you just moved (since they must land on the first open space). The paths on the board seem random, but you quickly realize that every province is mapped out exactly the same.

There is, however, almost zero strategy, from what I can see. Provinces become blocked all too quickly, and once full of pieces, hard to manipulate in the rankings unless you can manipulate some other province to swap with it. With only three actions per round, this can be hard to do. You are far better off spreading yourself around the board for the flexibility of being able to effect swaps than you are concentrating in one area, which leaves you essentially powerless; you won't even score those areas in which you concentrated, because others will swap your areas out of scoring. That's what happened to Elisheva.

The game's muted picture that provides zero theme might bother some people. It's light with little in the way of anything new happening each round, although points grow as you collect chip sets; this is not a bad thing, since the rules feel almost natural. Some (like me) might have liked to have seen a little more variation in city effects, special abilities, board arrangement, or something, to add a little more in the way of surprises.

Nevertheless, the game works and is what it is, which is achievement enough for a quick game from a small publisher. I would play it again. I'm curious to see how the game holds up after a few playings.

Nadine and I came very close; I was 11 points ahead of her. Elisheva was many, many points behind both of us.

We then played Puerto Rico. Elisheva had played once before, long ago, and I had to reteach her. We helped her during the game. I started off rather weakly, but gained strength with a coffee monopoly; Nadine not only let me keep my monopoly but let me trade coffee with two coins on the trader at least twice. She was doing quite well, otherwise. Near the end of the game she had a Large Warehouse which she had bought simply for the points. She ended up using it, and, combined with her Harbor, it netted her a 9 point shipping after everyone else had no barrels to ship.

I squeaked a win over that, 55 to 52, with Elisheva at 44.

Saturday, June 26, 2010

Shabbat Gaming

At Nadine's in the afternoon, I played PitchCar x 2, It's Alive, and Puerto Rico (other games played, in which I didn't participate, included Casino and Scrabble).

PitchCar

We played two games, using two different track layouts. I came in second in the first game; I was ahead nearly a lap at one point, but I crashed a few more times than one of my opps did, and he was just able to overcome me in the final stretch. I came in first in the second game.

My success is rather odd, as I don't typically win this game, but I played rather slow and steady, and that seemed to work.

It's Alive

We played a five player game (not my favorite) and Nadine taught it to two of the players. As usual in a five player game, there was a lot of auctioning and pieces went for face value. I pulled at least three of the Villagers and a few too many low cost cards, which hurt my income and progress. Nevertheless, I played with my new "keep my coins at exactly half of my board value" strategy, and I came in second with 45. The winner finished was the one who finished, and he had a score of 57. So it's not a perfect strategy.

Puerto Rico

Rachel, Nadine, and I played this. Even though we played on Nadine's set, and she only has the base set and official expansion, we proxied most of my usual custom buildings. I was third player.

Rachel on my left took the first trade good, coffee, so I took coffee, too. Nadine took tobacco soon after. I had a fairly early Factory, and access to a tobacco plantation, so I simply took tobacco soon after, giving me a full Factory. Nadine had the other early Factory. Rachel was the only one who had Harbor.

I ended with an equitable amount of shipping points, three of the big buildings, and an embarrassingly high score of 69 to their 49 and 52.

Saturday, June 19, 2010

Weekend Gaming

Puerto Rico

Rachel, my brother Ben, and I played Puerto Rico on Friday evening. We used the basic building set with the following changes:
  • Assembly Line instead of Small Market
  • You mys move one of your colonists onto Hospice when you buy it
  • Factory was 8 instead of 7 and replaced University
  • Library was in the 7 slot
Library is an official expansion building which usually costs 8, but I don't think warrants the cost in a four or five player game. 8 is probably right in a three player game, but no one ever buys it, anyway. So I thought I would try it out at 7, with some trepidation.

What do you know, the first third column buildings that either Ben or Rachel bought were Library. Mine was Harbor. No one bought Factory. I'll say that the decision as to which of the four three column buildings to buy was a lot tougher. Library did quite well, and I'm not sure if it should be bumped back to 8 or left at 7. On the other hand, I won without it, so there you go.

