Showing posts with label Castles of Burgundy. Show all posts
Showing posts with label Castles of Burgundy. Show all posts

Saturday, September 17, 2022

What to Do If... A Game is Just So Adorable?!

Castles of Burgundy is widely considered one of the best strategy games in the board game hobby and designer Stefan Feld's masterpiece. Ranked at 19 on Board Game Geek's website, Castles of Burgundy combines dice, tile placement, and lots of ways to score to form a tight puzzle of a game with just enough player interaction not to feel like you are playing Solitaire on an airplane tray table. If you have not had a chance to play it, get online, find a copy of the game, and spend the requisite $30 to buy it right now... Don't wait - - it's worth your time.

Now, if you have played it before, or if you just received it through Amazon Prime shipping and you are punching out the tiles, you know that this game is as homely as it is well-designed. With sketchy (literally) art, floppy card stock, and enough beige to make a medieval monk blush. Oh, and must I mention that the theme is as pasted-on as your novelty version of Monopoly? For as much craft and care was infused in the rules and tactics, very little emphasis was placed on the art design as if Mr. Feld truly didn't want anything beautiful to distract the players. Castles of Burgundy is as vanilla as it gets (but I believe that was intentional, even by early 2000s game art standards).

Fast forward twenty or so years to 2022. Art standards and production values continue to surge upward. Kickstarter, Gamefound, and other crowdfunding sites are replete with games that feature meticulously molded figures, vivid card art, and high-quality paper with just the right rigidity and thickness. One would be hard-pressed to find any (successful) game on a crowdfunding site that does not boast incredible illustrations and highly detailed miniatures. Likewise, established game producers like Asmodee, Z-Man Games, and Gale Force Nine Games (I'm kind of excluding Queen Games and Alea/Ravensburger here... They sometime err on the side of bland) undeniably pursue artistic excellence when it comes to board games. Conversely, I can only imagine the number of games that may have some ingenious mechanics or brilliant game design that end up falling to the wayside because the designer (possibly Queen Games or Alea/Ravensburger) did not have the business acumen or foresight (which would be mildly ironic for a strategic game designer not to predict marketplace failure) to hire an artist who was not her cousin or dodgy neighbor with a community college arts degree (not to denigrate people with community colleges). To state it simply, in the world of board games, art tends to cover the warts of mediocre game design much more than superior game design obfuscates cheesy drawings.

In any case, that is not the precise point of this article, though the point is still relevant. Actually, I am looking at those board (and card) games that possess an affable quality -- a certain je-ne-sais-quoi --that I can only identify as "cute." If you saw these kinds of games, you'd know what I am talking about. Here's a classic example: Carcassonne. Yeah, that tile-laying game with the "meeples" that, for a time, became ubiquitous as other games appropriated these pieces. There is just something so adorable about putting a meeple on a bucolic field tile as if it is having a rest. If you look closely at the tile, you might spy sheep frolicking in the countryside. Another cute game (in my estimation) is Boss Monster. I relish looking at those 8-bit-rendered heroes and villains; it sends me back to those days when I would play Legend of Zelda on my Nintendo, and then slam my controller down in frustration as Link died due to some suspect maneuver (Okay, calm down, calm down...). A lot of the Tiny Epic games are lovable with their tiny zombies, motorcycles, and weapons. Have you seen the illustrations of Belfort or Harbour (goodbye, Tasty Minstrel Games)? I even find the animeeples of Agricola scrumptious with those sheepish little sheep and the cows that look so at-home in your house (or in your Cooking Hearth).

There are a ton of examples of cuteness in board games, whether it is a small aspect of the game or a greater part of its design (Bunny Kingdom or Stuffed Fables, anyone?). Sadly, though, cuteness has a way of covering up the gangrene underneath... Okay, that's a bit extreme, but it is similar to the point I made earlier: beauty covers up poor game design (perfume on a pig?) much more effectively than great game design covers up blandness. Some games can win you over with something that you could figuratively hug and squeeze with overflowing affection. It is only when you have purchased such a game, unpacked it, and played it to realize that you have been seduced by cuteness. So, what do you do if a game is just so adorable? Here are my tips...

If you haven't bought it, research it.

This is a no-brainer, but sometimes we have to pause, take a beat, and think about the game. There are quite a few games that look great on the store shelf. You may examine the board game box and feel drawn to a bunny or a teddy bear on the cover. Look up the game on Board Game Geek immediately on your smartphone (Does anyone still have dumb phones? If so, I salute you!). Read a few reviews. Then, convince yourself that the cute game is not that great. When all else fails, take a picture of that lovable element on the box, print it, frame it, and hang it in your game room as a trophy signifying your ability to overcome a questionable decision.

If you already bought it, be open to liking it.

