Showing posts with label boarding pass. Show all posts
Showing posts with label boarding pass. Show all posts

Sunday, January 12, 2014

Boarding Pass: Game of Thrones: The Board Game: Feast for Crows Scenario; or, That's a Lot of Colons

A Game of Thrones: The Board Game: A Feast for Crows
Fantasy Flight Publishing
Expansion design: Jason Walden
Core game design: Christian T. Petersen

Longtime readers of my blog will no doubt remember my longtime overwritten post reviewing the Game of Thrones board game from Fantasy Flight.  As a bit of a coda to that post, I’d like to bring you a much more bite-sized review of the the “Feast for Crows” scenario now available to play with the core game.

What I so enjoy about contemporary board gaming is that it’s not a static pastime--so much of each game evolves.  That’s true of each experience of playing a particular game, since the depth of strategies available make for a different universe of possibility each time you grab your favorite cardboard treasure chest and let the bottom slowly de-vacuum suck from the top and plop with the utmost ceremony onto your playing table.

In the olden days, every game of Monopoly was essentially the same--everyone would try to get Boardwalk, somebody would be stuck with the purple ones, no one would buy the utilities, et cetera.  Not so with these ‘pro’ board games.  Nothing is set in stone with them.

But in addition to all that, the games themselves evolve--as in the constellation of components and rules that make up potential gameplay--through expansions, new editions, and what Fantasy Flight has termed, for this game at least, ‘scenarios.’  With these, you have new options to spice up your enjoyment of the core game, add a little variety to the proceedings.  And for a game based on a property as changing and alive as Game of Thrones is, that’s definitely a welcome opportunity!

FF has released two such scenarios so far, corresponding roughly to the events and circumstances of the most recent books in the series, A Feast for Crows and A Dance with Dragons.  The former, as least, introduces new game concepts that make for an even more authentic Thrones experience of intrigue, back-stabbing and military conquest.

How so?  Well, unlike the basic GoT game, which was a basic territory control game (“first player past a certain threshold wins”), FfC bases its victory condition on the fulfillment of various objectives--each player (or “House”) has a basic objective that they can try to honor every round, plus a hand of randomly-drawn cards offering up additional goals that can be cashed in once and only once.

What’s neat about these cards is that they recognize that the objectives will be easier for some houses than for others, and score you appropriately.  If House Stark is asked to control a territory that’s more or less already in its sphere of influence, it might only get one victory point for that; but if faraway House Baratheon happened to have drawn that card, it might score two or three points for fulfilling its objective.

And since you can never be sure what objective each player has in hand, you can never be quite sure how close to victory anyone is.

This scenario also asks you to swap out the original game’s first “Westeros” deck of round-altering circumstance cards for a new one that plays with the objective mechanic.  Thanks to these new Westeros cards, you might have to swap objectives with another player, have the option of rejecting a too-tenuous objective, and more. The other nice revised rule is that the “supply” mechanic occurs once each round--a process that was subject to random “Westeros” draw in the original version, leading to oversized armies for some and choked-off resources for others.  Now things are much more dynamic, with new armies entering the field every round even as others are forcibly disbanded--but with another supply opportunity coming up every round, no one period is too damning or overpowering.

Perhaps most fun for those of us who love the books and TV show is that the FfC scenario introduces a new faction that was left off the original map: House Arryn.  That means new House cards modeled after the most prominent characters to help you out in combat; their art alone is worth the price of admission, but the way their various special skills shake up the game is not to be sneezed at. Sadly, there is no little Lord Robert making his porridge fly, but one can always hope for the next revision…

To make the game even more thematically appropriate, I did a little experiment and used the House Stark deck from the Dance with Dragons scenario during one FfC game.  It would be too spoilery to get into why the basic deck no longer really works thematically, or whom you can find in the DwD version--but if you’re all caught up with the books you’ll want to try this out.  I didn’t notice the balance to be off at all, and doing it this way will make you feel so much more canon-comfy.

The Feast for Crows scenario is a fun alternative to the basic Game of Thrones game.  It’s designed for four players, so gameplay is faster-paced--perfect if you want a Thrones night but don’t have 8 hours to set aside.  The presence of concrete objectives actually makes for authentic-feeling diplomacy sessions, if that’s the way you play--everyone’s gunning for something, sometimes conflictedly so, and you never know for quite what, so deals get made and broken with much more consequence.  And it’s just fun adding House Arryn to the mix.  If you already own the core board game, this is a must-add.

Excitingly, Fantasy Flight offers this scenario as a print-on-demand commodity, so go get yours now!

