The other night we had a retro game night with a couple of old games purchased at garage sales. Probably not the kind of stuff that we would play every day, but definitely good to break out on occasion.
First up was What Shall I Be?, a game from 1966 that helped young girls decide what career was for them. Apparently the only options at the time for a lady were Teacher, Model, Actress, Stewardess, Nurse, and Ballerina. What, no housewife? As you would expect the game plays rather simply, though it is not just a linear, roll the dice Candyland style walkthrough. The goal of the game is to get enough experience in the career that you want, and also have the right traits to be successful at it. A person who gets too easily excited is not going to cut it as a Nurse, though excelling when it comes to applying makeup will allow you to go far as a Model. Players take turns rolling the dice and moving around the board, hoping to land on the right spaces.
The dice rolling mechanic is a tiny bit interesting, just in the sense that you don’t roll the two dice and move that amount. The player rolls two dice and has the choice of moving the total of the two, or the amount shown on either of them. Who said that women didn’t have options in the sixties? Certainly not the makers of What Shall I Be? The board is a big circle with six sections that break off of it. Each of the sections is the career path of one of the six wonderful career choices available to the young lady. The winner is the first to collect four matching career cards (obtained by landing on spaces along that career path) and two personality and two subject cards that are beneficial to that career. Those are collected along the outer rim of the board by landing on certain spaces marked with a circle or heart. Some of these cards are really awesome. I think that my favorite is the Slow Thinker card, which is bad for a nurse, but apparently is not at all a hindrance for a teacher or any other profession.
Is this game anything other than luck? On the surface the answer to that question appears to be no, the game is really just a series of randoms. Looking a little bit deeper, and I still come up with the same answer. I suppose that there is some strategy involved in picking your career since there are only five of each career card, so you need to make sure that you are not doubling up the choice of another player. I mean, I know we all want to be an actress, but the world only has room for so many. The personality and subject cards are totally random though. By choosing which roll to keep you may be able to increase the total number that you draw, thus increasing the chance that you will not be a slow thinker. One thing I will say is that we have played this game three times (I think) and every single time Mike has won. Is that luck? Or is there some skill at this game that Mike has uncovered? Perhaps What Shall I Be? is more involved than I suspect.
It’s not a bad game at all and it only takes about 20 minutes to play a full game. Every once in a while it’s nice to have a change of pace and it’s kind of interesting to see how far games have come in the last 40 years.
Friday, January 8, 2010
Monday, January 4, 2010
Campaign Journal #12- Finishing Up at the Temple
With the medusas in the Temple taken care of it was time for the party to loot and pillage the area that they had lusted after for so long. Exploring the top of the Temple they found piles of bedrolls and other mundane supplies, it seems as if many of the creatures lived and slept at the top of the steps. They also found a slightly raised section of the floor that contained the familiar indentation of the snake that they have seen several times before. Before trying to open it up they decided to check out the half dozen buildings that were built up around the Temple.
At about this time Henri and Mgabwe got into a fierce debate about the nature of he arcane arts. A debate that could only be decided by the two of them teleporting far away to the appropriate research facility. And with that they were gone! (Both of these players are on separate European vacations for the next couple of weeks and will not be playing)
At about this time Henri and Mgabwe got into a fierce debate about the nature of he arcane arts. A debate that could only be decided by the two of them teleporting far away to the appropriate research facility. And with that they were gone! (Both of these players are on separate European vacations for the next couple of weeks and will not be playing)
Sunday, December 27, 2009
Hey Travelers, Don't Bother Calling
In a previous post I expressed my love for the Travelers, the mysterious race of intergalactic merchants from Starfarers of Catan. I mentioned how I wanted to hang out with them, that they seem cool. I wanted to be friends. Well, I take it all back. If I was to spend any time with them it would merely be to kill them, Tro-Taphon specifically. I blame him for my Starfarers loss the other night, no one else. Just him.
