cellio: (gaming)
2012-12-30 09:27 pm
Entry tags:

some gaming notes

Friends invited some people over for gaming yesterday. I played one new game and two new variants of games I already knew.

We usually play Carcassonne with the river and cathedral expansions. This was my first time playing with whatever expansion introduces the dragon and princess. This adds chaos to the game: there are six volcano tiles, and when one of those comes out you place the dragon on it. Twelve other tiles are regular tiles but also have a dragon mark on them; after you play the tile the dragon is moved (six spaces total; players take turns directing the move). If the dragon lands on a player marker it eats it. Losing farmers in fields you can no longer get into is especially irritating, though losing guys in nearly-finished cities and cloisters hurts too. There is also a fairy token, which protects one tile against the dragon; if you don't play a token on your turn you can claim the fairy, so it moves around a lot. There are also "princess" and "portal" tiles that, in our game, had a less-pronounced effect on the game. Overall, I found that this expansion disrupted the game and also lengthened it, and while I'm glad to have played it once, it's not on my must-do-again list.

(In general, every Carcassonne expansion adds tiles without taking any away, so the game keeps getting longer. I seem to recall 30-minute games early on, but none recently.)

We played a couple games of Seven Wonders, one with the "leaders" expansion. (I hadn't been aware that Seven Wonders had expansions, but it has more than one.) With this expansion you draft four leader cards and can play one at the beginning of each age (so up to three of them). Leaders cost money to play and give a wide range of advantages; I had one that gave me a victory point for each gold card, one that gave me a one-coin rebate on purchases from neighbors, and I forget what my others were. One of my neighbors had one that conferred a military advantage, and she was already playing the military-minded city (so well-played). There was one that gave a victory point for each color of card you had in play. This expansion also adds two more cities, one of which gives discounts on buying leaders (in place of giving a resource). The leaders did help to channel one's strategy; I wasn't really feeling the lack of variety in the base game that leads to expansions, but maybe when I've played more I will.

This was also the first game in which the "card trees" really worked for me: I think I played four cards for free because I had the prerequisite cards, and previously I'd never played a game where I got more than one that way. Most of our games aren't seven-player like this one was, and with fewer players not all cards are in play, so that makes a difference. On the other hand, there's more competition for the cards; each of these free plays was a decision made in the moment, not part of a larger strategy.

This was my first time playing with sleeved cards. I understand the desire to protect one's cards, but I won't be in a hurry to sleeve ours -- the combination of the reflective surface and the lights in the room wasn't a good one for me.

The new-to-me game was Dixit, which is a short social game in the same vein as Apples to Apples. You have a hand of cards with art on them; the active player chooses a card from his hand and provides a clue of some sort (description, phrase, song lyric, noise, whatever); each other player selects a card that also matches that clue. Cards are shuffled and revealed and players vote on which card was the active player's. Having either everybody or nobody guess correctly is bad for the active player; otherwise, points are given based on correct guesses and playing cards that fooled people. We only played for about 20 minutes before breaking for dinner. I wasn't very good at it (especially in the active-player role), but I would enjoy playing more to see if I can do better. Presumably part of the key to this one is to play with different people; otherwise as you learn the cards a group might fall into ruts.
cellio: (moon-shadow)
2012-11-25 10:29 pm

misc updates

We did Thanksgiving dinner with my parents, sister, and niece, as usual. (My nephew is currently away at law school.) Someday my parents will decide that this is too much fuss and that's what they have children for, but apparently not yet. My niece brought her boyfriend, who I enjoyed talking with. I overheard my mother say to my father "that's the most I've heard Monica talk in ages" and, well, it's because there was more to talk about. Old family tropes only get you so far, and my mother and sister, at least, share basically no interests with me and Dani.

I've decided that Felix and Oscar aren't the right names for the cats; the initial behaviors that prompted them haven't continued. I'm currently leaning toward Orlando and Giovanni, which pass the random-friends-and-relatives test and the neighborhood test (would I be embarrassed calling an escapee?). A pair of perfectly-nice Italian names will suit, and if you happen to know that I'm a fan of Renaissance music, you might correctly detect a further inspiration for those names in particular. :-) (Orlando is the brown one, who's also the lovey guy who sleeps in my lap purring loudly.)

