Showing posts with label power grid. Show all posts
Showing posts with label power grid. Show all posts

Saturday, January 9, 2010

WrightCon 2010

We started the 'Cons early in 2010, meeting at Allan's the second day of the year for a Saturday of gaming destruction and overall merriment. Here are the results of the first 'Con of the new year.

The snow slowed the commute for some participants, so we started our first game at 10:00, a five-player Small World, with Allan, Joshua, Phil, Ross, and Scott. The game has you competing for terriroty with existing and declining races, and it has an interesting game mechanic. Each race has special abilities and each is joined with a "type" that adds its own extra abilities. So identifying the most potent combinations is key.

Phil and Ross jetted out to early leads, scoring 12 - 17 points a turn through the early rounds. Ross got the Merchant Skeletons, a race that regenerated itself and paid double for each land section; Phil played several races, and continued to score on his declining one for a while. And of course, given that they were the dreaded "game leaders" the other players hammered those two to bring them back to the pack. It worked on Phil, but Scott and Allan weren't fully coordinated and let Ross' Skeletons survive far too long. Allan said: "I did my part," and Scott replied: "Ummm... I didn't know I had a part?"

Allan started with the Dwarves, which he said was the losing move when he made it. And of course, that proved prophetic, as he held three mountain spaces with them for much of the game but it didn't add a lot to his score. Scott wasted the first few rounds, then used the Flying Giants to get back in the game, before sending them into decline too quickly. He eventually got the Humans and played them to great effect on four farming territories for 8 points a round (plus his declining Giants).

Joshua got the Ghouls about halfway through the game, a race that plays like a living race even in decline. He did okay with them but didn't decline his other races quickly enough to take full advantage of having an extra race to score. And by the time he knew that Wizards weren't Sorcerers... well, it was time for him to complain that it threw off his strategy (just kidding, sort of).

Late in the game, Phil was obviously toast, having lost his early mojo to legions of doom from multiple other players. Joshua never made the Ghouls really pay. And though it looked like Al and Scott were also-rans, each was scoring 10-15 points in the late rounds to close the gap. But in the end, they couldn't catch Ross and his wire-to-wire Skeletons, who went on to victory even though they are undead flesh-eaters that you'd never invite to a party. Er, I meant the Skeletons are the undead flesh-eaters... not Ross, he was a pretty decent guy. The final tally:

Ross 97
Allan 92
Scott 90
Phil 78
Joshua 73

When the game was over, Joshua noted: "I was wrong; it's 1:00 and Mike still isn't here." Mike arrived 3 minutes later :)

We went for lunch before returning for a six-player Power Grid: France/Italy (with the new Power Plant Cards). As a group, we highly recommend the Power Plant Cards (they fix some of the big problems of the original deck) and also suggest the France/Italy variant -- new maps are always good.

It all started as one would expect. Phil got the lowest numbered power plant and so he took all three spots in Paris. The players stuck with high numbered power plants had to build last and that led to some complaints about where people had to build (your ears burning, Allan?). The first round had Phil at 3 cities and rest of the crew at 2. Ross and Joshua competed north and west of Paris and Mike and Scott shared the south and east. Allan was on his own in the expensive area near the Swiss border.

Because of the adjusted rules, there were some seriously good plants coming out. Heavy bidding led to some semi-expensive plants; a green 3 plant and some flex-fuel 3 and 4 plants went for 50% above face value. Ross and Scott mostly stayed out of the big bids, both using position to wait until the rest of the players were out of the auctions. Allan went fifth or sixth in the auctions, but was hamstrung by waiting for the 39 plant (a green 5) to come to market. So he was short on plant capacity for much of the game and definitely in the end game.

On the board, Ross spilled over to Allan's area, giving Al both competition and expensive builds. Scott and Mike had their sections mostly to themselves, though late in the game Scott built quickly north to ace Joshua out of some cheap builds and extend the game. Phil didn't quite get his plant buys right, and on the board he was surrounded, with expensive builds to the south and three players to his west, east, and north. You might guess from that that he ended up in last, which is correct, three cities behind the fifth place player.

Back to the front-runners. Joshua fell behind the pack when Scott boxed him in, and thus got his choice of plants and very cheap fuel. Mike was one city behind the two leaders, having built all the cities he could in his area, but he had plenty of plant capacity, His next building area was north, toward expensive cities and in competition with Allan and Ross, so he sort of needed Phase 3 to come, which it never did.