Thursday, June 27, 2013

Boarding Pass, episode 2: The Hobbit card game

For this second entry in my Boarding Pass series, I’m inaugurating a little faceted analysis of the games reviewed.  These represent my initial effort at breaking down some key facts about every game, developed after not a little bit of research through sources like Board Game Geek and by playing and playing and thinking and playing.  I want to capture both the traditional game-y info that people would want to know for the purposes of actually playing, as well as the more--dare I say--artistic considerations, such as board games’ very own versions of genre and medium.  Am I missing anything key?  Is something I have included superfluous?  Are any of those listed here unclear in purpose to you? Please do let me know! Now, on to the post...



  • Game medium: Card game
  • Game genre: Unknown! Any thoughts?*
  • Context genre: High fantasy (Tolkien’s Middle-Earth and The Hobbit)
  • Mechanic type(s): Trick-taking
  • Player role: Prosaic (literary characters)
  • Number of players: 2-5
  • Time for setup: Quick
  • Time for play: 10 minutes - infinity


*Two typical genres listed by some experts are Ameritrash--super complex, super thematic games--and wargames, which are somewhat self explanatory.  I’m open to making up new genres!  What could we call subtle, mildly thematic, engaging yet low-key gameslike this?  British-style Games? ;-)

Picture from http://news.mymiddleearth.com/



Overview


In a game that expands and contracts for the number of players around the table, the forces of light and shadow face off in a war that brings together orcs, elves, spiders, wargs and all the rest of the races of Middle-Earth.  A simple bid and trick mechanic dressed up in the trappings of The Hobbit makes for an engaging entree into themed gaming.


Play as Thorin, Bilbo and Gandalf on the side of goodness or as Smaug and Bolg from the seedier side of Tolkiana.  Each card has a value, and the higher bid wins the trick--allowing the player to assign damage, health, or bonus draws where it will be most helpful to his cause, whether pure or nefarious.


My thoughts


This game is simple, but it borders on addictive.  It was my first experience with the trick-taking mechanic, and The Hobbit card game demonstrates that it is effective outside the realm of faux-economics or casino lite games; it’s simply a fast-moving inroad to a lot of subtle strategy.  It’s not so easy as to just always assign damage to your foe and health to yourself, as health for one faction doubles as damage for the other, and vice versa; you have to weigh your strikes against the hits you think you can sustain safely.


Things are nicely balanced and play out in such a way that each faction, and even each character, approaches the game in a different way.  Smaug is a powerhouse, absorbing loads of damage while dishing out even more, as well as discarding threats to himself and help for his foes.  The good guys, meanwhile, perhaps in token of their more benevolent nature, are unable to discard at all, leading to situations where you have no choice but to hurt yourself or help your enemy.  This makes for interesting choices and delicate expressions of power: you might choose to lose a trick now and then rather inflict pain on yourself (even though, yeah, I know, the baddies will just do it to you then, but hey, there’s a psychological factor here).


There really isn’t too, too much here that screams “Hobbit!” in the actual gameplay; yeah, each character’s unique rules for disposing of won tricks sort of broadly reflect their literary personalities, but not in any kind of quintessential way.  The theme is light but effective enough in mirroring the literary modus operandi of the characters to lend a bit of impetus to in-game choices.  What really marries the theme into the game is the beautiful artwork on each card, delightfully reminiscent of the classic art in the Middle-Earth canon.  It makes perfect sense, for example, that “Dragonfire” would be a devastating attack, so placing it as a high-value card depicting Smaug’s desolation (sorry) makes great sense.


If you’re familiar with the card game Crazy Eights, this is essentially a souped-up version of that.  It satisfies and it’s compulsive.  It’s not the most complex marriage of theme and mechanic, but it’s a good starter game for fantasy enthusiasts interested in getting into the gaming artform.


Library Use

  • Good simple game for beginners; neither too long nor too quick
  • Opportunity to connect novice players to the more experienced who can talk them through the rules
  • Illustrates a mild but effective marriage of theme and mechanics to enhance gameplay--works to illustrate this principle of modern gaming to novices
  • With the second of three Hobbit movies due this holiday season, this game might provide extra pull to your library for game programming!

Thursday, April 25, 2013

Boarding Pass, installment one: Game of Thrones board game review


This post originally appeared on the Dunkirk Free Library tumblr, also maintained by your humble blogger.

Game of Thrones Board Game (Second Edition)
Designed by Christian T. Petersen
Based on “A Song of Ice and Fire” books by George R.R. Martin
Published by Fantasy Flight Games

[Contains mild spoilers for the “Song of Ice and Fire” novels and Game of Thrones TV series.]

