Unplugged

2010 was a very solid year for my boardgaming experience. The local gaming group is completing its fourth year next month, and we’re still going strong. In addition to providing me with a great way to occupy my Tuesday nights, it has also been a fertile ground for this column; part of me still doesn’t believe that I’ve completed a full year of this without running out of topics.

We have played some awesome new games this year, and since it is apparently required by law to issue forth a year-end recap, I might as well go ahead and put them in order of my favorites. I’ve covered almost all of these in the last twenty-five columns; hopefully I’ll get to the ones I’ve missed in the coming year. Thank you all for reading!

10. Hansa Teutonica: Of course I’d have to lead off with a game I haven’t written about, but it really couldn’t be helped. Hansa Teutonica came out very late in the year and is in many respects the quintessential Eurogame. Somewhat affectionately dubbed “Cube Placement: the Game” by my group for its dry, theme-light nature, HT combines the attribute-leveling aspects of Endeavor with some Ticket to Ride-like link-forming. There are various paths to victory, and it’s very easy to get overwhelmed by the options. HT takes some getting used to, and is definitely not for everyone, but is one of the “heaviest” games I’ve played in some time.

9. Carson City: Role selection, worker placement, territory developing, and good old-fashioned shoot-outs combine for this wild west experience. Carson City has a lot of moving parts, but is fairly easy to grasp and offers some interesting strategic decisions. Included variants offer fresh takes for future plays, providing additional value, but the core game alone will keep most groups occupied for some time.

8. Fresco: Possibly the only game ever created where you have to choose the time you drag yourself out of bed (or at least force your underlings to do so), Fresco‘s colorful take on worker placement will have you mixing paints like a kid in kindergarten as you work to restore a masterpiece. Additional variants are included for future replays in case the mix goes stale.

7. Catacombs: Part-dungeon crawl, part-dexterity challenge, Catacombs is a rare role-playing style adventure where actual skill will be beneficial. No dice or cards are involved for combat; instead, players (one of them representing the forces of evil) take turns flicking wooden disks at each other — and around obstacles. Challenging yet fun, Catacombs is definitely a unique experience.

6. Tobago: Tobago‘s map-building scratches the logic puzzle pleasure center in my brain, in what is probably my favorite new mechanic of the year. The board and bits are very well designed, and piecing together the locations of the treasures is great fun. Tobago doesn’t hold up well to extended repeat sessions, but is well worth the occasional excursion.

5. Forbidden Island: Pandemic‘s younger sibling offers all of the cooperative strategy of it’s world-saving predecessor in a quicker, lighter package. Ridiculously bargain-priced, Forbidden Island deserves its spot in any gamer’s collection as a perfect filler game.

4. Cyclades: Bid to win the favor of one of the ancient Greek gods each round as you progress your civilization towards the construction of two metropolises, waging war and enlisting the aid of mythical creatures as necessary. A game of Cyclades is sadly often determined by the random appearance of one or two specific creatures (usually Pegasus), but aside from that offers a cornucopia of strategic options.

3. Jump Gate: The indie publication that could. If nothing else, Jump Gate is a testament to how simple choices can make for complex game play. Kudos to designer Matt Warden for his award-winning design.

2. Race for the Galaxy: the Brink of War: I’ve been one of the biggest fans of Race for the Galaxy for the past few years now, and this third and final expansion elevates the game from its filler roots. The addition of Prestige as both a resource and source of victory points complicates things just enough to give the game the weight it was previously lacking, and also adds another subtle layer of player interaction to a game that many deride as “multiplayer solitaire”.

1. Ascension: Chronicle of the Godslayer: I probably would have picked up Ascension even without its being designed by three Magic: the Gathering pros. I like the idea of deck-building games, but until Ascension I never really found one that felt right to me. Ascension strikes that chord in a big way, and I eagerly look forward to seeing how it develops in the coming years.

