New Year Resolutions

So the New Year is upon us and in many parts of the world 2010 has already been ushered in, but to all I wish a Happy New Year! For me, this has been a fun an interesting year particularly in gaming. Many new games were played and many old favorites found themselves to the table. But for the past few years I bought games at an alarming rate where it felt like for every three games I bought I managed to get one to the table before I bought my next three, but this past year I have started to really focus my tastes and start to ask myself “What do I really want from gaming?” And to that question I developed a lot of different answers but through those answers, I realized that about 50% of my collection really needed to go. That was my resolution for ‘09 - To trim down and focus my collection, which for the most part was a success, though I didn’t hit my 50% goal. An amendment to that resolution was to not buy so much, which again has succeeded where a few years ago there’d be two or three “must-have” titles but this year it seems like a “must-have” title for me only came around about once a month.

So again this year I’m looking at doing much of the same - Ship out more games than I bring in. The bringing in part shouldn’t be a problem because my answers to “What do I want from gaming?” really helped in focusing and limiting my purchases. The problem is I know there’ll be games next year that are “must-buys” and the games to ship out are getting fewer and fewer. But this is my problem to deal with (and really not that much of a problem) but this has always been the time of the year to set some goals and I plan on following suit. So if I were to sum it up in one phrase, the 2010 mantra for me is to: Play more of what I own and buy only the games I know will be played.

‘Til Next Time - Happy Gaming
And a Happy New Year
LvT

Summoner Wars - Game Review

I had the pleasure of trying out this new game last night, and I gottah say - It’s pretty damn sweet.  At it’s core, Summoner Wars is a non-collectible tactical card game, where cards move and attack on a board much like pawns in a board game.  In a nutshell, each player begins the game with a single “summoner” and a small cadre of minions.  The goal of the game is to manoeuvre across the board and kill the enemy summoner - like in chess, you kill the enemy head honcho, and you win.

Summoner Wars from Plaid Hat Games rings in at $24.95, and currently, there’s two starter sets - though more are on the way.  Pick either one you want, it’s the same game, but each one features two completely different factions with their own style of play.  We were able to try out all four factions, and they’re all great, have their own “feel”, and compete well against each other. 

A starter comes with everything you need to play - two complete race decks, dice, wound markers, rule book, and a game mat.  With the exception of the game mat all of the components are of great quality.  The cards are printed on nice stock and feature really great looking art.  The rule book is also nicely done, and easy to understand.  You should be able to read through the rules and get to playing in ten minutes or so.  The game mat is functional, but is simply a black and white print which refuses to lay flat.  While not a big deal, it’s quality stands out like a sore thumb when compared to the quality of the rest of the starter.  I can imagine that many people who adopt this game will be looking for alternatives, or simply making their own.

Each summoner has a starting set up, which includes the summoner, a wall, and various troops which are set up in fixed positions on your half of the board.  At first, I wasn’t sure about this - I like options.  But after a few games, I came to like the system.  Basically the starting set-ups allow you to skip a few turns where nothing would really happen anyway, and get right to the action.

Game play is extremely simple.  You can move three of your units 2 squares, then attack with three of your units.  Units can attack enemy cards that are adjacent to them, or up to three squares away if they have missile weapons.  When a unit attacks, you roll a number of dice equal to their attack value, and every three or higher scores a hit on the enemy.  If a unit takes enough hits, they are killed.  Sounds pretty easy right?

Well, like all great games, the devil is in the details, and the subtle rules each race employs are what makes this game really shine.  For example, the elves have units that teleport around the board, archers that shoot 4 squares instead of 3, and warriors that automatically hit each time they attack.  The orcs are powerful, but unreliable, with some of their units able to move across the board and attack multiple times in a turn, so long as the dice gods are in a good mood.  Generally, a given unit has but a single special rule, and it’s easy to memorize them, and begin to formulate strategies with them even before your first game is over. 

The game is fast paced, and your minions will fall quickly.  Luckily, your summoner can summon new troops as the game progresses.  This is done during your turn by spending magic cards.  What’s interesting is how magic is generated.  At the end of your turn, you can discard cards from your hand into your magic card pile - thus converting unwanted troops, walls, or events into the resource that allows you to summon new units during future turns.  In addition to this, each enemy unit destroyed goes right into your magic pile, thus making you more powerful with each kill.  This mechanic promotes aggressive and well thought out tactics, and is probably the aspect of the game I enjoy the most. 