What are you into?  What fascinates you?  What do you love?

These are the questions you should consider when diving into any new artform.  If you want to get into non-fiction books, and you’re already an avid gardener, you might consider garden-based memoirs.  If the secrets of the universe fascinate you, then maybe poetry based on the ebb and flow of cosmic bodies will slake your burgeoning interest in that medium.

I’m a fantasy fan, so it’s not surprising that a game based on one of my favorite fantasy novel series should be the one to get me to seriously consider the artistic value of gaming.  Of course, I didn’t seek this new interest out; a normal night of fun with friends served as an unexpected entree into what is becoming an obsession with implications on my personal, professional, and creative life.

As I’ve gotten more and more into contemporary board gaming lately, I’ve come to appreciate the importance of the twin features that set these games apart from the Milton-Bradley family fun diversions of yesteryear: theme and mechanics. It was the beautiful marriage of these two factors in a game that spoke to my pre-existing interests that has sparked my wider, abiding interest in this creative medium.  Please allow me to share with you my thoughts on Game of Thrones.  The game.

(Warning: the word ‘game’ is undoubtedly going to pop up in this review even more often than it normally would.  By the end, ‘game’ will no longer make sense as a word.  Game game game.)

Game of Thrones (the game) is titled after A Game of Thrones (the book), the first volume in the subversive epic fantasy opus “A Song of Ice and Fire,” by George R.R. Martin.  You might also recognize it as the name of HBO’s immensely popular Game of Thrones (the TV show), the first season of which is based on A Game of Thrones (the book) but which kept that title (Game of Thrones (the TV show)) so as not to confuse any fans of Game of Thrones (book, TV show, graphic novel, or even game).  It’s enough to make an RDA cataloger’s head explode, but I assure you, it’s all very cool.  (Game game game.)

The book and TV show are equally known for their dark, morally ambiguous treatment of the fantasy genre, with true heroes few and far between, villains complex and well-motivated, and magic a slowly-encroaching force out of legend.  These thematic complexities naturally give rise to complexity in any adaptation, most especially in board game form.  Remember ‘theme’ and ‘mechanics’?  The one usually helps dictate the other--to preserve the flavor of being in a particular world or context, you need to feel like the game actions you are taking fit in with that world or context in some essential way.

In Game of Thrones (the game), players vie for dominion of Westeros across a familiar-looking playing field as Houses Stark, Greyjoy, Lannister, Baratheon, Tyrell and Martell. They must choose when to invade neighboring territories to claim victory points, and when to negotiate with opponents to avoid damaging conflict. In addition, they must be crafty with their power to influence affairs, parceling out their clout between retaining territory, bidding for important titles, and confronting the threat of the Wildlings.

In this fun, interactive, hours-long playing experience, we have a twist on other familiar games--notably Risk and Diplomacy--giving us essentially a ‘conflict of nations’ style mechanic playing out on a map of the continent.  Players build forces through a number of related sub-mechanics, such as ‘mustering’ determined by random card draw, then place those units on the map-board and plan their movements.  In a nice departure from the Diplomacy style of free-form writing of orders, orders in Game of Thrones are determined by a series of tokens representing different types of moves (as well as bonuses to those moves).  These are placed face-down on the board so that all players can reveal them simultaneously, nicely capturing the thematically-appropriate feeling that you never know what’s coming around the bend; players don’t move from space to space linearly, but rather attack, defend, support and so forth with no obvious warning.  (Even better, if you really want to mess with people, you can lie about your intentions in hopes that opponents will let their guards down!  Fans of the books and show will appreciate that facet of the game.)

So to reiterate the central dynamic of modern gaming, a good game will do everything it can to immerse players in the game’s world through mechanics and theme.  In the case of Game of Thrones, the theme is not merely ‘based on a fantasy novel’--for which simple stylistic accoutrements might be deemed sufficient to capture the flavor--but rather the literary themes and particular hallmarks of that novel itself: moral ambiguity, shocking reversals of fortune, and the depredations of total war.  The mechanics of the game are in service to these themes, keeping players off-balance and on their guard.  A series of randomizing mechanics fulfill that need ably here: each round, three cards are drawn that determine some of the factors affecting all players equally during that period, such as restrictions on types of orders that can be placed or calling for the readjustment of units; a non-player threat is always gaining strength and could strike at any time, necessitating unexpected bouts of cooperation; and the simple requirement of diplomatic sessions, where players attempt to gauge each other for threats and strike bargains to divvy up neighboring territory, imparting a naturalistically randomized quality to the proceedings.  