Game designers are everywhere, both professional and amateur. If you have an idea for a game, there are places you can go to see your idea made into reality. One such site is TheGameCrafter.com, and in 2010  that site was the only place you could find the title that GAMES Magazine voted its Game of the Year: the Matt Warden-designed Jump Gate

In Jump Gate, from two to six players are trying to accumulate Resource cards while exploring deep space and discovering new worlds. The Resources deck include three kinds of precious gems, light and dark varieties of EnerGel (a binary fuel compound), water, famous finds, and a dozen non-scoring cards that represent nothing. Each player is dealt one Resource card to begin the game, returning Nothing and Famous Finds back to the deck for another card instead, and the rest are allotted amongst a ring of eight planets (randomly selected from twelve available) that encircle the titular Jump Gate board, as well as a black hole. One Resource of each planet is face-up, the rest remain a mystery.

Each player is dealt a starting hand of five NavComp cards. These cards have two numbers on them, representing three different actions; some also have optional special abilities. On a player’s turn, (s)he takes two actions, which may be the same action twice. Some actions, like jumping to a distant world, scanning a world, landing on and claiming a world, or executing a special action require the corresponding card (or cards, in the case of landing); others are easier, like flying to an adjacent world, harvesting a resource from a claimed planet, or researching (discarding as many cards as you wish and drawing back up to five). Note that Research is the only way to refill your hand, other than one specific special action. Scanning a world reveals an additional face-down Resource; claiming a world reveals all remaining Resources (discarding any Nothings) and gives the claimer first pick of them, with everyone who scanned that planet also receiving a piece of the action, if any remain.

Some Resource cards bear a black hole symbol. Collecting these cards cause a player to place one of their tokens on the Black Hole board. If the Black Hole ever has nine tokens on it at the end of a player’s turn, the game ends; in this case, whoever has the most tokens on the Black Hole randomly loses a number of Resource cards (based on the number of players) before scoring, which can be a punishing penalty since almost all of the scoring depends on sets of Resource cards. Gems score the total number of gems you have collected times the highest number of your largest set, water scores as indicated on the cards, and EnerGel are worth two points individually but seven for every light/dark pair; Famous Finds are always worth a flat five points each, but each one also bears a black hole symbol. The game will also end when all planets are claimed and all remaining face-up Resource cards bear the black hole symbol; ending the game in this way carries no penalty. Other sources of points are scanning a world (one point per scan), claiming a world (three points each), and using the Jump Gate; each Jump action allows a player to put a token on the Jump Gate, and whoever has the most at the end of the game receives five bonus points. All collected Resource cards are kept face-up. This allows players to interfere with the plans of opponents, both by taking desired Resources and by accelerating the game’s end via the Black Hole — especially if doing so will inflict the penalty on one or more of them.

A game of Jump Gate can take up to an hour, although that is dependent on how many players are involved and how aggressively planets are claimed. Several variants are also included to provide additional play options. The first edition (from TheGameCrafter.com) costs $30 and includes the various boards, cards, color rules, tokens, and rocket pawns for each player. Unfortunately what it does not include is a suitably-sized box to contain it; the box it ships in is way too large to be practical. A second limited edition, published by Funagain Games (funagain.com), will correct this problem once it is released some time in the near future. Jump Gate is an independent design and it shows, especially in its print-on-demand format, but it offers a solid gaming experience filled with strategic decisions, hand management, and set collecting. Is it Game of the Year material? Perhaps. But it is definitely worth a couple of plays to determine this for yourself.

Fresco, the debut design by Marco Ruskowski and Marcel SüBelbeck published by Queen Games, is at its core a worker-placement game with some interesting twists.

From two to four players represent Master Painters charged by the bishop with restoring the great fresco in the cathedral. In order to accomplish this task, the masters will have to send apprentices to various locations in order to assemble the paints and cash necessary to get the job done. And a little morale-boosting trip to the theater might not hurt either, especially if you wake up early.

The first action each player must decide is wake-up time. Waking up earlier in the morning gives you first pick of the paints in the market (albeit at higher prices) and generally first shot at all of the other locations. The trade-off to rising early is that your apprentices will be unhappy and you will probably have less of them at your disposal than your more lazy counterparts. It’s a careful balance, and really what gives Fresco a lot of its unique charm.