Once you pay the summoning cost of a unit, you can place it adjacent to one of your walls.  Walls are important as they provide cover for your troops in addition to being the point from which new troops are summoned.  Like units, walls can be destroyed - though they are much tougher, and doing so can severely hamper the enemy.  No walls - no new troops. 

All in all, Summoner Wars is a great tactical game.  Games are often very close, and usually leave you wanting a rematch.  Play time is quick - you should be able to complete a game in about a half hour once you get the hang of things.  This game is expandable, and your deck can be customized, though luckily, the card packs are not random, so you know exactly what you are buying.  This is a big selling point for me - I hate the money sinks that are random collectible games.

So if you like tactical games with a cool theme and interesting mechanics, give this one a shot.  It offers a sizable bang for your buck.

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DEACON

The Future of gaming?

Here’s some footage of new technology that was showcased at Siggraph 2009.  Watching the video, it doesn’t take much imagination to see how this can be used by us gamers - regardless of our preferred genre. 

But will this result in the death of gaming as we know it?  Would the implementation of such a device push gaming so close to video gaming that the point is lost entirely?

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DEACON

Fantasy Flight Games - NEWS

Fantasy Flight Games are the makers of some of my favorite boardgames like Fury of Dracula, Descent and StarCraft: The Board Game as well as many others. What I really like about Fantasy Flight is their variety of games that they offer and from them, no genre has gone unexplored for their catalogue. They have recently made a few announcements that I think people here may be interested in:

Anima: Tactics - Mentioned a few posts ago as an alternative miniature game system to the Games Workshop offerings, Anima: Tactics is a pretty tight and interesting tactical miniature game. Previously the rulebooks were packaged in a small book format and contained within certain miniature packs. Well this coming winter FFG will be releasing a 200 page, full-color, hardcover rulebook giving this game the treatment that it deserves. The full announcement on the FFG website can be found here:
http://www.fantasyflightgames.com/edge_news.asp?eidn=983

 

Horus Heresy: Way back when Games Workshop was an actual games publisher rather than just a miniatures company. Their full range of games released some beloved classics like Talisman, Chainsaw Warrior and Dungeonquest. Well GW also made a little venture into more traditional “hex and chit” style wargames with a trio of games (Horus Heresy, Battle for Armageddon and Doom of the Eldar) designed by Jervis Johnson (designer of Blood Bowl). But by the mid-90’s these games disappeared from store shelves and largely “forgotten” by GW. But with FFG and GW striking a licensing agreement more traditional style boardgames from GW’s catalogue are starting to find their way to print again via FFG. Horus Heresy is the newest FFG-GW release. Now details are pretty slim right now and it doesn’t look to be a direct re-release/reprint but an updated game system that remove the dice based combat and replaces it with a card based one. Also gone are the old chit style cardboard counters to be replaced with plastic miniatures. I for one am really excited with this title because GW does have a rich history with their 40k fluff and FFG creates in my opinion some of the best boardgames currently available and when they team up good things are usually going to happn. Full news release from FFG can be found here:
http://www.fantasyflightgames.com/edge_news.asp?eidn=988

Well these are a few tidbits of information that I wanted to share with y’all here.

‘Til Next Time - Happy Gaming
LvT

B-17: Queen of the Skies Review (Avalon Hill)

Recently it seems solitaire games have been making a bit of a comeback. During the golden days of Avalon Hill them and many other companies put out a good amount of these games: Mosby’s Raiders, Raid on St. Nazaire, Carrier, Tokyo Express and Ambush just to name a few. But during that time as computer games started to rise in popularity, the demand for solitaire games started to diminish and it is easy to see why. To design a good solitaire game there needs to be a challenge for the player to learn and overcome. The game needs a system to act as an artificial opponent that acts rationally but in also an unpredictable manner. Where a computer games take all that work and put it “behind the curtain” so to speak, solitaire boardgames puts that behind the curtain work in the hands of the player. In addition solitaire games typically take a lot more development time to really come up with a good system as well as a system that holds up to repeated plays. But all that said there are a handful of those that offer some engaging game play but is also pretty simple and don’t bog down in mechanics and minute details and B-17: Queen of the Skies happens to be one of those games.