We had a couple of people over for board-gaming this weekend. History of the World plays differently with four players than with six. We also played San Juan (a "light" version of Puerto Rico), Automobile (only our second time playing), and Pandemic. I suspect we haven't really "gotten" Automobile yet; our scores were pretty close and nobody did anything really unusual. (Well, only one player took out loans, but other than that we seemed to be playing similar strategies.)

Some links:

HTTP Status Cats: the HTTP return codes illustrated. I've seen 408 (timed out) around, but many of these were new to me. Also, I didn't know about some of those status codes (402 I'm looking at you).

Are Twinkies really immortal? Snopes weighs in.

This recipe for schadenfreude pie looks delightfully yummy. Alas, I saw it the day after the annual baronial pie competition. Maybe next year... Hat-tip to [livejournal.com profile] siderea.
cellio: (mandelbrot)
2012-10-24 10:41 pm
Entry tags:

a few links

I don't think I've ever seen mammatus clouds before. They sure are pretty.

This information visualization on population per land area surprised me at the extremes (Bangladesh and UAE).

Avram's letter to his parents on leaving home, an interesting little d'var torah for Lech L'cha (starts with Genesis 12).

A few weeks ago I played Quack in the Box for the first time. It's a fun, cynical little game about health care, and now that I've linked it here, with luck I won't forget its name. :-)

Not a link, but is anybody else suddenly seeing a lot of LJ spam?
cellio: (sheep-baa)
2012-06-03 10:09 pm

"7 things" #2

More from that parlor game: Comment to this post and I will pick seven things I would like you to talk about. They might make sense or be totally random. Then post that list, with your commentary, to your journal. Other people can get lists from you, and the meme merrily perpetuates itself.

[livejournal.com profile] unique_name_123 gave me: computer, spirituality, laurel, rules, games, travel, artichoke.

Read more... )

cellio: (gaming)
2012-01-03 09:18 pm
Entry tags:

[games] first look: Origins, Bios Megafauna

A few years ago Dani bought a copy of American Megafauna, which I have written about before. The idea is that it's 250 million years ago and the players are playing proto-lizards and proto-mammals competing for viability in a world that's still changing due to things like ice ages and continental drift. The game concept is interesting but overall I found the game mechanics and physical set-up too challenging for the amount of enjoyment the game provided, so I stopped playing. Dani wasn't as frustrated as I was, but he did agree that the game was broken in some ways. So we ended up not playing it much, even at larger game days where it seemed possible to find four people interested in playing it.

There had been rumors of an impending new edition for a while, and when it opened for pre-order Dani went ahead and did so despite the early reports from play-testing. Basically, as I understand it, the play-testers were saying that some things needed to be changed, but the publisher really wanted to hit a deadline (a particular gaming convention) so he went ahead anyway, apparently with the idea that he could publish rules updates. Not auspicious, but Dani is more willing to invest the effort to figure these things out, so more power to him.

Meanwhile, at Origins this year Dani saw or heard about another game by this designer: in this one the players are various hominids competing to see who gets to be homo sapiens. Do you detect a theme? :-) Origins: How We Became Human was published a few years ago, and Dani ordered a copy.

We've played each game once, so it's too early to draw conclusions, but some notes:

Read more... )

cellio: (gaming)
2011-09-05 09:57 pm
Entry tags:

gaming day

This weekend [livejournal.com profile] alaricmacconnal and Kathy hosted a day of gaming. I got to play two new-to-me games (along with others), Through the Ages (board game) and Innovation (card game).

Read more... )

cellio: (mandelbrot)
2010-12-07 10:14 pm

link round-up (mostly)

Neat visualization #1: the scale of the universe, showing how big (and small) things are. Link from [livejournal.com profile] filkerdave.