In the last round it was obvious that Joshua and Scott would end the game with at least 14 cities. Joshua spent some money on fuel so he could run his plants for the cash tie-breaker. Scott was building second-to-last, so he skipped the fuel because he couldn't guarantee his city builds. And that was the deciding factor. Both of them got to 15 cities, but when Joshua ran his plants he had more cash and that won him the game. The final score:

Joshua 15 cities ($115)
Scott 15 ($41)
Mike 14
Ross 12 ($220)
Allan 12 ($120)
Phil 9

We discussed the ending for a bit, before deciding on a six-player Acquire, with a modified rule set that Al bought. The new rules have a way to trade in stock if you are cash tight and do away with two-for-one stock trades when mergers happen. There are also some rules about tile placement at the end of the game, but that didn't change the game this time.

Hydra started early on the edge of the board, and Saxon started dead center. When Phoenix and Quantum (with Scott noting once again: "Quantum never crashed!") started above and below Saxon there was a run on Saxon stock. But Phil had some tiles that merged it and some that made it bigger, so while Al and Scott fought over the majority stake, Phil was growing Saxon and eventually it was too large to be acquired.

Once that was over, the stock trading rules came in. Joshua and Mike were buying more expensive stock, and when they were out of money they traded their Saxon to buy more Phoenix and America. That meant Scott and Al had to keep an eye on their Saxon holdings, as more stock became available on a regular basis. Mike traded his Saxon to load up on Phoenix and Quantum, even as they got more expensive.

Joshua thought the rule didn't help very much. Since most of the majority/minority stakes were decided and you couldn't two-for-one, he thought it was just a way to chase stock appreciation, which is questionable proposition, especially in a six-player game. That makes sense; even if you have tiles to grow your stock value, no guarantee you'll get to play them before someone merges the company.

Phil developed this odd habit of merging companies in which he had no stake, enriching Allan once, Joshua twice, and Mike three times. Ross and Scott wondered when their turn would come, but it never did. (Setting up a likely "Ross and Scott gang up to hammer Phil" at the next game session. Nothing personal, Phil.) But with Mike, Joshua, and Allan newly flush with cash, and most of the companies now active, the buying frenzy left the stock market nearly empty.

Allan still had to protect his Saxon position (as Saxon grew and grew), so he didn't get as much Zeta or Quantum as Mike. He had some Hydra, but that didn't merge until very late in the game, and by then Scott had beaten him to the minority share. But again, the majority bonus went to Mike, and it was clear he was the game leader. But Saxon was taking over everything in sight, and Mike didn't own much if any, so his victory was not assured.

When Joshua merged a late-starting America, the majority stake was shared by Phil and Scott. We went a full round where everyone placed a tile and bought as much Fusion as they could, as it was their only play (no room for new companies, no other stock to be had). And once Fusion was merged it was time to count up the carnage.

Scott was the Saxon majority share-holder by one over Allan, which was a $6,000 swing. And the bank actually ran out of money. But in the end, the Saxon effect wasn't enough to overcome Mike's advantage of being in so many acquisitions, which gave Mike a $400 win. The final score:

Mike $38,200
Scott $37,800
Joshua $32,700
Allan $30,100
Phil $27,400
Ross $23,800

Ross went home at that point, leaving Mike, Allan, Scott, Phil, and Joshua to play finish the day with a five-player Small World. This one was strange. Allan took the Skeletons to start, but they weren't Merchants so they didn't pay like they did in the first game. Nonetheless, Phil hammered Al on turn 3, after two rounds of bad scores by Al. Allan took it personally, and he and Phil got into a mutually-assured-destruction deathmatch in one corner of the board.

Meanwhile, Joshua got the Ghouls earlier and made them pay by keeping them in the mountains and skimming off three of four points a turn the entire game. He quickly brought the Wizards into play and sent them into decline so he could play a third one. Scott took Elves that could live in the water and marched across the board to hold all three water spaces, after which he put them into decline. Mike used the Tritons to clean up some of the Wizards, and then he put the Tritons into decline.

