Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Thursday, January 3, 2019

What to Do If... You Don't Remember (or Fully Understand) the Rules

Imagine that it's game night at your home. You've invited four of your best game buddies to join you in learning a somewhat complicated game like Power Grid. All of your buddies have some experience with board games and even own some of their own, so you anticipate a not-so-steep learning curve. With this in mind, you spent a little time reading the rules, skimming sections because you have to commit time to actually cleaning your living room and bathroom (personal note: please clean your bathrooms before game day; your guests will quietly thank you for it).

Anyway, your guests arrive. Wisely, you already had the board and components laid out on the table and the rules ready for easy reference. After a few appetizers and drinks, you invite your friends to sit as you explain the rules. At first, people are comprehending and nodding their understanding. Yet, partway through the explanation, you stumble. What was that rule about cycling in new power plants? Is it last-to-first place turn order during bidding or during the connection of cities? As you feverishly rifle through the rulebook, you lose your place and your guests' collective attentions begin to wander. You spend five minutes reading through each phase of the game until you think you have a firm grasp of the game flow, which prompts you to restart your explanation... until you realize that you didn't quite understand the flow after all. After that, it's all sweaty palms, reading, and your guests turning on the TV to watch reruns of Last Man Standing...

This scenario is not a strange one. I would wager that almost all of you have experienced this when teaching a game you own. Getting stuck on misunderstood or forgotten rules, befuddling yourself on why certain game events happen, and even forgetting basic setup are not uncommon during the teaching of games. However, in this article, I want to focus on an aspect of rules that has needlessly stymied many a game session: not knowing certain rules OR forgetting rules. Here are a few tips and tricks I have for what to do if you don't remember (or understand) rules. These tips are not in any particular order:

Read the Rules Well Before Game Day
The obvious solution for not remembering rules is to read the rules long before you have your game day. I would suggest both reading the rules and playing a mock game on your own to acquaint yourself with the machinery of the game itself. For note-taking, you may want to print a separate copy of the rules that you can highlight and notate. Of course, if you don't mind marking up your rulebook, feel free to do so.

Read Forums and User Comments
Board Game Geek is a great online resource for acquiring more information about rules and frequently-asked questions. Read the comments pertaining to the game in question; I would even recommend bookmarking the URL for that game and having that handy before the event you are hosting, but a better solution would be to compile handy knowledge in a Word document or Excel spreadsheet.

Now, if you didn't do your homework and study the rules, then here are the tips for you:

Wing It (and Tell People You're Winging It)
When teaching a game, the worst thing, besides not knowing a rule, is taking an inordinate amount of time reading the rules while your friends languish in their semi-comfortable dining room chairs. I recommend skimming the rules, and then informing your guests that you are just going to start the game and proceed with your tenuous grasp of the rules. Tell your friends that you may make mistakes during the course of play, but you will adhere to the rules as you understood them at the start. Then, after the game is over, let people know what your mistakes were and how the game should be played. This sounds sloppy, but playing a game incorrectly and having fun is more important than getting mired in rules reading for an hour before you start the game.

Ignore Certain Rules
It is perfectly acceptable to excise rules from the game for the sake of starting the game and enjoying each other's company. For instance, some people play Carcassonne for the first time WITHOUT farmer scoring. Sure, this takes away a key part of the scoring process, but at least you introduce your friends to the concept of tile-laying and feature scoring. If you finish fast enough (note: Carcassonne games can take only 75 minutes if you play with the base set), then you can incorporate that rule you ignored.

Set House Rules
A variation of winging it is telling people that you are going to run a game with a certain interpretation in mind, which is basically setting house rules. For the sake of learning and starting a game, there is nothing wrong with this as long as people are made aware of it. Yet, if you set house rules on the fly while someone decides to read the rules during gameplay, he may feel cheated if he discovers that the rules state something different from your house rule.