The 5-6 player expansion for Starfarers adds the Travelers to the game as a trade outpost, previously they were just a very generous black ball encounter. It is indisputably the best trade post in the game and the one that all players try to reach first. All of the cards are very good, but the Small Donation card has got to be the most valuable in the game for several reasons. Here is what it does: It allows the player to ask the lead player for a specific resource. If the lead player does not have the card then Tro-Taphon and his scumbag friends take an Upgrade from the lead player’s mother ship. An upgrade! That is absurd. I’m taking this very personally, it’s true. But it is a killer.
So, here’s what happened to me last night. We were playing a five player game of Starfarers (Mike, Katie, Tozer, Danielle, and myself) and I jumped out to an early lead on the strength of some colonies and fame rings. Mike eventually wound up getting a trade ship to the Travelers and got Tro-Taphon on his side. It was a great move for Mike, especially since he was in last place and wasn’t looking to be the lead player anytime soon. Since my lead was pretty substantial I wound up being the victim of his Small Donation for the majority of the game. I lost several resources to him, but the worst part was the lost freight ring and the four lost cannons. I had an abundance of carbon so I was working on a cannon strategy in the hopes of fighting a bunch of pirates and freeing some pirate planets. That went down the drain real fast since I was losing a cannon just about every turn. At one point I had seven cannons (I had picked up the plus two cannons from the Scientists) and was one move away from freeing the (7)Pirate planet. That was the closest I ever got to it. The game unfolded in a wretched manner and Mike wound up winning. I finished with 14 points.
I guess my question is if the Small Donation card is too good? Is it unbalanced to the point that it is foolish not to get it? Let’s see, the only reason to not get it would be if you are in the lead since it won’t help you at all as long as you are winning. You could even make the argument that it would be worth taking it just to prevent someone else from getting it. Compared to other cards it yields much more over the course of the game than a typical card from another trading post. I’m going to make some vast generalizations in an attempt to quantify exactly what this card is worth. Here goes. In an average game of Starfarers there are going to be about 18 turns. Small Donation is going to be one of, if not the, first trade cards picked up. We will say that someone gets it on turn 5 of the game (it is at the far end of the board, so it takes a little while to get there) and begins to use it on turn 6. That is twelve turns that they will have it, and let’s predict that they will take the lead on turn sixteen. That means it will be yielding resources for ten turns and it is guaranteed to produce something every turn. A smart player is going to ask for a resource that they know the lead player does not have, so for seven turns it will yield an upgrade (all of which are worth two resources). Following my fuzzy math that card has yielded 17 resources over the course of the game, plus has the additional effect of taking those resources from the lead player. Wow, that’s a lot. Does anything else even come close? Let’s compare it to some others.
A card from the Scientists is worth four resources (some combination of a booster and a cannon, or two of one type) plus a little bump up since it allows you to get your cannons over six and kill that one real tough pirate. I’ll be generous and say that they are worth five resources each. How about the Green Folk? At most they will yield an extra resource every other turn over the course of the game. Say you get to it early and it starts to pay off right away, it might be worth nine resources over the course of the game. The Merchants are hard to quantify since they allow you to convert your resources into others at a more favorable exchange rate, but it’s really an improvement on something that any player can do regardless. The trade goods one is the most useful, but since it is only usable once a turn I doubt that it is worth more than a couple of resources a game. Let’s be generous and say it’s worth eight resources over the course of the game. What about the Blue Folk? They seem to be sort of a mixed bag of usefulness. Let’s go with the one that is similar to Small Donation. The card (I can’t remember the name) allows the player to take a random card from up to two players, as long as the players have more victory points than the player taking the card. That one is pretty good. It has the potential to generate two resources a round, but they are random so not worth as much as picking a resource. This one puzzles me. I am going to say that it will be useful for half the game in all, but for half of that will only yield one resource. That’s a total of 15 resources, but since they are random I’d say that it is worth about 12 resources altogether. Plus the same bump that Small Donation gets for taking resources from someone. What does this all mean? It means that Small Donation is probably the best card in the game. I can’t even think of the last time we played Starfarers and it was not one of the first cards taken, which shows how highly valued it is.