Phil finally pulled a "no mas" in the fight and brought out the Rats, taking large chunks of the board near Joshua's Ghouls. And Scott scooped up 5 victory points on the Orcs and had a big round with 8 more points from them and 5 from his declining Elves. He was also near the Ghouls, but Joshua kept them stacked up in the mountains and they paid through the end of the game. Allan continued to play the Skeletons, marching around the board picking up easy kills to grow his group and score well.

Mike started another race (can't recall which one), and he cleaned up Joshua's declining Wizards and some of Scott's declining Elves. Joshua's third race was the Dragonmaster Haflings, who have hidey holes that make specific spaces nearly undefeatable, and their Dragon control meant they could destroy one stack of someone else's pieces per turn... and trust me, Joshua took full advantage of that.

The game sort of played like the board was too big; what with Allan and Phil battling to the death in one sector and three other players moving around mostly unencumbered. The end game had Scott foolishly holding on to the Orcs, Mike ending Joshua's run with the Wizards, and Joshua holding on for the victory. Mike complained that other players advised him to take on Joshua for the possible win, when he could have been hammering Scott and come in second. So in the future we have to remind Mike that he would rather come in second. Often. I personally pledge to do it as much as possible :)

The final score:

Joshua 89
Scott 84
Mike 82
Phil 66
Allan 57

On the whole it was a lot of fun -- called "the best snow day ever" by many involved. Thanks to Allan for hosting, and to the rest of you for slogging through the bad weather. Next time we have to do a six-player Dune; and hit Goody Coles for sure!

See you in the sand... or the snow,

- Second Place Scott :(

Wednesday, December 2, 2009

CombsCon 2009, Part III

Allan, Mike, and Scott convened on 11/28/2009 for a quick day of gaming, and it was a very interesting and enjoyable gaming session to be sure. But there seemed to be a theme running through the day: "Never throw in the towel." At least two games were marked by players not giving up in the face of overwhelming odds and coming out on top. More in the the updates, but the lesson of the day seemed to be that as long as the game continues you have a chance to come back. To wit...

We started with an 11:00 game of Taj Mahal, an enjoyable card and property game Allan found at a gaming convention. After a practice round, we got started, and Scott jumped to an early lead, getting three senators to Mike's one, while Al got the city. Al continued building cities and extra "goodies" to get the matches that meant more victory points, and Mike tried building a chain of properties that would connect and re-connect for extra VP.

All of us learned the lesson that sometimes it's better to pass early and get better cards for the next round. In fact, during the game, Allan said that you should always keep an eye on turn order so you have enough cards to play when you are the first to go. And of course, even though he said it, Scott had to learn the lesson on his own -- twice! Mike always had lots of cards, so he seemed to understand from the beginning.

The game was close, with all three players playing the role of "game leader" from time to time. But turn 9 or 10, Allan used almost all his cards to dominate a round, and he powered to a commanding lead. The scores were something like: Allan 45, Mike 30, Scott 28, and it looked like a blowout.

At that point, Mike actually said out loud that he was trying to decide if he should go after Allan or hammer Scott to solidify his own second place position. In the end, he played the last rounds to win, and it paid off. Allan was out of cards, so Mike mostly won the next round, with Scott keeping pace. So now rather than a 15-point lead, Allan led Mike by about 7 or 8 points.

In the last round, Allan tried to win some things with his five-card hand, but couldn't do much of anything. (Afterward, he said he would have scored eight points if he'd just passed, but he ended up with only three.) Scott was a non-factor -- just too much ground to cover -- so it came down to Mike's huge stack of cards and Al trying to squeeze out some points and hold on. In the end, Mike came through, winning by five points with an inside chain that surrounded the main city and had most of an outer ring, too.

The game notes say he "chain-ganged us to death" and that's how it felt. Again, Allan might have won if he'd dropped out first in the final round, but tried in vain to get something going only to get shut out after using up his hand.

The spoils of not turning on your fellow gamer and trying to win outright:

Mike 56
Allan 51
Scott 51

The game only took about 90 minutes, and would go even faster if we replayed it. Highly recommended as a three- or four-player game. Five-players might be interesting, too, as you'd have to compete for the five decent things you can win every round.

Next was a quick game of Caribbean, with the same cast and crew, Allan, Mike, and Scott. Most of the action took place up north, with Allan and Scott butting heads over some ships early on. Mike was the game leader after two rounds, and it appeared that it might become a runaway. All this despite his apologetic assertion: "I'm sorry guys; there are three rules and I can only remember two of them."