I was first player, followed by Rachel and Ben. On the first round, I took Settler/corn, Rachel took sugar, and Ben took coffee (instead of indigo). That set the stage for the rest of the game:

Since Ben took the first trade good, I was bound to go for tobacco while Rachel was bound to go for coffee. I took tobacco, but Rachel never got a trade good, which is a tough position to play, even with a Large Market. She bought one, but it didn't do her much good.

Rachel had a sugar monopoly for much of the game, but I forced her to ship it at a crucial time. Until about mid-game, we thought she might be winning, but after that I passed her in money, and my Harbor caught up to her early victory point lead.

Ben traded coffee a few times, but he waited for far too long to lock a coffee boat. Which means that the Harbor that he took didn't do him much good.

Ben and I both ended with two large buildings, but Ben had little else on his board. Final scores: me 60, Ben 53, Rachel 51.

Dominion

I taught my cousin's two teenage girls (15, 17) to play this, and Ben played as well. I had previously gotten them hooked on Bohnanza, and I think they had tried Settlers. Their father (my cousin) was holding discussions with my brother David about starting them on a D&D campaign.

Kingdoms: Chapel, Cellar, Moat, Workshop, Village, Militia, Moneylender, Council Room, Festival, Market.

Festival is nice, but it must be combined with card drawing. My most annoying hands was when I had the card drawing (but not the Festivals) and then I drew the Festivals but couldn't play them. Festivals are not exactly the same as money, after all.

Ben and I both Chapel's away from Estates early. He also took Militia, which he played often but never affected me in the least (either I had Moat, or I didn't care about tossing down cards). Surprisingly, I only took one Village; maybe I should have taken more.

The girls asked, round after round, nearly the same questions again and again: What can I do? What does this mean? What should I do? When I asked them back the same questions, they knew what they could do and what it meant; they just didn't want to decide what to do. Things finally began to flow smoother near the end.

Ben won 27 to my 26, and the girls each had in the high teens.

Princes of Florence

We stayed at a neighbor's apt, and, while looking around the room, I noticed that they had a copy of Ticket to Ride: Europe on the shelf. I thought that this would be a good second intro game for the girls, but David somehow convinced them, and Ben, to learn Princes of Florence.

Given the girls' lack of enthusiasm for making decisions in Dominion, I didn't think this would go over that well. But David sat beside them and helped them make nearly every decision as the game went on. In the end, the girls said that they liked both of the games equally well.

I won with three Jesters (one on the last round). I just squeaked to victory. One of the girls ended round 7 with the same score as me, and then we both played our prestige cards mine was half value at 4, while hers was half value at 3.

Final scores: me 60, cousin 59, Ben 54, cousin 51. The lower scoring cousin was unable to play her last profession.

Moot

I dropped this on the table for my aunt, sis-in-laws, mom, cousins, and other non-gamers to play with, and they all love it.

Sunday, June 6, 2010

It's Been a Long Time Coming: Puerto Rico with Rachel and Nadine

Our first game since last July.

We played with:
  • Assembly Line 1/1: When occupied, all of your production buildings may hold an additional colonist (and thus produce an additional good when matched to an additional manned plantation.
  • Hacienda
  • Small Fashion District 2/1: Trade indigo at +2 doubloon.
  • Small Warehouse
  • Hospice: When you buy Hospice, you may move one of your colonists onto it.
  • Large Market
  • Trading House
  • Discretionary Hold 6/3: a) May store an additional three barrels. b) At the end of the Captain phase, may add a barrel of any type to the "Hold" of every full ship for 1 VP each. If two players have DH, alternate adding barrels to full ships. Each ship's Hold can store only a single barrel.
  • Large General Workhouse 7/3 (2 circles): Produce any types of goods with matching plantations. This building is usually 8/3, but wasn't getting enough action, so I moved it down to 7/3.
  • Factory 8/3: Usually 7/3.
  • Large Business 8/3: a) -1 building cost. b) +1 VP on first shipment during each Captain phase.
  • Wharf
  • Cathedral 10/4: +1 VP/3 red building points.
  • Fairgrounds 10/4: +0/1/2/3/5/7 VP for 1/2/3/4/5/6 different plantation types (including quarries).
  • Fortress
  • Custom's House
  • City Hall
Looking at the tableau, the buildings in the 3's column, which is usually where the power buildings sit, all looked to be about 1/2 a doubloon more than we really wanted to spend for them. Only one of the buildings was bought in the game.