I know there are folks out there that would have no compunction about listing cute games on eBay after one play, but I recommend playing the game a few times to determine truly if you do not like it. Just because a game is not "good" does not mean that you would not like it. If you browse Board Game Geek's website enough, you may discover numerous reviews for pretty, yet perfectly mediocre games. Let's face it: if the game is adorable enough, you might find it in your heart to overlook its flaws and embrace the art.

If you bought the game and just loathe it, consider this...

What about keeping the "cute" part of the game and discarding the rest? Maybe you can cannibalize the tokens for another game, cut the pages or cards you like and make a fun scrapbook, or even make up your own rules. I have heard stories of people rewriting the rules for a game or creating a new game with parts from another. Personally, I have been known to take the gorgeously detailed coins out of one game and use them for another.

***

Ultimately, to quote some random Star Wars character, "do not be seduced by the Dark side." A lot of game producers put great effort, time, and market research into crafting games that people would buy. If they are truly smart, they do their best to capture the "casual" gamer; if they can convince the "average" consumer that a cute game is a must-have item, then the game producer has done well and can be gainfully employed. She can spend her earnings at Starbucks or pay next month's rent. And, in a way, you can feel good that you have helped a starving game designer survive one more month.

When it comes down to it, game design and production is a business and people are just trying to feed themselves and/or their families, so the workers in this industry endeavor to sell games, even if they are duds with a pretty coat of paint. Be discerning, take a breath, and allocate times towards researching. I told my sons the same thing about dating: instead of jumping into a relationship, observe, take the time to know the girl, and pray. Of course, if you can ignore the warts and psychoses, maybe a "cute" game is all you need. Just be prepared to deal with a lot of baggage (am I still talking about dating?).

Wednesday, October 9, 2019

What to Do If... You're Not Good at Board Games

Full disclosure: I'm not that great at board games. When I used to have regular board game club meetings at a previous company, I kept track of each game and how each player placed. Overall, I averaged a place of 3.5, which put me between third and fourth place. Sure, sometimes, I managed to win a game, but, more often than not, I was an also-ran. To be fair, I often had to teach the games I brought, which meant I was distracted and found myself demonstrating moves more than choosing the best move. That notwithstanding, when it came to games with which my group was familiar, I did not win so many.

Of course, over the years, my enthusiasm for the hobby has compelled me to read articles about strategies and tactics for specific games and for games in general. I have also played a wide array of titles running the full gamut of diverse game mechanics, and I've faced numerous opponents from which I learned much. Yet, I'm not that great at board games.

I'm just fine.

What do you do if you are not good at board games? I must admit that this is something I'm figuring out even now, but I would like to share with you my thoughts and what has helped me improve. First, here are the obvious solutions:

Read Game Articles
The first tip is one I already mentioned: search for your favorite games and you will find articles from both professional and amateur writers. Many articles are penned by enthusiasts on sites such as Board Game Geek, but some are posted by writers on video or board game sites. Though many of these articles are reviews that discuss basic rules and win conditions, you can glean key points, such as general strategies,  rules that can be exploited to create favorable game conditions, and even a few of the common paths too victory. More importantly, you can more easily find those games that suit you either from a mechanical or a thematic standpoint.

Play Games that Cover Well-Known Mechanics
If you browse Board Game Geek long enough, you may discover such mechanics as "worker placement," "area control," "deck management," "deck builder," and so on. These terms may be new or familiar to you, but if you seek the exemplars of each mechanic type, you can improve your overall gameplay. An acceptable place to start is with gateway games: Ticket to Ride covers route-building and set collection, Carcassonne (or Kingdomino) involves area control, Stone Age incorporates worker placement, and Settlers of Catan is an amalgam of set collection, negotiation, and area control. Beyond that, there are Next Step games like Dominion (deck-building) and 7 Wonders (hand-passing) that can provide the learner a grounding. By playing these games, you learn the winning tactics for mechanics that prevail in hundreds, even thousands, of games out there. Consider this: strip away the theme of a game and you may find that a lot of games are very similar (did I say that?).

Learn a Few Games Really Well
You can also assume the approach of learning a few games deeply, even taking a scholarly approach toward absorbing the vagaries of those games. One striking example of this is chess, which has an innumerable amount of books and articles dedicated to analyzing the game and the matches played by its very best players. Even modern games like the aforementioned gateway games and long-lived staples like Agricola, Puerto Rico, Twilight Struggle, and Castles of Burgundy have much material that you can research and play. In any case, as you dive more into your game of choice, you pick up on the rhythms of play and what combinations work.

Ask Questions In the Local Store or Online
Sometimes, the shopkeeper or locals at your friendly neighborhood game store can be an exceptional source of information about certain games, especially ones that are demonstrated or played there. If you are inclined to be social, visit the store and ask questions. I recommend starting with the shopkeeper, who may know about the game you want to learn. In addition, you can post questions on websites like Board Game Geek. With the panoply of posts on Board Game Geek, you have enough fodder to occupy you for months just to dissect one game.