When the southern booty showed up (no, not Gisele Bündchen -- Cartagena and Caracas!), Allan got back in the game with a nifty steal and delivery. Scott was back close a few rounds later, and all of a sudden it was a dead heat to the finish. Mike and Al blocked each other for an entire round -- and by that, I mean they had the exact same tiles in every single position. Scott sneaked by to hold the lead for just a moment. But he was out of moves, and Allan won with a right-side of the board delivery and a pick up in the lower left.

Final Score:

Allan 42
Scott 34
Mike 34

(Our second tie for head boot-licker.)

We broke for lunch and then Allan, Mike, and Scott came back to play Power Grid. This was a fascinating game. Al got semi-hosed by ending up first (thus getting the worst plant), and Scott jetted out to an early lead by placing his cities in an advantageous building area and powering two in the first round. Mike was close behind, and Scott went third for a while by keeping his bad plants but paying through the nose for of fuel.

Allan got a "green" plant and wasn't paying much for fuel. And he espoused the strategy that if you can't power a city, then don't build it. That led him into last place, but it was a very strategic move because last is best in the mid-game (you get to buy fuel and build cities first). Mike and Scott had more cities than Allan for a while, and the cost of coal and oil was through the roof. We even ran out of coal one round.

About the time we got to 10 cities, Allan moved back into the lead. He just couldn't help building, and Mike had no money because he spent $150 for the 25 plant. It was a bargain, as he ran it until almost the end of the game, but he was hamstrung when it came to building cities. At 12 cities, Scott could have won the game with a 5-city round, but he would have had to not buy any fuel in order to build those cities, and he was sure that would have been noticed. Unfortunately, that missed opportunity left him with the most cities but lousy plants.

This was the second time a player faced the "tank it or keep trying" dilemma. It looked like Allan was a lock to win, only one city behind Scott and lots of plant power. Scott even pondered aloud, "I guess I could just build to 17 cities and let Allan win so we can move on to another game." But for the second time, the player decided to keep trying, and in fact, Scott used the uncertainty of whether or not he would end the game to make the other players work to one-up each other whenever they could.

In any event, it was then that we hit the inevitable three-player Power Plant Lull. The plants available for auction sucked and would have done nothing for any of us, so we passed for three rounds. In another round there was just one plant bought, and Step 3 hadn't appeared, so our city-building opportunities were limited. We were in stasis with Scott at 16 cities, Allan at 15, and Mike at 12.

The last round before Step 3 the power plant logjam broke and all three players got new plants. At that point, it didn't make sense for Mike or Scott to end the game, and Allan spent all his dough on plants, so we went one more round. Then Step 3 arrived. Allan kept just enough cash to build two cities to get to 17, and he bought more plant power than the other players could match. Mike got the 50 plant (for $50, BTW) -- the first time that plant had ever been in a game of ours -- and Scott bought all the plant power he could but it only added up to 17.

But in a twist of fate, the last round went like this:

Allan could only build 17 cities, even though he could power 18, so his final score was 17.
Mike could only build 17 cities even though he could power 18, so *his* final score was 17.
And Scott could have built many cities, but could only *power* 17, so his final score was 17.

That's right, folks, a three-way tie for first. And with Allan and Mike lower in cash, Scott skated by for the win he might have gotten 8 turns earlier. The final tally:

Scott 17 cities (242,000 in Elektro -- i.e. cash)
Mike 17 cities (125,000 in Elektro)
Allan 17 cities (0 in Elektro)

It was another example of not giving in to the temptation to end the game prematurely. Scott could have tanked it, but ended up winning by staying the course.

Our final game was a quick one of Acquire, with Allan, Mike, and Scott playing again. Apparently this is an old game, going back to 1962, but we have a more modern copy (link). The game started okay, with no new companies for about five rounds. But once they started coming, it was fast and furious. We were out of companies quickly, and waited quite a few rounds to get our first merger.

Allan loaded up on America and Hydra, whereas Mike bought up Quantum and small amounts of three other companies, and Scott went with America, a minority in Quantum, and two other small companies. Unfortunately for Al, America would never merge and Hydra went most of the game without buying or being bought by anything.