Combat is also left nicely difficult to predict; the strength of units can be bolstered by special orders, and each combat session requires the use of a character card representing important figures from the source books that add further strength to an attack or defense.  A canny player might be able to keep track of an opponent’s unused characters to determine the best time to strike ("House Starkhas already used Eddard, Robb and Rodrik, so they will be helpless when I attack with Tywin!").  Even then, victory cannot be assured, because players are always able to ‘call for support’ from their own nearby troops, or from another player’s troops, provided the right kind of order token is in play.  Such aid could cement alliances and open up new fronts in the war.

Another interesting feature of the game is the function of ‘power’--thematically, the level of clout a player enjoys due to his successes and accomplishments, represented mechanically by tokens bearing each faction’s family crest.  The accumulation of these tokens is necessary for the retention of unoccupied territory, for bidding on three ‘titles’ that impart special abilities and affect turn order, and to combat the non-player terror from the north.  A player has to keep a careful eye on his power pool or risk being caught flat-footed when it comes time to bid or to defend the realm (failure to do so having dire, randomly card-determined consequences).

The goal of the game is to occupy the most territories marked with strongholds, a sensible endpoint for a board game but one with which I have to quibble: in the books (and the show), the point is never merely to hold the most land, but rather to seize the coveted Iron Throne and thus hold dominion over all of Westeros.  One could argue that these strongholds merely represent the support of enough vassals to effectively wrest control of the throne, but I long for a somewhat more visceral victory condition; there gets to be a point toward the end of the game where minutes are taken counting and re-counting territories held across the cluttered board, the thrill of victory somewhat diffused by math (simple though it may be).

Another thematic criticism I’ll level is that two of the most important factions have been left out of the proceedings entirely.  The game covers the threat of the Wildlings, a population of ‘uncivilized’ folk living beyond the northern limits of the realm and who engage in raids to the south--that’s the non-player threat that players have to come together to face now and then.  But the books establish an even more terrifying and existential threat from the same quarter, a race of zombie-birthing ice demons whose slow advance is becoming more obvious as time goes on; one would think that this rather iconic and central antagonist would make its way into the game.  Also absent is any mention of Daenerys Targaryen, the exiled survivor of a deposed royal family who is building support in the east on the strength of her three dragon hatchlings, the only living in the known world.  Though working her in, remote as her storyline is, would be a challenge to the board game medium, it seems strange to elide one of the essential storylines and fan-favorite characters completely.  I don’t presume to know how to fix these omissions, but I know there must be ways!

Somewhat easier to imagine including would be some kind of seasons mechanic.  One of the only obvious indications that the book series takes place in a fantasy universe is that seasons last for years, with fertile summers followed by brutal, seemingly endless winters that affect the whole continent.  It would seem a simple matter to incorporate a randomized ‘season changer’ into the game, imparting bonuses during the summer and imposing penalties during the winter.  But perhaps that would have been a (Frey-controlled) bridge too far for an already very complex game, with its multiple phases per round and intricate system of interwoven turn orders.

Along with matters of theme and mechanics, I’ve become familiar with design and genre as considerations of contemporary board games.  In terms of genre, Game of Thrones definitely fits the bill for an “Ameritrash” game--a game full of complexity, a million parts you’re destined to lose, and slavish hewing to a theme.  I think that’s a pretty awesome set of characteristics for a somewhat sneering name.  As far as design, Game of Thrones is beautiful and functional.  The board game is big and bold, with regions well delineated despite all the little icons present on many of them, and the non-map areas of the board--victory and population tracks, title tracks determining turn order and tie precedence--coming clear after a few rounds’ play.  The other bits and pieces, like power and order tokens and various player identification markers, serve to clarify and entrench some of the more byzantine of the rules, helping with iconographic reminders of a given token’s function and value.

Game of Thrones is the game that got me into gaming games.  (Game game game.)  For me, the hook was the theme--it fulfilled all my expectations of living in the world of a beloved novel for a few hours.  The interplay between that theme and the mechanics that determine players’ actions and behavior got me excited to try the next modern board game, and the next one and the next.  It goes to underscore that central question when you begin considering where to start with any new medium: what are you into?  What fascinates you?  What do you love?  A novel, a time period, microbiology, economics--if you can name it, there’s a game for it.  Game game game.

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Readers! How do you think this game could have gotten Daenerys into play somehow? What do you think of that 'Ameritrash' genre title? And what modern games have you been enjoying?