Am I bitter? Sure. But it’s not so much because I lost but rather that this one card seems to be grossly out of line with other cards in the game. It doesn’t seem fair, not particularly to me but just in the general sense. The point is that if I ever run into Tro-Taphon on the street I’m going to tear him a new mouth.
The 5-6 player expansion for Starfarers adds the Travelers to the game as a trade outpost, previously they were just a very generous black ball encounter. It is indisputably the best trade post in the game and the one that all players try to reach first. All of the cards are very good, but the Small Donation card has got to be the most valuable in the game for several reasons. Here is what it does: It allows the player to ask the lead player for a specific resource. If the lead player does not have the card then Tro-Taphon and his scumbag friends take an Upgrade from the lead player’s mother ship. An upgrade! That is absurd. I’m taking this very personally, it’s true. But it is a killer.
So, here’s what happened to me last night. We were playing a five player game of Starfarers (Mike, Katie, Tozer, Danielle, and myself) and I jumped out to an early lead on the strength of some colonies and fame rings. Mike eventually wound up getting a trade ship to the Travelers and got Tro-Taphon on his side. It was a great move for Mike, especially since he was in last place and wasn’t looking to be the lead player anytime soon. Since my lead was pretty substantial I wound up being the victim of his Small Donation for the majority of the game. I lost several resources to him, but the worst part was the lost freight ring and the four lost cannons. I had an abundance of carbon so I was working on a cannon strategy in the hopes of fighting a bunch of pirates and freeing some pirate planets. That went down the drain real fast since I was losing a cannon just about every turn. At one point I had seven cannons (I had picked up the plus two cannons from the Scientists) and was one move away from freeing the (7)Pirate planet. That was the closest I ever got to it. The game unfolded in a wretched manner and Mike wound up winning. I finished with 14 points.
I guess my question is if the Small Donation card is too good? Is it unbalanced to the point that it is foolish not to get it? Let’s see, the only reason to not get it would be if you are in the lead since it won’t help you at all as long as you are winning. You could even make the argument that it would be worth taking it just to prevent someone else from getting it. Compared to other cards it yields much more over the course of the game than a typical card from another trading post. I’m going to make some vast generalizations in an attempt to quantify exactly what this card is worth. Here goes. In an average game of Starfarers there are going to be about 18 turns. Small Donation is going to be one of, if not the, first trade cards picked up. We will say that someone gets it on turn 5 of the game (it is at the far end of the board, so it takes a little while to get there) and begins to use it on turn 6. That is twelve turns that they will have it, and let’s predict that they will take the lead on turn sixteen. That means it will be yielding resources for ten turns and it is guaranteed to produce something every turn. A smart player is going to ask for a resource that they know the lead player does not have, so for seven turns it will yield an upgrade (all of which are worth two resources). Following my fuzzy math that card has yielded 17 resources over the course of the game, plus has the additional effect of taking those resources from the lead player. Wow, that’s a lot. Does anything else even come close? Let’s compare it to some others.
A card from the Scientists is worth four resources (some combination of a booster and a cannon, or two of one type) plus a little bump up since it allows you to get your cannons over six and kill that one real tough pirate. I’ll be generous and say that they are worth five resources each. How about the Green Folk? At most they will yield an extra resource every other turn over the course of the game. Say you get to it early and it starts to pay off right away, it might be worth nine resources over the course of the game. The Merchants are hard to quantify since they allow you to convert your resources into others at a more favorable exchange rate, but it’s really an improvement on something that any player can do regardless. The trade goods one is the most useful, but since it is only usable once a turn I doubt that it is worth more than a couple of resources a game. Let’s be generous and say it’s worth eight resources over the course of the game. What about the Blue Folk? They seem to be sort of a mixed bag of usefulness. Let’s go with the one that is similar to Small Donation. The card (I can’t remember the name) allows the player to take a random card from up to two players, as long as the players have more victory points than the player taking the card. That one is pretty good. It has the potential to generate two resources a round, but they are random so not worth as much as picking a resource. This one puzzles me. I am going to say that it will be useful for half the game in all, but for half of that will only yield one resource. That’s a total of 15 resources, but since they are random I’d say that it is worth about 12 resources altogether. Plus the same bump that Small Donation gets for taking resources from someone. What does this all mean? It means that Small Donation is probably the best card in the game. I can’t even think of the last time we played Starfarers and it was not one of the first cards taken, which shows how highly valued it is.