Quantum swallowed three companies in succession (Phoenix, and two others), with Mike and Scott trading majority/minority status. Allan was left out in the cold, and since he was cash tight he would never get back in the game. Mike and Scott continued to restart companies, and soon we were corporation tight again. And that was sort of interesting, as players tried in vain to place tiles that wouldn't start companies and wouldn't add to companies they wanted to have acquired.

Scott broke the corporate logjam by having Quantum take over Saxson and Zeta in successive turns, and Allan owned some Zeta so he got a little cash to play with. America was takeover-proof by then, with Scott now the majority shareholder, and when America finally acquired Hydra, Mike was majority owner in *that* too.

If you hadn't picked up on it by now, Mike was in on all the mergers and was the clear majority owner in the Quantum behemoth. And so it is written; the rich got richer and the game ended thusly:

Mike $60,100
Scott $48,900
Allan $34,600

We discussed whether there should be some mechanism for feeding money to players who are out but don't get in on mergers. It seems like a game flaw that if you happen to buy three companies early and they all get too big to be acquired, you are not only out of the game, but it is extremely boring to continue playing.

The best plans we came up with to remedy this were:

1. Give an $500 extra to each player when a merger happens. This would not imbalance the game, since everyone would get the same extra money. And with this rule, if you are out of the merger and out of money, you can get back in the game -- or at least *play* the game.

2. When a player is about to buy stock, if s/he has less cash on hand than it costs to buy a single share of stock, that player would get a set amount of money (perhaps $500). This might imbalance things, since one player could get thousands of extra dollars in a game. But honestly if you are out of cash and sitting on mountains of un-acquriable stock, you are basically in last place no matter what else happens.

3. There was another plan, but I can't remember it. Perhaps one of the players will post it if he remembers was we discussed.

It was a very close day of gaming, as evidenced by the two ties for second place and the three-way tie for first in Power Grid. But in the end, the Grand Champion of CombsCon 2009, Part III is Mike with the final wins tally looking like this:

Mike 2
Allan 1
Scott 1

With his two victories, Mike vaulted over Scott for third place on the Overall Victories tote board. But I think I'll go through all the gaming sessions that aren't counted yet and get that total *really* up to date.

Congratulations on both victories, Mike, and on your new status as Assistant to the Head Boot-licker on the Overall Victories list.

And thank you for hosting -- it was a lot of fun!

- The Eye in the Sky

PS. As always, I look forward to everyone's corrections and amplifications of what *really* happened.

Monday, May 25, 2009

CombsCon 2009, Redux

After months of planning and a few fits and starts, we finally got a game session together for last Saturday. Mike and Anne were our gracious hosts, and we played two three-player games and three four-player games.

We started at 10:00 with Allan, Mike C., and Scott playing Power Grid, though the start was interrupted when the CEO of Scott's company lost email access. But we got rolling quickly enough, vowing to play by the actual rules this time. Which somehow we did.

Even with the correct plant replacement rules, Mike scored an early 7-city plant and Scott snagged an early 6-city plant. Allan missed out on those, but ran three wind-power plants for much of the game. This had a curious effect -- it was a boon for all. Allan didn't have to buy fuel, so he had more money on hand, and Mike and Scott got to buy *cheaper* fuel because there was one player out of the fuel market.

Anyhow, Allan initially had the second-most cities and try as he might he could not fall behind Scott, so Al got railheaded out of cities and that cost him any chance for a victory. Scott couldn't keep up with Mike's powering capacity; just too many 2- and 3-city plants available and nothing he could upgrade. So in the end, Mike squeezed out a victory in a very quick game (by our standards). The game was 2.5 hours, and the final standings went like this:

Mike 15 (powering capacity)
Scott 14
Allan 12
Note: Joshua called to say he'd be there by 2:30. There were some skeptical eye rolls, but I'm not at liberty to say who's eyeballs were rolling.
Our second game was Puerto Rico, which we highly recommend, as it plays great at three-, four-, or five-players. It was a strange one, with Mike bolting to a big lead in victory points and looking for all the world like he'd run away with a second win. He produced lots of different types of goods and had a Factory to take advantage of it. But in the mid-game, his lack of a Warehouse cost him lots of goods during shipment phases, and that probably cost him the game. Lots and lots of tobacco was lost -- and that is a very valuable commodity.

