Tuesday, February 17, 2009
Game Night Report -- 2/9/09 (Goa)
Two more games of Goa on this night, with us FINALLY playing by the correct rules (on what must be at least our ninth or tenth time playing).
The new rules really tighten the game up, but in the end, the person who bids best (both in getting money, paying the least, and getting stuff they need) is usually going to win. Brandon seemed to be that person in both games on this night and he won both games. My current theory is that you can win the game with several different strategies as far as moving things down the board, but 60%-65% of the game comes down to doing well in the auctions.
Interestingly, the strategy I always seem to try (expedition cards) is apparently the "unbeatable" way of winning (I just read so on this post on BGG), so if that is the case, it serves to reinforce my theory on the auctions (although I'm not so sure the expedition card route is the unbeatable strategy the poster claims -- I see how it CAN work, but you still need the right outlay of cards and some other things in order to make it work. Perhaps I just haven't played it correctly though).
Anyways, it's still a very fun game and each time I play the enjoyability of it actually increases to where I think I may move it up to a 9/10 (from an 8).
Results:
Game 1:
Brandon -- 42
Kevin -- 39
Troy -- 37
Game 2:
Brandon -- 49
Troy -- 45
Kevin -- 43
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Friday, February 6, 2009
Game Night Report -- 2/2/09 (Race for the Galaxy and Goa)
With only three of us and a short amount of time to play, we started with two games of Race for the Galaxy using the card-drafting variant. We've found that this method is actually a little more enjoyable (although it does add an extra 10 minutes or so to each game). Kevin and Brandon each won one game, although I didn't write down the final scores.
After that it was onto a game of Goa. I just wanted to point out that, as always, I was in last. It feels like I'm always in last when we play Goa (okay, I'm full of crap - there was a time I won, I guess). And yet, I love this game. I guess that's the sign of a truly fun game.
We did find that we have been playing incorrectly -- you can only play one expedition card per action. I think we've always played where you can play as many as you want. This has probably led to some easier times for all of us at certain points, so we'll be sure to play the "correct" way next time and see how the game changes.
Anyways, Brandon DID try to give the game away by way overbidding on something near the end of the game, but even that didn't matter, as he fairly well dominated the dojo.
Results:
Brandon -- 52
Kevin -- 45
Troy -- 37
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Game Night Report -- 1/19/09 (Pandemic and Tower of Babel)
Chris was on board for this night, so we decided to try a couple of games with four that we had only previously played with three.
We started with Pandemic and lost both times we played (it's a cooperative game). We were one turn away from winning the second game, but in both cases we simply didn't draw our cards very well. I think the game is actually a little more difficult with 4-players, but still a good diversion to play every once in a while.
After that we played Tower of Babel. This game is definitely improved with four, as the bidding phase has even more strategy too it with the extra player. Kevin won by virtue of getting the most building tiles of the same type, while Chris and myself got a majority of our points by simply NOT getting our offers accepted and gaining victory points that way. Brandon shockingly came in last and I'm not really sure what the main cause of that was.
Results:
Kevin -- 82
Troy -- 74
Chris -- 66
Brandon -- 57
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Monday, January 19, 2009
Game Night Report -- 1/5/09 (Power Grid and Race for the Galaxy)
Only three of us for this game night (we were expecting five), so we decided to replay Power Grid and Race for the Galaxy (with expansions) with less people to see how they played.
Power Grid
With three players it wasn't quite as exciting as with four, but it was still a fairly close, tense game nonetheless.
Results:
Kevin -- 16 cities powered, won tie-breaker with 17 cities on the board.
Brandon -- 16 cities powered, but only 16 cities on the board.
Troy -- 15 cities powered.
Race for the Galaxy
We played with the "drafting" variant where you build your own deck and only draw/play/discard from it. It's a fun change of pace for when you only have 2 or 3 players.
I did manage to get nine "6" value cards in my hand, which is essentially useless. Thus attributing to my horrid score. Brandon and Kevin played it a little more smartly.