The other actions are more straightforward. After start time is chosen and the number of apprentices for each player determined (usually five each, plus or minus one depending on Mood), the players secretly assign their apprentices to their tasks. Up to three apprentices can be sent to a given location. The first location is the Market, where a number of stalls contain randomly-drawn quantities and colors of paints available. Each apprentice sent allows a player to purchase one tile (representing from one  to three cubes of paint) at that player’s wake-up price in wake-up order; the remaining tiles at that stall are abandoned, making “trashing” a stall with a single apprentice but not purchasing anything a viable tactic. 

The second location is the Cathedral. Players here may restore one section of the fresco per apprentice, earning the victory points indicated on the specific section, as well as bonus points depending on the presence of the bishop pawn (which can be moved a single space by spending a thaler). Optionally, a player may instead restore the altar by spending paint cubes, but this is typically a less-valuable option than a piece of the fresco that requires the same combination of colors and generally only an end-game option. Like the Market, the players visit the Cathedral in wake-up order.

The last three locations are generally visited by each player simultaneously, regardless of wake-up time. The Portrait Studio earns three thalers per apprentice assigned, the Workshop allows each apprentice to blend up to two colors of paints (which is the only way to obtain purple cubes), and the Theater increases the player’s mood two spaces per apprentice. At the end of the round, each player earns an income based on how many pieces of the fresco (s)he has restored, and then a new round begins with new wake-up times. Since wake-up times are selected from last to first place, it is important to note that scoring pawns can’t share the same score; if a player’s scoring marker would occupy the same place as another’s, that player has to decide to either earn one less point or one more point. 

These rounds continue until there are six or less fresco tiles remaining. For the final round, players do not have the option to visit the theater (because there’d be no point to it), but instead have a second opportunity to visit the Cathedral — and importantly, this second chance comes after mixing colors at the Workshop. Whoever has the most points at the end of this round is the winner, with every two remaining thalers earning a point each (there is no income for the final round); final points are assigned in wake-up order, and the “no two players can have the same score” rule still applies — although at this point you obviously take the extra point.

A game of Fresco clocks in at around an hour, although the set-up time can add to that depending on how the pieces have been stored. The board itself has two sides, one for four players and the other for two or three. Two players alternate using a “dummy” player (“Leonardo”) that uses slightly different rules. The game also includes three optional modules to enhance replayability, which makes the entire box a decent bargain at $40ish. It’s not a game I want to play every week, but it is unique enough to warrant some attention from time to time.

Richard Garfield is best known for being the creator of Magic: the Gathering, the first collectible card game. Dr. Garfield’s first official game design, however, was the madcap strategy boardgame RoboRally,which was finally published not long after Magic‘s initial success back in the mid-90s.  The game has undergone a couple of cosmetic revisions in the decade or so since, but lost none of the entertaining frenzy.

The basic premise is that each player represents a supercomputer tasked with maneuvering its own factory robot from checkpoint to checkpoint. The track, as it were, is comprised of one or more boards representing different areas of the factory floor. Like any industrial factory, these areas are strewn with conveyor belts, gears, pits, and other obstacles that will push, pull, spin, and otherwise harm a careless robot that might find itself at the wrong place at the wrong time. And then, of course, there are the other competitors.

Each player is dealt up to nine program cards at the beginning of a round. These cards allow robots to move forward (from one to three spaces), backwards (one space only), or to make left, right, or U-turns. Players must program five of these cards in sequence, and then their robots will follow that program for the round. At the end of each phase (card), the factory elements usually reposition robots according to a set sequence, the final step of which is each robot’s forward-mounted laser firing and hitting the first object in its path. Once all five phases are complete, the program cards are discarded and a new round begins. That is, unless one or more phases have become locked.

See, each point of damage a robot suffers (usually from lasers) causes that player to receive one less card in subsequent rounds. Once a robot has suffered its fifth point of damage, that player would only receive four cards with which they need to program five phases of actions; this problem is “solved” (also read: “made worse”) by the last programming slot becoming “locked” and the last card assigned there being stuck until either that damage is repaired or the robot destroyed. A robot is destroyed either by its tenth point of damage or falling down a pit, and at the beginning of the next round may restore at its most recent archive location (either a checkpoint or repair station) with two points of damage up to three times. In addition to progressing a robot through the race and creating a new archive location, checkpoints and repair stations will heal one point of damage if you end the round (not phase) on them. Certain repair stations can also outfit robots with Options, which are special cards that grant various abilities (or can soak up a laser hit if necessary). After programming cards but before revealing them, a player may announce that his robot will “power down” on the next turn, which means that it will fully heal but receive no cards, spending the net round as an inert lump — a lump at the mercy of the board and everyone else.