Ooh, pretty: when Planet Earth looks like art. Link from [livejournal.com profile] browngirl.

Overheard at work: "Every time a developer cries, a tester gets his horns".

Neat visualization #2, from a coworker: 200 counteries, 200 years, 4 minutes.

I had sometimes wondered what the point of bots was -- what does somebody get out of creating bogus LJ accounts just to add and remove friends? (At least when they post nonsense comments they might be testing security for when the spam comes later.) Bots on Livejournal explored helps answer that question. Link from [livejournal.com profile] alienor.

Graph paper on demand (other types too). Thanks, [livejournal.com profile] loosecanon; I can never find the right size graph paper lying around when I need it.

A handy tool: bandwidth meter, because the router reports theoretical, not actual, connection speed.

And a request for links (or other input): does anybody have midrash or torah commentary on the light of creation (meaning the light of that first day)? I have the couple passasges from B'reishit Rabbah quoted in Sefer Ha-Aggadah and I have the Rashi; any other biggies? I was asked to teach a segment of a class in a few days.

cellio: (gaming)
2010-09-26 09:41 pm
Entry tags:

game report: Defenders of the Realm

I came out of my previous encounters with Defenders of the Realm, a cooperative board game, with one big question: is it possible for the players to win? Others in our gaming group shared this question, so this weekend four of us assembled to test the hypothesis. We theorized that having the cleric in the game is a huge factor, so we played two games with and two without. There are eight characters total, so we chose the cleric and three random ones, played two games, and then played with the remaining four. Exhaustive trials would have taken longer; the experiment doesn't have to be completed in one day.

so what happened? )

cellio: (gaming)
2010-08-22 08:54 pm
Entry tags:

new game: Defenders of the Realm

Dani played Defenders of the Realm at Origins and found it promising despite its high similarity to another game we enjoy, so he ordered a copy. We've now played a few games.

This is a cooperative game where the players are trying to prevent the spread of four strains of monsters before they overwhelm the map. The map consists of a bunch of interconnected sites, each color-coded to one of the four types of monster. On each turn new monsters appear in designated locations (dictated by cards), and if you get more than three monsters in a particular location that spot becomes tainted. Each type of monster also has a general; the generals might move during the "darkness spreads" stage (also when new monsters come out), and if any of them reach the capital you lose. Other ways to lose are to run out of taint markers and to run out of monsters of any given color. You attack monsters by going to their locations and rolling combat dice; you attack generals by accumulating cards of the right colors, which you draw each turn. Each player has a unique role with associated special abilities. You win by killing all four generals.

But wait; this isn't at all like Pandemic. Why, this is non-deterministic! You have to roll dice to attack infections, er, monsters. And the infection, err, darkness-spreads, cards don't get reshuffled and put back on top. And taint is completely different from outbreaks. Um, yeah.

But all that said, it's an enjoyable game; while it blatantly rips off most of the Pandemic mechanics, it doesn't feel like a complete knock-off. This is its own game, though I do wonder how the publisher has stayed out of trouble.

more details )

cellio: (gaming)
2010-07-05 06:22 pm
Entry tags:

new game: Agricola

At Origins Dani played Agricola and found it worthy of more exploration, so he bought a copy. We've played several two-player games and yesterday we played a four-player game. The game is evocative of Puerto Rico and Caylus and plays in about half an hour per player. I've found it a lot of fun so far.

The description from BoardGameGeek starts:

In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
In each turn you can take one action per person in your family. Each action can only be taken once per turn, so there is competition for certain spaces (not always the same ones). A new action becomes available each turn. Some actions provide resources, some allow you to plow and sow fields, some let you build things (which consume resources), and some let you acquire skills, and, later, some let you expand your house and then grow your family. You start the game with a hand of two types of cards, minor improvements (these are things you can build) and occupations (skills). Both give you some sort of advantage and there's a great variety. For example, the fishing pole (cost one wood) lets you take extra food from the "fish pond" action. The woodworker (occupation) lowers the cost of building wood improvements. The oven (costs three clay and a stone) lets you bake bread (one grain becomes five food).