Rachel on my right had an early tobacco and a Small Fashion District. She maintained a tobacco monopoly and was able to trade both good several times, as well as keep a tobacco boat going most of the time. She also took Discretionary Hold, which ended up being the sought after power building. And she won with two large buildings and 20 shipping points.

Nadine on my left had a coffee monopoly and the other Discretionary Hold. And she also ended with two large buildings, and 27 shipping points.

Meanwhile, I should have taken a tobacco to compete with Rachel on  my left, but somehow I never did. In fact , on the very first round I could have taken a coffee instead of a second corn, and that was the root of all of my problems. I also never took Large Market. I eventually took a Large Business and a few quarries, but it was too late to help much. I ended with 22 shipping points.

Saturday, July 25, 2009

Shabbat Gaming

Anagrams

Yael is a friend of mine and my wife's for multiple reasons. She's brilliant, beautiful, creative, and charismatic. She recently published a fantastic book that took ten years of research: Nehama Leibowitz: Teacher and Bible Scholar.

And she's also been a Settlers of Catan fanatic for the last five years or so, ever since I introduced her to the game. For a long time she didn't want to play any other games; she would only play SoC with her friends on the other side of town, and didn't come to the game group. Only recently I've gotten her to try Amun Re, which she also liked and which she asked to play Friday evening after dinner.

Unfortunately, I don't actually have a copy of the game, and it was only two of us and late (Rachel went out to walk the dog). So we played Anagrams. She was good, which is good.

Anagrams and Set are two games that I'm pretty good at, sometimes too good at. I don't like to win either of these two games by too much, as it's discouraging to play them unless you feel like you're playing with a reasonably matched opponent. If I'm winning by too much, I will sometimes slow down a bit and let my opponent catch up. I didn't have to do that with Yael.

Only these two games, really; maybe sports, too. I think it's because they're straight measurable ability based games that hit a certain area of the brain. After it's clear that you're faster than the other person in that particular area, there's really no point in continuing.

Of course, I've also met people who can beat me in either of these games; I don't mind that at all.

By the way, Yael is - incredibly - still single. Time's a-wasting, guys.

Robo Rally

I had promised to introduce Tal's friend Nechemia to a board game, and Nadine also stayed after lunch. Robo Rally was the right length of time and weight for the occasion.

I chose a simple board with a few tricky spots, and three flags. I was liberal with "reprogramming" in the first the rounds, and we played with infinite deaths and no options. It was a little repetitive, but still quite fun.

Nechemia won without ever getting a single point of damage, as he took a slightly different route than the rest of us did. Silly and fun game, if it doesn't go on too long.

Puerto Rico

Nadine, Rachel, and I played our final game before Rachel leaves for the US (Rachel will still be here two more shabbatot, but we won't be able to play on them). I switched Small Market's and Construction Hut's costs.

Playing third player, I had to decide whether to spend 2 for Small Market on round 1 phase 2. I opted to pass in favor of Construction Hut, which I would otherwise never buy. Nadine, as first player took Indigo Plant.

Round 2 then went rather crazy. Rachel took builder again, and Nadine took Small Market with her manned quarry. I took Craftsman and Nadine left me both Trader and Captain for round 3 with two coins. I took Trader and felt like I now had a decent start.

I got a coffee monopoly, and never produced more than 1 coffee and 2 corns the entire game. Nadine had tobacco, Small and Large Markets, and Discretionary Hold. Rachel had Small Market, Small Warehouse, and lots of the three cheaper goods.

My strategy was to trade coffee and build quickly. I ended three big buildings.

Last move of the game, I had to decide whether to man my third big building and also Nadine's only big building. It would give me 5 points, but I didn't know how much it would give Nadine. Or, I could take Settler and a plantation for 2 bonus points (for Fairgrounds). I opted to man the buildings.

Final scores: me 45, Rachel 43, Nadine 42 . If I hadn't manned the buildings, final scores would have been: Rachel 43, Jon 42, Nadine 38.