Am I bitter? Sure. But it’s not so much because I lost but rather that this one card seems to be grossly out of line with other cards in the game. It doesn’t seem fair, not particularly to me but just in the general sense. The point is that if I ever run into Tro-Taphon on the street I’m going to tear him a new mouth.
Monday, December 21, 2009
Campaign Journal #11-The Long Awaited Temple. At Last.
Having dispatched with the winter wolves the party decided to make camp in their mountain lair. Shielded from the elements and easily defensible it made a good temporary base. During the night while on guard duty Glee heard the sound of some falling rocks not far from their location, he awakened Romulus and the two of them stared out into the night, scanning the area for the source of the noise. They spotted a lean, muscular figure climbing across the face of the mountain opposite where they were, several hundred feet on the other side of the valley. Before they could react the figure disappeared into a small cave opening on the side of the rock.
The next morning Glee and Romulus filled the others in on what happened during the night. Packing up they traveled along the mountain tops with the goal of ultimately winding up above the cave opening that they had seen. After being on the move for about an hour they came across a herd of mountain goats, they were doing goat like things. One of the goats seemed larger than the others and had a long black beard. Immediately suspicious of anything even slightly abnormal the party attacked the strange goat, sending arrows and fireballs it’s way. The goats did not last long; some were pierced by arrows, others done in by a fiery ball of destruction, and others leapt to their death in the confusion. Expecting to find the corpse of a wild shaped druid the party was somewhat surprised by what appeared to be body of an ordinary goat. Suspicious indeed.
The next morning Glee and Romulus filled the others in on what happened during the night. Packing up they traveled along the mountain tops with the goal of ultimately winding up above the cave opening that they had seen. After being on the move for about an hour they came across a herd of mountain goats, they were doing goat like things. One of the goats seemed larger than the others and had a long black beard. Immediately suspicious of anything even slightly abnormal the party attacked the strange goat, sending arrows and fireballs it’s way. The goats did not last long; some were pierced by arrows, others done in by a fiery ball of destruction, and others leapt to their death in the confusion. Expecting to find the corpse of a wild shaped druid the party was somewhat surprised by what appeared to be body of an ordinary goat. Suspicious indeed.
Friday, December 18, 2009
Pandemic: On The Brink- Virulent Strain
Just when we were starting to get the hang of Pandemic and reel off some consecutive wins we decided to start to use the On The Brink expansion, thus once again endangering the world and setting back our success considerably. On The Brink comes with a bunch of goodies including new Roles, Special Events, and extra scenarios. Of the three additional games in the expansion the Virulent Strain challenge is currently my favorite.
In the Virulent Strain challenge one of the four viruses takes on deadly new properties. It¹s virtually the same game as the original Pandemic, except that the Epidemic cards are replaced with new Virulent Strain Epidemic cards. Otherwise it plays the same way. All of the new Epidemic cards function just like the Epidemic cards from the original set (i.e. Increase, Infect, Intensify), except they all have one added nasty effect that impacts the virulent strain for that game. When the first Epidemic card comes up during the game the color that currently has out the most cubes becomes the virulent strain for the rest of the game; making it tougher, harder to cure, and usually more abundant as it seeks to infect the known world. Or at least one localized quarter of it. The added effects vary from card to card and depending on when you get them in the game can be completely lethal. Some of them are one time effects, others are continual and will torment you until the game comes to it¹s (bitter) conclusion.