Watch Games or Play-through Videos Online
This one's obvious, so I won't dwell on this suggestion, but I do recommend examining several channels on YouTube or any other video site before giving up. Note that there are a lot of sub-par game channels and commentators who do nothing to help, so try out several channels or shows before finding a channel that helps you learn a game.

Join a Group of Enthusiasts...
Just as chess scholars focus their time and energy on that game, you can specialize in any game, particularly ones that boast a robust player community with (or without) tournament structures. Keep in mind that most players in these groups are experienced and competitive, so your insertion into, and involvement in, these groups largely depends on a combination of the kindness and inclusivity of the members and your tolerance for their social shortcomings (i.e., you may have to put up with trash talkers or jerks).

... Or Start Your Own Enthusiast Group...
If you are averse to spending your precious time with strangers and/or possible ne'er-do-wells, then gather a few of your interested friends to commit to playing one game week-in and week-out. One example about which I've heard is Agricola (or Caverna for the more modern gamers); there are groups that meet consistently just to play Agricola because the game start is highly variable with a plethora of different occupation and minor improvements decks to use or even mix. The most significant advantage of starting a group with your own hand-picked friends and acquaintances is that you can rest assured people will (generally) relate well.

... Or Even Play Solo
There are probably hundreds of games that you can play on your own (even though board setup for a game you are playing alone may dissuade you from doing it), and there are even tablet versions of games that you can play to acquaint yourself with the games better. However, you may not have realized that ANY game can be a solo game if you're willing to play as more than one player. Much like boxers using shadow boxing as a training method, you can pick up on game intricacies playing against yourself.

Now, let's discuss the nitty-gritty:

Know a Game's End Conditions
Whenever I teach a game, I make sure to cover game-ending conditions because players need to know how a game can end (or be forced to end). Players are often surprised at how quickly a game has ended because they were not cognizant of the end conditions. This surprises me, in turn, because I commit an appreciable amount of time to explaining the end conditions, but even I forget from time to time. By knowing the end conditions, you can control the tempo of a game; just think inductively about the events that lead to the end and either make them happen sooner or later.

Know a Game's Win Conditions
Whenever I teach a game, I also cover win conditions because players need to know what is required to win. To become better at a game, you must know how to win; this informs all of your in-game decisions. This is not overstating the obvious; I am usually shocked when people do not spend the time to acquaint themselves with how many possible ways they can win. You also have to consider how win conditions do not always mean end conditions; just because you end a game early does not mean you win, so know the differences between the two types of conditions.

Understand Your Pieces
Take stock of the in-game items and tokens you have at the start of the game. What can they do? More importantly, how can each item expedite reaching the win or end condition of a game?

Consider How Your Starting Position Differs from Others
In some games, each player has abilities that are unique compared to other players; usually, these asymmetrical powers bend a game rule or provide some kind of advantage. Know how your abilities differ from your opponents and exploit the difference. Also, know how your opponents can accomplish feats you cannot. Instead of trying to beat your adversaries using their strengths, attack their weaknesses with your strength.

Look for Powerful In-Game Interactions
Whether it's card combinations, sequences of chosen actions, or even how different player abilities intermingle, study how you can use game elements in combination to create advantageous turns of play. Remember that though one card or ability may be highly effective in isolation, look for ways to boost the effect with another card or ability. Then, write down the combo and research it after the game is over.

Interfere with Players Only at Key Moments
There are aggressive game players out there who seize every opportunity to interfere with other people's plans. Conversely, there are players who, though not necessarily passive, are more patient and wait a bit too long to act. This is more easily said than done, but try to balance executing your plan with obstructing your opponent. For example, in Ticket to Ride, there are "choke" routes where, if taken by someone else, a short connection between two cities can be blocked, compelling one or more players to find a way around the choke point. Identifying these one- or two-car routes and taking one or two turns to play trains on these routes can stymy an opponent's efforts to connect. Look for such moments in the game. It may take a session or two to discover them; when you do, catalog them in your mind for future plays.

Find the "Broken" Card/Token/Item and Exploit It
Occasionally, a game might feature one or more items that afford you a profound advantage over the other players. When that item appears, emphasize acquiring it. Do not worry about how fair or unfair the item is - if it's supported by the rules, use it.

Maximize the Actions You Take Each Turn
Many games rely on an action mechanic that involves taking one action per turn, but also allows for more actions depending on specific conditions. One example of this is the X-Wing Miniatures Game, which affords each ship one action after the maneuver; yet, in that game, using linked actions or upgrades to increase your action economy creates advantageous situations for your pilots, especially if you can get a Focus token AND secure a lock in the same phase. Find in-game items or elements that allow for multiple actions when players normally take one. By doing so, you optimize your action economy while your opponent flounders in keeping up.