B-17:QotS finds you in the pilot seat of a B-17 Bomber during WWII. Taking off from a base in England you cross the English Channel and penetrate into France and portions of Germany to bomb various airfields, industrial complexes or other targets of priority to help slow the German Warmachine. I suppose piloting is used loosely because the plane flies itself and you and your fellow crewmates are pretty much along for the ride. This game reminds me more of one of those Chose Your Own Adventure books rather than a game; decisions are pretty minimal and the book, or in this case the game, decides what happens to you. Instead of giving you a “Which do you choose: A - Go to page XX; B - Go to page XX” option the story is told through rolling on lots of charts. Everything for weather to take off to fighter cover to enemy fighters to damage to the accuracy of your bombing run is all handled by rolling on appropriate charts. You as the player have limited options in the game and those are pretty much restricted to what gunners fire at what targets and should (actually when) your crewmates or plane suffer damage you do get presented with a few options.

What I really like about this game though is the narrative that develops as your plane starts to fly more missions. You start to get attached to your crewmates as “competition” starts to form for example between the ball gunner and turret gunner and the number of kills they have. You feel some mild panic as enemy fighters damage your tail gunner’s compartment and he’s prone to frostbite unless you drop your plane down to a lower altitude which in turn opens your plane up to more damage as it loses the “strength in numbers” that the other bombers in your wing offer.

I remember one mission I was flying where a wave of enemy fighters shot my plane up pretty good and ended up killing my radio-man, which game-wise didn’t affect the plane that much. I continued onto my target causing minimal damage due to the bombing zone being cloudy and my bombardier’s target being obscured. On the way back another wave of enemy fighters approached peppering my plane some more and the ball gunner’s compartment was hit causing it to lose heat. Dropping the plane low really wasn’t an option for me because frostbite and the gunner possibly losing a few digits cost way less than losing the whole plane. Lucky for him though we entered an area that was void of fighters and he was able to drag the radio-man’s body out of his compartment and plug his suit in preventing frostbite. During that time, me as the fictional pilot felt genuine concern over the well-being of this person. What helped strengthen that concern though was all the different positions on my plane were manned by my friends and family. I could have named people Tom, Dick and Harry but being able to put a face with everyone onboard my fictional craft makes an interesting dynamic where when my radio-man took a bullet through the skull I felt sad because my good friend would not be making any more flights with this crew. This emotional bond really makes the game interesting and very narrative.

As I mentioned the game has you rolling on lots of charts so no two flights will ever end up the same and because of that, the game tells a detailed story for you. And to me makes it an excellent solitaire game because the system is not a clunky or confusing one, or one that requires lots and lots of rules. After one quick read-through of the rules the charts walk you through the process and the game pretty much goes on auto-pilot (sorry for the pun) from there and you just sit back, roll some dice and enjoy the flight hoping everyone makes it back safely.

My closing thoughts on the game are these:
-Don’t cheat: At times you’ll be tempted to say “I don’t like that result” and try to blow on one of the d10 in an attempt to get the face to change. Just don’t. The fun is finding out who makes it, who doesn’t and why. Making sure your plane and everyone onboard “makes it” just lessens the experience.
-This game isn’t for everyone: I know solitaire games aren’t for everyone in general and games that have the player rolling dice time and time again grate on people. If you don’t like either than don’t bother. Also a lack of actual decision making in this game will turn a lot of people off as well.
-Make your crew relatable: I first tried to get into the game a few years back but just named them generic names and thus I just didn’t get into it at that time. This go-around, when I pulled the game out I made sure I had faces to tie with the names and the pride when someone did well and sorrow as someone is killed or injured adds so much more.

With your average flight lasting 30-45 minutes once the rules get solidified this is a great game to bust out and play when you find yourself with a free hour or two and I personally find it more interesting than a lot of tripe they put on television these days and I’ve developed bonds with my crews that are way stronger than any video game character I’ve played as.

Rating: 4 out of 5

‘Til Next Time - Happy Gaming
LvT