Results:
Brandon -- 37
Kevin -- 30
Troy -- 18
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Game Night Report -- 12/29/08 (Power Grid and Race for the Galaxy)
Power Grid
Our first game of Power Grid with the expansion deck (thanks Mom and Dad!). The expansion deck is supposedly good for making early game garbage and nukes a valid strategy, as well as getting rid of the midgame lull. I'd say that it accomplished that quite well and I see no need to go back to the main deck.
Also, looking at the other two variants that come with the new deck, I don't see a need to try either of them. The basic game with the new deck should keep us busy for a long, long time. I am thinking we might want to try one of the expansion boards, however.
Results:
Chris -- 16 cities powered, won tie-breaker with 17 cities on the board.
Brandon -- 16 cities powered, but only 16 cities on the board.
Troy -- 15 cities powered.
Kevin -- 14 cities powered.
This is the now infamous "Troy screwed over Brandon and let Chris win" game. I may have in fact led to that result, but I want Brandon to know I wasn't out to get him - I just played the game how I felt I had to play it ;)
And that's really the only thing I remember from the game. With four-players, this game gets so incredibly tight at the end that it's critically important to only buy the resources you need and make sure you get sufficient power plants (moreso than with 3-players). There still is a feeling that the game must come to you -- i.e. your game winning move must coincide somewhat with where the game is. Peak too soon and you lose, wait for one more turn and you lose.
Still, a great game. I've raised this one up to a 9/10, from and 8/10.
Race for the Galaxy
Our first time using the new expansion. Cool parts about the expansion - 1) new start worlds (less chance of getting Old Earth), 2) mid- and end-game goals that are worth victory points, 3) some fun new cards (Improved Logistics is interesting, to say the least), 4) overall greater flexibility in how you can win the game. It makes a good game better.
It also has a solitaire variant, which I've yet to try.
As for our two games they went like so,
Results:
Game 1:
Chris -- 44
Kevin -- 43
Troy -- 41
Brandon -- 38
Game 2:
Kevin -- 54
Brandon -- 46
Chris -- 46
Troy -- 36
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Friday, December 19, 2008
Game night results -- Agricola (12/17)
We tried a game of Agricola with four for the first time. Here were the results.
Game Night Results:
Brandon -- 46
Chris -- 35
Kevin -- 32
Troy -- 28
Brandon dominated again, getting both a stone house and a bonus card for 9(!) points. He has a good strategy that is simple and has worked at making sure he wins (get a way to generate easy food, get the most family members first, if possible, upgrade house).
This is as opposed to me, who tries to do a little of everything and due to that, often struggles just to feed his family. I noticed once I did a few of Brandon's strategies, my game started going better (although, too little, too late). I'll keep that in mind for next time.
Chris did a good job his first time out, filling his board up entirely (haven't seen that happen yet). He may have gotten a little tunnel vision on his strategy near the middle part of the game (his family never grew beyond three), but he ended up doing just fine when it came down to scoring.
Kevin seemed to also stay with his typical strategy -- he'll have to comment as to what he did or didn't do, but I didn't notice anything out of the ordinary, either good or bad, with his game.
Two general comments:
1) The game is much, much better with 4 than with 3. It's a little more tense and certain actions become more valuable.
2) The cards. I like the card draw method we have been using (4 E's, 3 I's, 3 K/Z's, discard 1 of each type). Still, some of these cards seem ultra powerful. We even threw one out of the game that I had picked up in my initial draw, because it seemed like too much of a game breaker. I need to research to see if there is a consensus on certain cards that may be too powerful and perhaps we can take those out of the game. In general, though, the cards are pretty evenly useful, so it shouldn't be TOO much of a problem.
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Game night results -- Galaxy Trucker/Tower of Babel (12/8)
Super quick update, just to post some scores and comments.
We had four players for one game, so we played Galaxy Trucker (which also happens to now be the game we get laughed at the most for playing, by our wives. Must be the name).
Game Night Results:
Troy -- 62
Kevin -- 39
Brandon -- 30
Chris -- 5
Chris had a rough go of it in his first game playing. It didn't help that the rest of us have worked out the kinks in ship construction after having played several times, so Chris was at a severe disadvantage. As for my dominance, it was actually quite easy as compared to other times. Basically, I was in first position for the first two turns, there weren't any really tough attacks to weather, and so I stocked up on goods and got first dibs on all the bonuses.