Meanwhile, Allan produced lots of corn and he and Scott used Quarries to build, build, and build. Unfortunately for Al, his corn wasn't worth anything with the Trader, whereas Scott was trading of coffee at four-ducats a throw. And Scott had an Office to boot, so he could always trade Coffee no matter what.
Note: at 2:30 Joshua called to say he'd be there at 3:30. More updates as they become available.
Riding the money from all that coffee (and his Quarries), Scott got three of the 10-ducat buildings and nearly got a fourth -- Al just edged him out. That made the score closer, but Scott eked out a win at the 90-minute mark:

Scott 57 (victory points)
Allan 54
Mike 44
Note: Joshua showed up just as this game ended at 3:30. He then claimed that he could have been there at 3:00. And even though we prefer to be charitable, we can't think of any reason why you'd put off getting to the game table. Perhaps Joshua will post his reason in the comments area.
After a 15 minute set-up, we started Pillars of the Earth at 3:45 -- all four of us: Allan, Joshua, Mike C., and Scott. Not that it mattered much; it was a runaway most of the game, with Mike hitting a big lead around the third turn. Others might remember this one better, but Mike had some huge Victory Point machine; it depended on Stone but he had plenty of it.

Allan went for some metal but never made it really pay in the end, though he ended up with a very good showing. Joshua avoided some *very* bad news early on, but his strategy got bunged up when Al edged him out of two things he needed. Scott had a money-making machine, but took too long to optimize it for Victory Point production.

Mike rode his big early lead to a comfortable win. And even though Al and Scott were closing the gap, it would have taken at least two more turns, and that's a lot in a six-turn game. The final standings:

Mike 49 (victory points)
Allan 45
Scott 45
Joshua 42
Note: If you haven't figured it out, Joshua was at the game table by this point, so there will be no more updates on his whereabouts.
Next up was another round of Power Grid, and I'd like to reiterate that it is *so* much better when you play by the rules. Scott waited to buy his first power plant and ended up with the best one, which of course meant he went last in all the important phases. That lasted two rounds and cost him dearly (missed an early build round by a BUCK). He never recovered and was only a factor in how he could screw other players.

Speaking of which, he screwed Mike in a build phase and then helped Mike screw Joshua that same round. Never got around to Al, but I'm sure he had his eye on him. And when Mike aced Joshua out on that build, it set Joshua back and he never really recovered. So it became a two-man race: Mike and Allan.

Al chose the best spot on the board, with seven cheap cities he could build with no interference. And he used that to get us to Phase 2 quickly. Then he slowed his building and let Mike catch up, which gave him cheaper fuel and a shot at better plants in the auction. And he used that strategy to stockpile money and wait until he had more plant capacity than anyone else -- at which point he built 5 cities (getting to 17) and ended the game with an impressive win (though it did come in a tie-breaker):

Allan 12 (plant capacity), and $25 cash
Mike 12 (plant capacity), and $21 in cash (the tie-breaker)
Scott 11
Joshua 10

We started our last game at 7:45, a "quick game" of Merchants of Amsterdam. Everyone started with a strategy of not overpaying for auction items. That lasted until the first auction went for $160,000. Just something about the possibility that others might win the auction rubs us the wrong way. It's the same reason we never made any money in Ransom; but that's a story for another day.

This game was dominated by those who had actual strategies: Joshua and Mike. Both got multiple bonus payments, both played their cards just right before payoffs, and both ended up at the top of the leader board. Joshua had spots sewn up on the commodity market, and first or second in just a few other places. Mike had some commodities, but was more dominant in the world market. Allan was probably most dominant in the warehouse strategy. And Scott... ummm, he brought Girl Scout cookies, so I guess that's something.

Anyhow, time moved too quickly for Allan several times, and Mike took an early loan that was costly to repay later (though he said it was totally worth it). And though it was tough to give up some of the perks in the later rounds, Joshua managed a fairly comfortable win, joining the $500 club three times over:

Joshua 1,650 (Guilders)
Mike 1,480
Allan 1,290
Scott 1,070 (and Thin Mints!)

The final tally (which has been added to the Overall Wins tote board) was as follows:

Mike C. 2 wins
Allan 1 win
Joshua 1 win
Scott 1 win

In any event, a good time was definitely had by all. In fact, it was so much fun that we're gonna try that whole "playing by the rules" more often. Pinky Promise!