One that I’ve found to be particularly difficult is the Complex Molecular Structure, which increases the number of cards needed to cure the virulent strain by one. This can be an absolute devestator of an effect if there is no role suited to curing with fewer cards. Needing six cards of a color to cure a virus (out of a total of twelve) is crippling in several regards. First off, when playing with three or more players each player is most likely not going to see six cards of the same color over the course of the game (they are probably not going to see five either) which means that the difficult practice of trading cards will have to come into play. Second, it also means that only six cards of a particular color can be discarded over the course of the game, either from chartering flights, building stations, or discarding for being over the hand limit. Getting the right cards into the right hands is really the key to the game. A lot of it also has to do with the number of players. Have too few players and you will wind up discarding cards that will come back to haunt you. Have too many players and the Player Cards will run out after each player has only had a couple of turns, thus really limiting the chance of getting the needed number to cure.
Slippery Slope is another one that will push the world to the brink of extermination. A continuing effect, it causes each outbreak of the virulent strain to move the Outbreak Marker two spaces instead of one. That can end the world in a hurry. Of course, not all are deadly as these two, but none of them are pleasant.
One of the aspects of the On The Brink expansion that I find interesting is that, unlike most game expansions, it just makes the game harder. A lot of expansions do nothing other than introduce new characters or make the map bigger, ultimately making the game easier in some cases by giving the players a larger arsenal of options to work with. Not so with this one. Additionally, the Virulent Strain contains eight Epidemic cards, allowing the players to really test their skill by having one more potential epidemic than in the original game. I have to say that I think that Pandemic is absolutely one of the best games around, probably the best game that we’ve added to our group since the classic Starfarers of Catan. Having an expansion that really enhances the game only makes it that much better.
In the Virulent Strain challenge one of the four viruses takes on deadly new properties. It¹s virtually the same game as the original Pandemic, except that the Epidemic cards are replaced with new Virulent Strain Epidemic cards. Otherwise it plays the same way. All of the new Epidemic cards function just like the Epidemic cards from the original set (i.e. Increase, Infect, Intensify), except they all have one added nasty effect that impacts the virulent strain for that game. When the first Epidemic card comes up during the game the color that currently has out the most cubes becomes the virulent strain for the rest of the game; making it tougher, harder to cure, and usually more abundant as it seeks to infect the known world. Or at least one localized quarter of it. The added effects vary from card to card and depending on when you get them in the game can be completely lethal. Some of them are one time effects, others are continual and will torment you until the game comes to it¹s (bitter) conclusion.
One that I’ve found to be particularly difficult is the Complex Molecular Structure, which increases the number of cards needed to cure the virulent strain by one. This can be an absolute devestator of an effect if there is no role suited to curing with fewer cards. Needing six cards of a color to cure a virus (out of a total of twelve) is crippling in several regards. First off, when playing with three or more players each player is most likely not going to see six cards of the same color over the course of the game (they are probably not going to see five either) which means that the difficult practice of trading cards will have to come into play. Second, it also means that only six cards of a particular color can be discarded over the course of the game, either from chartering flights, building stations, or discarding for being over the hand limit. Getting the right cards into the right hands is really the key to the game. A lot of it also has to do with the number of players. Have too few players and you will wind up discarding cards that will come back to haunt you. Have too many players and the Player Cards will run out after each player has only had a couple of turns, thus really limiting the chance of getting the needed number to cure.
Slippery Slope is another one that will push the world to the brink of extermination. A continuing effect, it causes each outbreak of the virulent strain to move the Outbreak Marker two spaces instead of one. That can end the world in a hurry. Of course, not all are deadly as these two, but none of them are pleasant.
One of the aspects of the On The Brink expansion that I find interesting is that, unlike most game expansions, it just makes the game harder. A lot of expansions do nothing other than introduce new characters or make the map bigger, ultimately making the game easier in some cases by giving the players a larger arsenal of options to work with. Not so with this one. Additionally, the Virulent Strain contains eight Epidemic cards, allowing the players to really test their skill by having one more potential epidemic than in the original game. I have to say that I think that Pandemic is absolutely one of the best games around, probably the best game that we’ve added to our group since the classic Starfarers of Catan. Having an expansion that really enhances the game only makes it that much better.