And, For the Nice Players Out There... Strive to Win!
One of my quirks (failings?) as a game player (besides the fact that I usually have to teach people while playing AND keep the rules straight for everyone, which makes me prone to making poor decisions for the sake of educating others) is that I don't like watching people lose. Maybe it's because I hate the feeling of losing and empathize with people when they feel it, or maybe it's because I like spending time with happy people. What I try to consider always is that when someone is playing a game against me, I create the best experience for him by playing to the utmost of my ability and aiming to win. This makes the game challenging for your opponent, who most likely wants to be challenged. If you happen to be a kind and gentle person, the most wonderful gift you can give your opponent is trying to beat him or her. People DON'T have fun when their opponents are pushovers. In this way, to be truly loving, you have to destroy your opponent!

I'm sure there are other tips out there for the quasi-mediocre player who wants to improve their gameplay. I just continue playing games and enjoy them as beautiful distractions that have stunningly-crafted pieces, gorgeous art, and multifariously complex rules and systems that one must labor to master. Each game is a journey that should be relished for what it is, win or lose. Then again, it does feel better to be victorious than to learn from defeat, even though the learning part has a more significant impact over time. Personally, being "just fine" at games is fine enough for me.

Thursday, May 19, 2016

Rules Discussion: Dice Manipulation

As much as anyone, I love chucking dice and seeing what happens. The thrill, the anticipation, the excitement of a good result, and the disappointment of a terrible result: dice can engender all of these feelings, sometimes sequentially, but sometimes simultaneously. Yet, I didn't used to feel this way about dice. From my childhood, I have traumatic memories of losing battles to a vastly inferior defending force in Risk, and of never landing on the three or four properties I needed to complete sets in Monopoly. Unfavorable dice rolls even dogged me when I played RPGs, as if rolling poorly was a ravenous bloodhound intent on devouring any sense of fun I could derive from gaming. Dice rolls in games conspired to filch the joy out of my gaming sessions, but I have come to discover a mechanic that is more like a game design paradigm: dice manipulation.

Dice manipulation is actually a time-honored idea, and I'm not referring to loaded dice with weighting to favor certain sides. No, I'm talking about in-game elements that allow players to change dice roll results to favor them. One way this is done is allotted roll attempts, which Yahtzee, in all its underrated glory, manifests beautifully; in that game, you can choose to reroll as many dice as you want to try to achieve a desired result. King of Tokyo, a modern classic, appropriates this approach, and is a wonderful filler game because of it. Another way to manipulate dice rolls is through bonuses or items earned in the course of play; Alien Frontiers, for example, not only employs dice as "ships," but it provides Alien Tech cards that let players change their rolls when they choose to activate or discard those cards. Castles of Burgundy provides workers that afford players opportunities to change rolls, as well. Kingsburg has a similar mechanic in which earned +1 chits can be applied to rolls. A third way dice are manipulated is team resetting, which is endemic to the Escape series of games; in those games, when all of your masks are locked into their black sides, teammates can help you out by granting you their gold "masks" or "faces."

Yet another method by which dice are manipulated does not really involve changing dice rolls as much as changing the role dice play in a game (pun intended). A brilliant exemplar of this is the Dice Masters system created by Eric Lang and WizKids. In Dice Masters, each die is either a Sidekick, a character, or a basic action die. All dice can provide energy of some kind to purchase character or basic action dice or to deploy characters, but the nice twist is that character dice, when rolled on one of three possible sides, are actually played as "characters" on the field. For example, a Captain America die has a Level 1 side, a Level 2 side, and a Level 3 side; Level 3 sides are the strongest offensively and defensively, but considering all three character sides of a six-sided die, you have a 50% chance of deploying a character, a 16.7% chance of generating two energy points, and a 33.3% chance of even generating one energy of a particular type. In addition, Sidekick dice have five energy-generating sides, but also a sixth side that serves as a "sidekick" with an Attack strength of 1 and a Defense strength of 1. In other words, the dice are THE playing pieces, as well as the determiners of the amounts of energy generated, but Dice Masters also involves re-rolls, "spinning" dice up or down levels (i.e. changing the faces of dice to match a certain Level), drawing more dice, putting more dice in the draw bag, and even removing dice from play. If anything, Dice Masters encompasses many dice manipulation principles.

I'm sure that there are more ways in which dice are manipulated or employed, such as in Panamax in which dice determine what kind of cargo is being carried and are placed on the ships themselves. I do invite comments about other examples of dice manipulation. What are your favorite ways by which dice rolls can be altered in a game? Have you encountered any unique mechanics that use dice?