At set points during the game there are harvests: you take grain or vegetables from your sown fields, must feed your family (if you have a fireplace you can cook animals or vegetables for this), and then can increase your flocks/herds (if you have enough fenced pastures to hold them). As you increase your family you need more food and as the game goes on the harvests get closer together.

Scoring is based on how well you did in several factors, and, like all optimization games, you have to choose which ones to pursue and which ones to accept lower scores for. You lose points if you didn't touch a category at all (for example if you had no plowed fields or no grain). Points are given for plowed fields, fenced pastures, three different types of livestock, two different crops, upgrades to your house, and number of family members, and some improvements also give points. So you'll find yourself facing quandries like "if I don't get a vegetable to sow I'll lose points for that, but if I blow that off I could build this improvement that'll be worth points, but it requires materials I might not be able to get in time".

I find that the cards add a lot of variety to the game without adding a lot of complexity. When I play Puerto Rico I'll probably settle into one of the established strategies (corn king, builder, variety, etc), depending on what the other players are doing. In Caylus (which I have not played as much) there also seem to be some basic strategies that players fall into, again depending on what others are doing. All of that is true of Agricola too, but the occupations and improvements in your hand can play a big role in this, so, at least so far, it feels like there are more strategies available. Or maybe it's just that the tactics are more varied. Either way, I'd like to play more.

cellio: (sleepy-cat)
2010-05-31 10:54 pm

weekend round-up

gaming )

SCA afternoon )

cookout )

And tonight, to celebrate Dani's birthday, we went out to Casbah for dinner, where we learned that sitting on their (enclosed) patio during a thunderstorm still poses challenges, primarily acoustic. (But also some dampness because it's not completely enclosed; we ended up asking to move to another table partway through the meal.)

One of Casbah's standard appetizers is a cheese plate. The specific cheeses vary, but you can always get an assortment. Tonight all three of the cheeses we got were clear winners. Dani wrote the names down, though we've tried in the past to find cheeses we've eaten there and it's never worked out so far. Maybe this time will be different, but I'm not holding my breath.

cellio: (gaming)
2010-04-25 03:36 pm
Entry tags:

new game: Tales of the Arabian Nights

Yesterday we played a six-player game of Tales of the Arabian Nights, which was new to four of us. (It's produced by the same folks who make Pandemic.) It's a cross between a board game and a choose-your-own-adventure book, with fairly entertaining stories and reasonable mechanics. When the owner of the game initially described it I guess some of us looked dubious because he said "it plays way better than it sounds", so we played and he was right. So I'll just say that up front in case my description is having the same effect.

The game is played on a map covering the middle east, Europe, northern Africa, and Asia through the Indian subcontinent. Cities, towns, and spots in the seas are marked and connected via lines; these indicate legal movement. Players (who are assigned character names like Ali Baba) move around this board fulfilling quests and seeking adventure, which can alter your scores on two tracks (destiny and story), bring new skills, bring treasure, and cause status changes like "wounded" or "blessed" or "married" or "grief-stricken". Ultimately the winner is determined by the destiny and story points; the rest serves to affect your adventures along the way.

After you move you draw a card from the encounter deck, which typically has a noun like "sorceror" and a number. This number is looked up on a table against which you roll a die, which results in an adjective like "angry" or "friendly" or "foolish". You can choose one of about 8-10 actions from a list (there are several different lists; the table tells you which to use), like "aid" or "question" or "hide" or "attack". The table cell where the adjective and the action meet produces a cross-reference into the big book of stories. (There's another die roll that can tweak this cross-reference a bit, so it's not completely predictable.) Someone else then reads the corresponding entry, which provides a usually-entertaining narrative of what happens. Sometimes this is affected by the skills your character has or further decisions you get to make. This entry also gives you a resolution such as "story +1 and wounded" (you got a good story to tell but it hurt along the way).