In general, if you don't understand a rule in the moment, especially if you're reading and teaching at the same time, tell everything that you are going to proceed with a certain approach and ask for their consent. Be flexible, though: some people may disagree with your house rule, which is actually a great thing because they are now engaged in the learning process and may help you better execute that particular stipulation.

Play a Few Practice Turns and Reset
If you have several hours scheduled, you could play two or three demo rounds of a game for people to get a feel for the game while you work out your comprehension of the game. After you've identified pain points in the rules and negotiated with others to lay out how the game should be played, take a break, reset the board, and play the "real" session.

Learn Together
If you have a patient group of close friends, you may want to entreat them to read the rules with you and learn the game together. To do this, I recommend sending the rules to each of them by email or even message service, and then going through the rules in unison. With the right group, this learning session becomes a hangout in and of itself, especially for really involved and complex games. Some people relish these opportunities: if you identify these folks, hold on to their friendship with both hands!

(For Experts Only) Make Up the Rules!
Now, there comes a time when, despite your improvisational abilities, you cannot make out enough of the game's rules in the moment to develop a working understanding of the game that you can even communicate to your friends. It happens; you are not alone in these moments of confusion. Considering this, based on your experience with games, make up the rules!

An example of this was the first time I played Robinson Crusoe. In retrospect, Robinson Crusoe is not that complicated, but the rules are not the most clearly-written rules and do leave new players to a boatload of reading during gameplay, so I remember having to make up a rule about the in-game items that you can construct in which each item, unless explicitly stated, could be used over and over. For some reason, I was confused about whether items were used one time or able to be used repeatedly, so I just made up a rule. Indeed, you may end up perpetuating incorrect play, but remember: your goal is to guide your friends through a game by playing it and having fun. Do not get mired in reading and waiting.

Before I proceed, I should note that you must let people know that you are making up the rules because you do not want to perpetuate incorrect play. Doing so is like spreading a disease: you not only affect your friends, but they affect their friends. Even worse, once your friends discover your malfeasance, they will NOT trust you to teach another board game, so give your friends fair warning. Funnily enough, some of your friends may object to your making up rules and help you out by reading the rules for themselves.

When All Else Fails... Fall Back!
If you are not an expert on ad hoc rule generation or with tap-dancing through a rules explanation, you may want to declare that you need more time to learn the game and move on to a game that most of your friends know. Sure, you may have a friend or two that would be disappointed in not learning the new game, but sometimes simply playing any game is the best course of action.

Thanks to my direct influence, my two teenage sons own and play board games. My older son, who is 15, is less interested in board games than at least seven other interests, but he does play games to get out of doing homework and as a general diversion. As it does happen, he has moved beyond board games as a personal preference. Not so conversely, my younger son, who is 13, still likes receiving games as gifts and will opt on his own to play them with little prompting. I mention both of my sons because, despite their being at different points of what I call the "board game interest lifecycle," they have one thing in common: they both dislike teaching people board games because there is a lot of pressure to know and understand (almost) every rule. Thankfully, though, with the tips and experience I've shared, you can spend less time stressing out about rules explanations and more time enjoying your friends' company and, oh yes, playing the game you wanted to play. Your friends might even appreciate the game enough to read the rules, yell at you for the mistakes you made, and then demand that the game be played correctly next week. To me, in this case, everyone wins!

Wednesday, November 21, 2018

What to Do If... No One Wants to Play Your Game

Imagine this scenario: last week, a new game was released at your local game store. You had been excited to acquire it since seven months ago when the first press release announced its impending arrival. With great anticipation, you sped to the game store on the day of release and gobbled up the first copy (as well as all of the necessary card sleeves and containers for tokens, if you are anything like me). You spent a few hours sleeving cards, punching boards, and sorting the contents, relishing each component and piece of superlative artwork. You even found a place of great esteem on your game shelf for your new acquisition.