Monday, December 7, 2009
Campaign Journal #10- The Battle of Bowerstone
…as the party stepped out of the Church and into the street it was obvious that combat was imminent. A group of a dozen half orcs armed with longswords and shields were quickly approaching, looks of anger and revenge flashed on their piggish faces. The party surveyed the area and also saw two more figures, an archer on an adjacent rooftop and the elven female spellcaster who was part of the ambush on the party several nights prior. Everyone leapt into action, thirsty for blood and fighting for survival!
Henri lobbed a fireball at half the approaching group, burning the lot of them but they remained on their feet. Romulus and Glee paired up and tried to take out the other mob, working together with their team flanking tactics and cutting through flesh as if it was paper. Mgabwe started to buff up before heading into melee and was struck by a cluster of arrows from an unseen assailant, he spied a ninja on the roof of the Church for a moment before the figure vanished. Finally becoming comfortable in her support role, Lela went about buffing up the party with haste, bardic music, and healing when they needed it. I was surprised to see the initial onslaught of the party focus on the rank and file goons that were approaching them, rather than on the clearly more dangerous trio that was beginning to do some serious damage. A ray of enfeeblement from Mgabwe left the archer too weak to pull his composite bow, but the mysterious ninja moved around the battlefield invisibly and caused some grievous wounds with sudden striking nunchakus.
Henri lobbed a fireball at half the approaching group, burning the lot of them but they remained on their feet. Romulus and Glee paired up and tried to take out the other mob, working together with their team flanking tactics and cutting through flesh as if it was paper. Mgabwe started to buff up before heading into melee and was struck by a cluster of arrows from an unseen assailant, he spied a ninja on the roof of the Church for a moment before the figure vanished. Finally becoming comfortable in her support role, Lela went about buffing up the party with haste, bardic music, and healing when they needed it. I was surprised to see the initial onslaught of the party focus on the rank and file goons that were approaching them, rather than on the clearly more dangerous trio that was beginning to do some serious damage. A ray of enfeeblement from Mgabwe left the archer too weak to pull his composite bow, but the mysterious ninja moved around the battlefield invisibly and caused some grievous wounds with sudden striking nunchakus.
Tuesday, December 1, 2009
Campaign Journal #9- The Day the Music Died
The party decided that they were done with Bowerstone and were ready to move onto other adventures. I agree, four whole nights of gaming is a long time to spend in one town, even if it is as seedy and filled with adventure as Bowerstone is. However, before leaving there was the small matter of the Association and a certain do-wop group that needed to be taken care of. The group spent about half a day getting some more supplies around town to prepare for their journey back into the mountains and towards the medusas, the goal being to make it to the far off temple that they had seen perched away atop the mountain range. Also, Lela penned a letter to Mrs. Goldborn informing her that she would not be making it to her scheduled performance for the birthday party.
No one likes a bully and the party decided that before leaving they would kill the lead singer of the Dockside Boys, the charming Swooner Simon Schooner. After seeing Simon interact with Abraham at the Squires Club they had pegged the crooner as a rat, since he had seen the party leaving the docks after stealing a package, which then led to the initial encounter with Abraham. Simon had to die, it was that simple. Plus, Glee has had a long standing hatred of the man since first encountering him on the street. Smart enough to realize that murdering the well liked and well connected Schooner will probably spell the end of their time in Bowerstone they planned their assault very carefully.
No one likes a bully and the party decided that before leaving they would kill the lead singer of the Dockside Boys, the charming Swooner Simon Schooner. After seeing Simon interact with Abraham at the Squires Club they had pegged the crooner as a rat, since he had seen the party leaving the docks after stealing a package, which then led to the initial encounter with Abraham. Simon had to die, it was that simple. Plus, Glee has had a long standing hatred of the man since first encountering him on the street. Smart enough to realize that murdering the well liked and well connected Schooner will probably spell the end of their time in Bowerstone they planned their assault very carefully.
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