For the most part characters do not interact, though they can under some circumstances. What keeps this from being parallel solitaire, though, is that at least three people are involved in each turn: the player, the person to his right (who does the table lookups), and the player to his left (who reads from the book of stories). This sounds tedious (and cries out for a software adaptation), but it really wasn't bad once we got the hang of it. Players not engaged in any of this were helping to pull out the right status cards or skill chits as needed, manage treasures and quests, and so on.

The game rules seem to assume that you'll run through the deck of encounter cards two or three times, but even with six players we only barely started the second time. (I think we drew three cards after reshuffling the discard pile.) I don't know if we were supposed to be having more encounters, but there didn't seem to be a lot of ways to call down additional ones. Maybe players are supposed to try to interfere with each other more, but again, there aren't a lot of opportunities for that. Though I note that an unfortunate encounter with a disgruntled wizard cost me the win by giving control of my movements to another player for two turns. I had already satisfied the victory condition in points, but you have to end the game in Baghdad. When I wrested control back I was somewhere in India, IIRC. Oops.

I forgot to time it, but I think our game was around four or five hours, including teaching. That's a lot longer than the two hours advertised on the box, but four of us were completely new to the game and the other two had played a few times. I think our next game would be a lot faster, but with six players who've played once or twice I'd plan on three hours, not two. I would definitely play this again.

cellio: (tulips)
2010-04-04 02:12 pm

short takes (link round-up, mostly)

Pesach has been going well. Tonight/tomorrow is the last day, which is a holiday like the first day was. Yesterday Rabbi Symons led a beit midrash on the "pour out your wrath" part of the haggadah; more about that later, but it led me to a new-to-me haggadah that so far I'm liking a lot. (I borrowed a copy after the beit midrash.) When I lead my own seder (two years from mow, I'm guessing?) the odds are good that it will be with this one.

Tangentially-related: a short discussion of overly-pediatric seders.

Same season, different religion: researchers have found that portion sizes in depictions of the last supper have been rising for a millennium, though I note the absence of an art historian on the research team.

Same season, no religion: I won't repeat most of the links that were circulating on April 1, but I haven't seen these new Java annotations around much. Probably only amusing to programmers, but very amusing to this one.

Not an April-fool's prank: [livejournal.com profile] xiphias is planning a response to the Tea Party rally on Boston Common on April 14: he's holding a tea party. You know, with fine china and actual tea and people wearing their Sunday (well, Wednesday) best. It sounds like fun.

Edit (almost forgot!): things I learned from British folk songs.

From [livejournal.com profile] nancylebov: Harry Potter and the Methods of Rationality looks like it'll be a good read. Or, as [livejournal.com profile] siderea put it, Richard Feynman goes to Hogwarts.

Real Live Preacher's account of a Quaker meeting.

Thanks to [livejournal.com profile] jducoeur for a pointer to this meta community over on Dreamwidth.

I remember reading a blog post somewhere about someone who rigged up a camera to find out what his cat did all day. Now someone is selling that. Tempting!

In case you're being too productive, let me help with this cute flash game (link from Dani).

cellio: (gaming)
2010-01-01 04:13 pm
Entry tags:

two days of gaming

We spent two long days this week playing board games. (Not adjacent. Dani can go to conventions and play games for four days solid, but I'm not that hard-core.)

Imperial, Settlers (and what's with these weird pieces?), Puerto Rico, Pandemic )

Incan Gold, Pandemic expansion, Merchant of Venus, Rum and Pirates, San Juan, Trans America )

cellio: (gaming)
2009-08-23 07:02 pm
Entry tags:

games day

We had a dozen or so people for gaming on Saturday. I played one new game this time, Pandemic, which I really enjoyed. Ralph, who brought it, wrote about the game here, but I'll share my impressions too.

This is a cooperative game for up to four players (all of our games had four so I can't speak to the experience with fewer players). Each player has a specialization; more about those in a bit. The team is trying to find cures for four diseases before they spread out of control. You win by finding the cures; you lose by having too many outbreaks, by having any disease run so rampant that you run out of its markers, or by exhausting the deck of cards without winning. The game starts with several infected cities; at the end of each player's turn two more cities will be drawn from the "infections" deck and infected as well. Every now and then an epidemic breaks out; a new city (from the bottom of the deck) gets a disease and then all the discarded infection cards get shuffled and put on top. That means that cities that have been infected once are more likely to be infected again, which has the right feel to it.