As you placed your shiny new box in its designated spot, your mind began racing. Who would I invite to play this game for the first time? Who would be available? Who would not be interested? Hurriedly, you bursted forth from your bedroom with notepad in hand, feverishly jotting down names. With your short list of would-be enthusiasts, you flung open your laptop computer, toggled to your email client software, and clicked New to create an email. You added the names, typed the message with urgent intensity, and clicked Send. Your email shot forth like a cannon blast. Then, you waited. And waited. And waited.

"Sorry, I can't play. I have to wash my dog."

"That game? No thanks. Why not play Power Grid?"

"That game looks way too complicated."

"My wife wants me to spend time with her."

"Ugh. I just bought a new game, too. Do you want to play that one?"

Obviously, the enthusiasm for your new game is decidedly low. You are despondent. You begin pondering your life goals. You resort to prayer. Things do not look good... What do you do? Well, there are solutions, some of which you may have already devised, but some might have escaped your attention.

Bring Your New Game to a Larger Gathering
From time to time, your friends might host a large gathering during which games can be played. Use that time to introduce yourself (if there are people who are strangers to you) and your game. Strangers are often the best people to whom you can introduce a game because they have no preconceived notions about you or what you brought.

Entice Your Friends with Food
The fastest way to a gamer's heart is through his stomach. Set up an invitation to play your particular game, and then advertise that you are providing pizza, burritos, or whatever your friends enjoy. This establishes a quid pro quo situation in which you are giving something (food) and getting something (opponents for your game) in return.

Enlist Your Captive Audience... er, Family
A great way to get your new game to the table is to make your family play it. Spouses are difficult to convince, but your children (or nieces and nephews) are impressionable, pliable, and usually more amenable to playing a new game than anyone else. Take to time to know the rules of your new game and practice teaching it to yourself so that you can prepare for training your children and young relatives.

Ultimatums!
A not-so-subtle variation of the quid pro quo arrangement is the ultimatum: "If you don't play my new game, I won't play yours next time!" Now, this kind of forceful declaration must be done with great care and humor, and can even be off-putting for your more thick-skinned friends, but a kind reminder that you are agreeing to play someone else's new game may compel your comrades to partake in your game. However, if they do not agree to play your new game despite your efforts to play theirs, then you may have to consider other options: patience, non-attendance to future sessions, or finding a new game group.

Find a New Group
As I mentioned in previous posts, they may come a time when you need to find a new game group. Of course, leaving your current group forever simply because they would not play your game is extreme and childish ("Fine! I'll take my ball home and you guys can't play with it!"), but their refusal to play your new game may be symptomatic of deeper issues. Perhaps someone in your group has an issue with you and his grudge has affected the group; maybe your group has collectively soured to each other's company. Instead of ditching your old group entirely, find another group at the local game store, at work, or at your church who would be open to meeting. It is fine to be a member of multiple groups, and looking for a fresh group of people with open minds has the ancillary benefit of creating chances to play your recent acquisition.

Be Patient and Plant Seeds
This may not seem like a solution because patience changes nothing in the moment, and it is the most difficult thing to do, but waiting for the opportunity and planting seeds of interest in your friends' minds is often the best approach. Some gamers like familiarity with a game, so they prefer playing a known game and not having to dive into rules explanations, which is why presenting a new game can be a daunting endeavor. For these folks, instead of the brute force tactic of forcing a game on your group, drop hints about it during your next play session. Spend a few weeks reading the rules and shoehorning comments about it every time you meet people in your group. Point out reviews on Board Game Geek or other sites. Talk about how the game's mechanics are like other popular games, but the theme of your game makes those mechanics feel fresh. The process may take a few weeks, but keep trying and, eventually, your gaming group will relent... even if it is to silence you at last.