- Scott

Tuesday, January 27, 2009

CombsCon 2009

Hi all,

Allan, Joshua, Mike, and Scott got together on Saturday to eat bad food and play bad games... er, that is to say, play games badly. We got in five board games, and played exactly *one* of them without blowing at least one major rule. That's right, wicked experienced gamers mess up basic rules and throw the entire session into chaos; film at eleven. Oh well, when will we learn the most often given advice on this blog: "Read the rules!"

Anyhow, our first game was just with Allan, Joshua, and Scott (Mike was on a conference call). We played Caribbean, a light little game where you have pirate ships pick up and then deliver plundered booty. Seemed simple enough, with only a page and a half of rules, so what's to mess up, right? Well, turns out that in addition to getting paid for delivering the booty, you are supposed to get paid for picking it up! I guess that's what we get for being pirates.

It only took an hour, Allan won:

Allan 32
Scott 26
Joshua 24

The three of us promised to play it again by the actual rules. It was the first of many promises to be ignored on the day.

When Mike joined us, we tried The Pillars of the Earth, where you play builders in medieval England, trying to construct the most beautiful cathedral in the world. It started out well, with advice from the most experienced player simply not working out and lots of hilarity at bogus random events and such. Wasn't until the end that we realized that the most precious commodity in the game, metal, *cannot* be purchased at the market. But by then, it was too late -- and Allan had such a store of metal that the rest of us couldn't even benefit when the king decided to hand some out.

The outcome was preordained, and Allan converted that metal store into a four-point victory:

Allan 51
Joshua 47
Scott 45
Mike 44

Having blown a second game, we decided to play The Pillars of the Earth again, this time with the proper rules. Allan got seriously hosed by bad randomness. You don't roll dice in this game, but it was like hitting snake eyes four rounds in a row. Somehow he overcame that to come back strong. But Joshua edged Scott out for the Glassblower, and rode that to a shocking come-from-behind victory:

Joshua 50
Mike 46
Allan 43
Scott 37

Having seen enough of this game, we agreed on Power Grid next, a game of power plants that had us mostly sitting in the dark. You see, there's an auction for new plants, and for most of the game, when the auction ends you move the highest priced plant to the bottom of the deck. This guarantees that you don't get too much power capacity or spend too much money early in the game. Except, of course, when you are us and you forget to do it.

So in our version of the game, Joshua had three permanent plants before we finished a third of the game, and when we realized it, there was just no way to correct it. We concede the game to Joshua, though I am not counting it as a win. It was just too egregious of an error, so sorry Joshua, you'll have to forgo the victory on this one. Maybe we'll give *two* wins to whomever claims victory in our next game of Power Grid... the one where we READ THE RULES before starting :(

Next up, Starfarers of Catan, the space version of the classic Settlers of Catan. Starfarers has some of the coolest bits of any game in existence. Space ships that accept expansion boosters, lasers, freight rings, and fame rings. Very cool looking and very well thought out. So you might ask what mistake we made here. Well, in the very first turn, I was instructed to play without getting my free resource and without rolling for additional resources. So when I had to face a challenge, I decided not to give a resource (since I had so little) and my ships were grounded. They corrected Joshua when he did the same as I had done, but never went back to redo my turn -- which hamstrung me from the beginning.

There is some controversy about whether or not that constitutes a rules violation; but if they'd made Joshua go with his mistake I could have accepted it. But when he got a do-over... well, I vowed to use the blog to get my final say.

The game itself was a lot of fun, and even though he didn't realize it until we pointed it out, Joshua ended up winning:

Joshua 15
Allan 14
Mike 10
Scott 10

So all-in-all that is two victories for Joshua and two for Allan -- and a totally botched game of Power Grid. We never did get back to Caribbean, but who cares. If the rest of the day was any indication, we would have botched that one, too.

Besides, the best part of the day was the food -- that's all that really counted. Allan brought homemade salsa and the planet's best root beer, Capt'n Eli's. Scott brought homemade chocolate cookie dough and cooked it up during Starfarers. And Mike provided dinner. Of course, all Joshua handed out was ass-whippings, but that's about what we expect when playing with him.

A big "thank you" to our hosts, Mike & Anne. I had a great time and hope others did, too.

- Scott

PS. I updated the Overall Victories tote board.