Players can spend actions (four per turn) to move, cure a single disease token (in the city they're in), build research centers (help with travel and required for finding a cure), or work on finding a cure. Finding a cure requires accumulating sets of cards, which are drawn each turn; there is a limited mechanism for passing cards, and one of the player roles (the researcher) can pass cards more freely (that's its special ability). The other roles are the scientist (requires fewer cards to cure), the dispatcher (can move other people on his turn and can bring people together without the normal constraints), the operations expert (can build research centers for free), and the medic (can heal cities more effectively). I played three games, playing researcher, the medic, and the dispatcher. I enjoyed all the games, and while it had appeared in the first two games that playing the dispatcher would be boring, it was not.

The calibration of the game (we played at the first two levels of difficulty) felt pretty good, neither too easy nor too hard. In the last game we were prepared to win on the very last turn, until the single card that would have caused us to lose came up in the infections deck. Oops.

Other games I played, all of which I think I've written about before, were Trans America (filler), Rum & Pirates, Puerto Rico (three players, four-point spread among scores), and Carcassonne. Other games that were played (this might not be a complete list) were Imperial, Dominion, El Grande, and Hermagore. Pandemic and Dominion got played multiple times by different groups. Belatedly I realized I could have given up a Pandemic slot to let a new person play; I jumped into Pandemic when the choices were that and Arkham Horror (decent game but too visually-challenging for me late in the day), but then the other group decided to play something else instead and I didn't think to move. Oh well; didn't mean to be greedy with the new game.

We had some cancellations and were down five people (from planned) for dinner. Non-sandwich suggestions for leftover lunch meats would be welcome. (No combining with cheese or milk, though, so pizza, lasagna, etc are out.) We'll eat sandwiches too, but I'd like some variety. I think scrambling the pastrami in eggs would be good; I don't have good instincts for the roast beef (would stir-frying it with veggies work?) and turkey breast.

cellio: (gaming)
2009-07-19 10:25 pm
Entry tags:

new games

This weekend we invited a few people over to help test-drive some new games. (Well, new to me; Dani played each once at Origins and liked them enough to bring home copies.)

Dominion, Imperial, Hermagor )

cellio: (gaming)
2009-01-04 03:05 pm
Entry tags:

games day

We had something over a dozen guests yesterday for a day and evening of board games. I think this was our largest crowd yet; usually when we send out a mass invitation we get about 65-75% positive responses, but this time everyone said yes. (Two then did not come; one was sick and I'm not sure what happened to the other.)

Read more... )

One of our guests was temporarily in a wheelchair due to a broken leg (sounded like a bad break from her description), which I didn't know in advance. (I knew about the disability, but thought she was on crutches.) Most of our first floor did not pose problems, and it's good to know that a wheelchair does fit through one doorway I thought questionable. I'm not sure how she managed the powder room; that might have required using structural features (like the sink) as supports (lean on this and hop over). I guess it's an improvement over my previous house, which had no first-floor restroom at all, but it reminded me that we still have accessibility barriers even setting aside the steps one must use to get into the house in the first place.

cellio: (gaming)
2008-11-30 03:34 pm
Entry tags:

Advanced Civilization

I've played a fair bit of Advanced Civ (and Civ before it) over the years, but I think yesterday was my first eight-player game.

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cellio: (gaming)
2008-09-14 11:40 pm
Entry tags:

games day

We had some people over for gaming yesterday. (Alas, there was something I wanted to go to at my synagogue in the evening, but I didn't know the schedule until after we had committed to hosting.) Four other people played Descent, and I played a four-player game of Iron Dragon and two three-player games of Puerto Rico. After all that, some folks played Estimated Time to Invasion, which was new to either everyone or everyone but Dani. (He brought it home from Origins.)

Read more... )