If damage, floor elements, and an essentially randomly-assigned set of programming options were the only obstacles to overcome, RoboRally would be a difficult game. But what makes it downright devious are unexpected changes to your plans that might be caused by your opponents. Normally, all robot movement is simultaneous. However, if two robots would ever enter the same space on the same action, one of them will probably be in a world of trouble. Each action card has a priority number printed on it; in the event of a conflict, the higher priority number moves first. Robots can push each other freely in such cases, and an unexpected shove can — and probably will — send you careening wildly off your initially planned course. If you’re lucky, you can survive such a catastrophe; if not… hope you have some archives stored up. 

Besides its challenge, RoboRally‘s greatest strength is its modularity. The game supports from two to eight players, alone or in teams, and the ways in which boards and checkpoints can be combined to form a given course is all but limitless, not to mention optional rules (like “no power downs”). The simplest courses can take under an hour to complete; more intricate floor plans can consume several hours. The instruction booklet includes several suggested layouts along with their estimated difficulty level and time requirements, but the real fun for experienced players comes from creating their own. On the longer tracks it can be impossible to catch up if you fall behind, but fortunately tagging the checkpoints in order isn’t the only win condition. A player can also claim victory by being the last robot standing, and games in which that becomes a viable option for a player (or more…) are interesting to say the least.

RoboRally should be available at any retailer that stocks Avalon Hill products, usually for around $50 or less. It is also available for play via GameTableOnline.com, as a premium game (free for solo play vs. AI, one-time pay for play vs. other humans). Due to the advanced strategy and forward thinking required it is recommended for players 12 and up, although there is little actual in-game reading or math required (barring Option cards).

Parade is another entry in the series of $10 Z-Man games that provide quality filler games with little more than a deck of specialized cards. In this case, 66 cards are divided into values 0 through 10 in six different colors; all players (from two to six) are dealt five cards, then six face-up cards are laid out to form the “parade” with the empty box is used to indicate which end is the front. The remaining cards are the draw deck. 

Each player in turn places a card from his or her hand to the end of the parade, then checks to see if any of the cards currently in the parade leave. Not counting the just-played card of value X, the next X cards are safe from elimination; every card after that leaves the parade if it meets one of two conditions: 1) it shares its color with the new card, or 2) its value is less than or equal to X. Playing a card of higher value than the total number of cards in the parade is therefore a “safe” play, as is playing a low-value card with no matching colors present (depending on the actual value, of course). Cards that leave the parade are collected by the current player, organized into face-up piles in front of him or her. Then that player draws a card and the turn passes to the next. This process continues until either the draw deck is exhausted or one player has collected at least one card from each color. When one of those conditions is met, all players play one more card without drawing (concluding with the player who triggered the end condition) and then scores are tallied.

Players lose the face value of all face-up collected cards, so the object is to score the closest to zero. However there are two additional factors that add to the game’s strategy. The first is that whoever has the majority of cards in a given color (which can be more than one player if tied) turns those cards face-down and only loses one point per such card; in a two-player game, majority must be by two cards rather than one. The second curve ball comes from the remaining four cards in each player’s hand; before scoring, each player selects two of those cards to discard and two to add to his or her scoring tableau. These last two cards will often either steal majority or be two largely meaningless (0 or 1-value) cards — sometimes both.

Parade is fast-playing once everyone has figured out how removing cards from the parade works, which can be difficult to explain (but easier to demonstrate). The game’s dynamics change a little when playing with only two players, as it is much easier to avoid collecting penalties with more players to take them first, but the game scales well and is fun with any number. Don’t be distracted by the Alice in Wonderland theme (each color is represented by a different character from the stories); Parade is more than just a lot of nonsense. It deserves to be kept alongside similar Z-Man games like Escalation! and No Thanks! as solid fillers that will see repeated plays.