I should note that if you do not get any meteors in the first round, be prepared for that to be ALL you do in the third round. Chris' ship blew up, while the rest of ours came in at about 1/4 of what they started at.
After Chris left, we played a game of Tower of Babel. As I mentioned oh so long ago, when we first played, the game is significantly better without the random bonus cards that were thrown in after the game was completed. It's a fun, quick game with enough decision making to make it worth the trouble. Basic light Knizia (which is typically good).
Lo and behold, I swept the night for the first time in a LONG time. Maybe I'm not as bad as I thought I was (well, there is the upcoming game of Agricola I'm about to post about that might disprove that theory).
Game Night Results:
Troy -- 100
Brandon -- 86
Kevin -- 71
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Monday, December 8, 2008
Game night results -- Agricola (12/2)
I'm starting to wonder if the problem is that we are playing with only 3-players -- we'll have to try with four as soon as we have a chance.
It's still a fun game, it still provides a plethora of possibilities in how it can be played, it still plays slightly different each time, and it's still a game I will gladly play. Yet, I'm still searching for that extra "something" to the game that will push it over the top for me and make it match up to the hype. At this point, no matter how badly I want it to, I'm just not sure it's a game that will ever get to that point for me...I rated it a 7 out of 10 on my initial review and that's where it stays.
Game Night Results:
Brandon -- 37
Kevin -- 33
Troy -- 29
Kevin went an interesting route in forgoing his entire last turn in order to acquire 8 points. He also played most of the game with only 2 family members, severely limiting his opportunities throughout the game. Yet, he almost managed to pull things off in the end.
Brandon was steady throughout, adding some big time points in the last few rounds when Kevin had no turns and I was busy trying to feed my family (a good fireplace is almost a necessity I now see).
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Wednesday, December 3, 2008
Game night results -- Galaxy Trucker (11/25)
We played quite a bit Galaxy Trucker the over the last month.
The game is played in two phases. First you build your ship. This consists of connecting together tiles with varying abilities. You do this amongst a community pile of tiles in a race against the clock. The key thing here is that the all four sides of a tile MUST match the adjacent tiles, else you have an improperly built ship and will lose points (and the tile you placed) at the end of the building round. In the end, your ship looks something like this:
After this, you pit your ship against the other players, where various events take place, including meteor showers, pirates, races, and the acquisition of cargo. As you are shot at by pirates and your ship gets hit, it can fall into pieces. Anything that ends up not being connected somehow is lost and you must go on with only the remaining parts of your ship. Sometimes it becomes impossible to do so for some reason and you have to sit out the rest of the round.
Anyways, there is your extremely abbreviated overview of the game.
As for my initial feelings on it, I find it to be a very fun game, although extremely chaotic. It feels about the same game "weight" as Ra, yet with the rules and components of a much heavier game. Also, whereas Ra takes about 45 minutes, tops, to finish, Galaxy Trucker can drag on a bit longer -- around 60-70 minutes.
Still, it's nice to have something a little different in the game collection and it's a good choice for a semi-mindless, fun game that can be trotted out at the end of the night.
Final Rating -- 7 out of 10
Game Night Results:
(I only recorded our last game of Galaxy Trucker, which is all well and good since it took us 3 tries to actually play it correctly).
Brandon -- 80
Troy -- 61
Kevin -- 38
Kevin may well hate this game, as his ship has been torn in two pretty much every time we've played. Brandon did an awesome job of collecting cargo and won quite easily. That's all my notes say...
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Thursday, November 6, 2008
Game Night Report -- 10/20/08 and 10/27/08 (Pandemic)

(Photos from boardgamegeek.com)
Another couple of weeks and another new game to play. This time out it's something new for our group -- a cooperative game, Pandemic, by Matt Leacock.
A simple overview of the game -- at the beginning of the game, colored cubes representing different diseases are placed on random cities across the game board. Each player then takes a random "role." Each role gives that player a special ability that they can use throughout the game.
You do three things on your turn:
1) Flip over a certain number of cards from the infection deck to determine which cities become infected this turn (you will place one cube in these cities).