Find Solo Rules Variants for Your Game
One of the many wonderful aspects of sites like Board Game Geek is the pooling of ideas that people have formulated on their own, especially solo variants for games. Though some games have rules for playing alone in the core rules (such as Robinson Crusoe, First Martians, Le Havre, and Agricola), most games do not benefit from this extra development on the part of the game designer. However, there are folks out there that have taken the time to devise a kind of artificial intelligence for your game so that tasks are essentially automated as if you are playing against a computer. Solo play does require much work on your part to move pieces, draw cards, and follow what can be complex algorithms simulating other players, but playing solo may be preferable to never playing your new game or doing what I am about to suggest...

Sell (or Store) the Game
The last resort is to either store the game and consider it a collectible, or sell the game on eBay or to other gamers. There is no point in keeping a game no one will play (unless you are content with collecting games), so consider selling it to buy expansions for games that your friends play. To avoid this altogether, though, even before buying a game, think about whether or not your friends and/or family will play it.

Before you attempt any of these solutions, there are a few requirements that you must satisfy:
  • Learn Your Game
    Read the rules again and again before even attempting to introduce it.
  • Practice Teaching the Game
    Brainstorm ideas of how you would teach the game and organize those ideas into a chronological outline. Use your outline to practice teaching the game, perhaps to a family member or just to yourself.
  • Organize Your Components
    Have every component of the game organized so that they are easily accessed without wasting valuable game time hunting for them.
  • Anticipate Player Counts and Set Aside the Requisite Components
    Some games' setups stipulate how much of any items you need for certain player counts. Instead of counting out tokens and cards at the start of the gaming session, use plastic bags to separate the required items beforehand so that setup is accelerated.
  • Know the Comparable Games
    One thing that assuages fears of learning a new game is drawing parallels to existing games with similar mechanics. This further requires knowing your gaming group, but sticking with popular games helps. Here is one example: "My new game has a set collection mechanic, much like the way you collect cards in Ticket to Ride." Also, mentioning that similar games can be found at Target, Barnes and Noble, or other popular retailers sends the message that your new game is not that strange or difficult to learn because games like it are readily available.
Getting your game group to play your most recent purchase can be challenging and disheartening, but with some foresight and planning, you can mitigate this circumstance trying any of the solutions I mentioned. Usually, novelty is not so alluring for people; do not be insulted if your friends refuse to play your new game at the start. Entice, convince, entreat, bribe: there are yet more options you can pursue to help your game see the light of day.

Despite my suggestions, I believe that the best approach is thinking about your friendly opponents and what they would want before you buy a game. For me, I often think about my wife and sons: would they play the game I'm thinking of buying? A few years ago, my sons had the time and desire to play pretty much anything I bought, but now they are teenagers and their tastes have changed. My wife is much more selective, so I try to pick some games she would not mind playing. Also, because I no longer have to kind of gaming group I had at my previous job, I have to think about my old games and how often I can get them to the table; when I do think about that, I am often convinced to not buy a new game.

Furthermore, I encourage you to think about your current inventory of games and ponder how often you would like to play your existing games. The board gaming hobby is heavily steeped in a "cult of the new" mentality in which gamers are often excited to purchase the hottest novelties. This may be you, and if you have the money to engage in this, then I am happy for you. Yet, if you really enjoy your old games and would like to play them more often, reconsider that purchase you want to make. In this way, perhaps the best solution for what to do if no one will play your new game is to not buy that new game... Or, if you have already bought it, take it back to the store and buy some pizzas to tempt your friends and family to go to your house and play games with which they are already familiar.

Thursday, July 14, 2011

Sonic the Hedgehog 2 as Knuckles: 3HN Tips and Tricks

Among all the Sonic the Hedgehog games for the Sega Genesis, some gamers put Sonic 2 on top, even over subsequent releases like Sonic 3 and Sonic & Knuckles (S&K). This may be for several reasons: Sonic 2 added Spin Dash, more speed loops and runs, and Tails to the Sonic 1 formula; the zones are much shorter than Sonic 3's or S&K's zones; the end bosses are challenging but beatable compared to the nastiness of S&K; and, in my opinion, the music for Sonic 2 is much more memorable than past and future offerings (save the Green Hill Zone music of Sonic 1, which is iconic). But, there is something even better than Sonic 2 on the Genesis: lock Sonic 2 onto the Sonic & Knuckles cartridge and you get to play Sonic 2 as Knuckles the Echidna, who can glide and climb walls, but runs more slowly and jumps lower than Sonic.