2) Perform your player actions. You move from city to city in a number of ways and take actions to either remove the diseases from a certain city or to play 5 cards of the same color out of your hands to completely cure a disease. Only by curing all four diseases can you win the game.
3) Draw two cards from the player deck to replenish your hand.
If at anytime a city has 3 cubes of one color in it and you are forced to add another cube to it (typically by drawing its card in step 1 above), then it outbreaks. When this happens you add one colored cube to every city that is connected to the outbreaking city. This can, of course, cause a chain reaction and things can get out of control quite quickly.
The other issue at hand is the "Epidemic" cards. These are randomly placed in the deck the players draw from in step 3. When these are drawn you pick a random card off the bottom of the infection deck and immediately infect it with three cubes. You then take the infection cards that have already been drawn (thus are the most recently infected cities), shuffle them, and then place them on TOP of the draw pile. This ensures that you will be drawing from the same batch of cities quite frequently.
You lose if you ever hit a total of 8 outbreaks or if you run out of cards to draw in the player pile. You win only by curing all four diseases.
That's basically it. The rest of it is working with your fellow players to make sure you are being as efficient as possible to stem the tide of the diseases before outbreaks occur AND make sure you are able to cure the diseases as fast as possible.
Troy's Rating
I ended up liking this game much, much more than I ever thought I would. It's a good change of pace game and since table talk is allowed and encouraged, it makes for a very engaging gaming experience. For once we aren't playing multi-player solitaire!
There is a tension to the game that ratchets up as you get closer and closer to the end and infection start spreading everywhere. It's at this point when the game can slow down a bit, due to you trying to maximize your every move. I think we still got all of our games finished in around 45 minutes, which makes it a good night-ending game.
The game does play similarly each time -- really there isn't too much nuance to the game -- however, with the different roles available (there are five of them) and the fact that the opening layout is completely random, it should have some good replayability.
The game also makes me very curious to try out some other cooperative games (the Lord of the Rings series comes to mind).
So, as you can see I have a great deal of enthusiasm for the game. Perhaps with repeated plays (and considering that we've now won on the most difficult level) it will lose some of its luster or we will burn-out on it (happened for us as a group with Race For The Galaxy). But there is just too much tension and fun while playing the game for me to not give it a high rating.
Final Rating -- 8 out of 10
Game Night Results:
Troy, Brandon, and Kevin vs. Pandemic
Easy level (4 epidemics) - WIN (1-0)
Heroic level (6 epidemics) - LOSE, LOSE, LOSE, LOSE, LOSE, LOSE, WIN (1-6)
We played one game on the "Easy" level, which we defeated without breaking a sweat. Then we tried "Heroic" level. The levels are determined by the frequency you will draw an "Epidemic" card. At the easiest level, there are 4 interspersed throughout the deck, so you have a good amount of time to take care of breakouts before the next
epidemic hits.
However, at the heroic level, you get an epidemic 6 times in the deck -- with 3 players that one epidemic for every two times around the table, on average. And let me tell you, at that level the game really, really kicked our butts.
After two nights of playing and seven total games, we finally did it.
Heroic level definitely takes a lot of good luck.
First off, you need the opening layout to be in your favor, not having too many major outbreaks far away from your starting position.
Then, for the roles, you need someone to be the Medic. It sure doesn't hurt to have the Dispatcher as well. Brandon felt you needed the Operations Expert, while I felt any of the other three cards were somewhat similar (although Operations Expert DOES help you move around the world faster, which is a necessity on the heroic level). Still, it was with the Medic, Operations Expert, and Dispatcher that we finally won the game (the only time we had that combo).
You also need a generous interval between when the epidemics hit. With the way you place the epidemic cards in the deck, it's possible to get two drawn after going around the table once. That also means that you will then have a few turns around with nothing happening. If this happens early in the game, you can survive it, but things start spreading out of control. If you can wait for this to happen until you have cured a few things, your odds for it hurting you as much go way, way down.
In conjunction with that, you really have to play all of the special cards that are in the deck, which allow you to in some way manipulate the cities that are going to be infected. Although when to use these was sometimes a difficult choice.
I should mention that there was much rejoicing when we finally won on our seventh try. We'll see if it takes us seven more times to beat the game again.
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