Knuckles brings a fresh approach to Sonic 2 that opens up new tactics and options for navigating zones. Here are some of the tricks I have learned while playing Sonic 2 as Knuckles:

1) In both of the Emerald Hill Zone acts (i.e. levels), you can glide over most of both acts by accelerating at the beginning and then gliding. Just to get through the Emerald Hill Zone quickly, this tactic may be worth the attempt.

2) Unlike playing Sonic 2 as Sonic, when you play as Knuckles, you do not lose your ring totals after going into Special Zones to try to claim Chaos Emeralds. With this in mind, you can conceivably get four emeralds in those two acts. I recommend doing this instead of trying to retain rings in more difficult zones that follow.

3) In the Chemical Plant Zone, be sure to climb all the high places you can find. These places are added to Sonic 2 by the extended programming in the S&K cartridge to not only provide Knuckles with areas to climb and obstructions to prevent his gliding through the zone, but also with areas to house 1-ups and power-ups. In the second act of the Chemical Plant Zone, you can find at least two 1-ups inside tower-like structures that Knuckles must scale to get.

4) In the Aquatic Ruin Zone, stay well above the action below by gliding and running on the higher platforms. The two acts of this zone are notorious for its extensive stretches of submerged landscape, which require Sonic (or Knuckles) to find sources of oxygen before he drowns. With Knuckles, though, you can remain high above the water for some of those stretches if you glide.

Well, these are the tactics I have used so far and they've been quite effective. Playing Sonic 2 as Knuckles takes a superlative game and enhances it. In time, you may find that you prefer playing Sonic 2 as Knuckles... or you may get "nostalgic" for those days when Sonic and Tails conquered the Emerald Hill Zone and teamed up to defeat Dr. Robotnik's Love Buggy at the end of the zone. Good times.

Tuesday, June 15, 2010

Super Metroid: Tips and Tricks

Last weekend, I chipped away at my current Super Metroid adventure, managing to defeat Ridley after two tries. During my first encounter with Ridley, I attempted to bombard him (?) with Super Missiles, and then with Missiles, but neither did much damage and only annoyed him. However, after referring to my walkthrough, I found that charged Ice Beam shots at his head did the most damage and more quickly dispatched the purple beast. Now, what awaits me is the Mother Brain.

What I realized after my most recent foray into Zebes was that, despite the assistance of my trusted walkthrough, there were a few tips and tricks about Super Metroid that many hint-providers failed to mention. So, here are my tips and tricks using the default controller setup:
  • To shinespark/rocket boost in a diagonal-up direction, (holding down the B button while possessing the Speed Booster), press down as soon as Samus begins to flash. Then, press the L button to go diagonal-up to the left, or the R button to go diagonal-up to the right. Initially, I tried to press the D-pad diagonal-up in the desired direction, but would end up going left or right.
  • To Space Jump with or without Screw Attack and stay airborne, press or tap left or right on the D-pad right before each press of the A (Jump) button. Pressing diagonal-up negates the Space Jump and sends Samus down for a landing. I wondered why my space jumps would end so prematurely and found that pressing diagonal-up killed each jump. Note: it is the intensity of Samus' jump, and not the angle of the D-pad press, that governs how high and where she goes.
  • To wall-jump, jump close to a wall. As soon as Samus brushes the wall, press the D-pad into a direction away from the wall and, in quick succession, press the Jump button. If both the D-pad and Jump button are pressed at the same time, the wall jump does not occur.
The wall jump, Space Jump, and Shinespark are the three most difficult, yet necessary, skills to learn in Super Metroid. If you have any more hints or experiences to share, please feel free to post.

Ciao!