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Friday, June 22, 2007
Kublacon 2007 -- part 4 -- Reef Encounter (or you ate my coral!)
After dinner, we decided on one final game before
calling it quits. This time we tried Reef Encounter by Richard Breese published by ZMan. This game had generated
quit a buzz on BGG when it was released but RE had a very limited print run and it was very hard to get until ZMan re-released
it. Reef Encounter is about growing coral and then harvesting those using shrimp counters which also protect its adjacent
coral spaces. There are four boards where coral pieces can be placed and grown. The central board also showed
which coral type (color) can eat another type, plus served as the holder for replenishing counters and cubes. Once one
player had harvested 5 corals, the game ended and scoring is done.
We had four players (Greg, Niall, Art and I) while
Dave went over the rules since he knew the game. Art had played previously while the rest of us are new players.
The game is typical Euro style in that you are limited to only two action per round, harvesting didn't count but it occurred first
before any action can take place. The action allowed is showed on the chart in the play order shown. Coral pieces
can be played from behind each player's secret pile (behind screen) or from public pile (in front of screen, from previous
rounds where you ate another coral) but they have to be the same color group. You have to turn in 1 color cube to play
the tiles (up to 4) of that color. You can also deploy shrimp to guard against another player's coral from attacking
yours. You can exchange exposed tile (in front of screen) for color cube and spent cube to flip the color
group to allow you to attack a different color or to lock down a tile color to prevent others from flipping it. After
two actions (or pass), you can replenish from the holding area. When you harvest tiles, the total minus 4 pieces is
placed in your mini-tower (hidden from others).
The game is quite tactical requiring you to make the
best of what you have based on other player's action. This game reminded me of Puerto Rico in that your actions are most affected by the player to your right.
There is a lot of analysis involved in your decision and can cause real slow down in play if overdone. We went at it
for around 2 hours when Niall harvested the 5 coral sets causing the scoring round to occur. Final score was Greg (22),
Niall (19), Andrew (17), and Art (14). The scores were fairly close but one more round would have allowed me to
score another 5-6 points since I had a coral that I was planning to grow on my turn but unfortunately Niall ended it on his
and he is on my right. It was getting late and we were all fairly exhausted by that time.
This game need
further play for me to get a handle on it; I am impressed by the game but haven’t determined what the right strategy is for
it. For one thing, except for me, most the other players didn’t try to flip the
color group. None of us tried to lock down the tile group which would have
been the logical thing to do if you have harvested a particular color type to protect the VP potential. I noticed the use by the other players in their placement of two adjacent coral groups so that one protects
the other coral; this seems more efficient since I didn’t deploy all my shrimps at all.
Instead I chose to deploy my coral with the guardian shrimp on different boards.
On the other hand, I was able to expand a bit more than the other players who seemed to be blocking themselves in with
the two adjacent coral groups. Overall, RF is a very nice brain-burner, probably
best not to play it at the end of an exhausting day like we did.
4:57 pm pdt
Monday, June 18, 2007
Kublacon 2007 -- part 3 -- To Court The King
We kibitzed with Dave and he introduced us to this
little dice game called To Court The King by Tom Lehmann (TimJim Games). This one is an interesting game that reminded
me of Yahtzee except there is card drafting there to give it more variation. Each player started out with 3 dice and
depending on the resulting roll, he can choose to draft a card with special ability that changes the dice roll result in subsequence
rounds. There is a limitation on the availability of each card so that you have to manage what you draft, the higher
rank the fewer cards avail. The player who drafted the King started the final round in which the highest dice roll result
wins. Of course drafting the King also allow you to have the Queen and her special ability, so ultimately usually the
King player wins due to sheer number of dice rolls and special abilities.
Normally dice game bores me since it's really just
random results but this one is actually fairly interesting since you have to figure out what to draft as the availability
of certain cards disappear. You have to balance between increasing the number of dice rolled with ability to change
the dice roll result. In this game, I came close to getting the General which would have set me up for drafting the
King and ultimately victory. This was just before Dave's turn but ultimately my dice roll failed and I narrowly missed
winning. To me, the drafting part of the game is ultimately the one that carried this title which otherwise would have
became another dice fest. The game took us about 2 hours mainly because only Dave knew the rule and the rest of us had
to try to figure out what card to draft. To Court The King is overall a good fast game that may also appeal to beginning
players.
At this point Greg, Niall & Dave wanted to head
to dinner, so I tagged along and we headed out to Max's Diner.
4:29 pm pdt
Wednesday, June 13, 2007
Kublacon 2007 -- part 2 -- Iliade
After a short food break, we returned to the Atrium level Open Gaming for more Euro
games. This time we tried out a card based one called Iliade, base somewhat on the Siege of Troy. Each player
represents a Greek force trying to win a siege with variable VP for the winner and a penalty for the loser with lowest army
points. If it's a Thantos Siege, the siege ends when all players have passed and you get the highest point hero avail
when you passed. If it's a Gorgon Siege, the siege ends during the round when a player has the highest total army
points. Trojan Horse is the only card not avail during Gorgon Siege. Phalanx has the force points of the
Hoplites cards doubled, but you can only stack those in force size order (4-3-2-1).
The game is kind of bluffing and taking tricks (winning the siege). You have to know when to cut
your losses and hopefully not get stuck as the losing player with the lowest points. The VP cards can be either City
or Fleet points and the highest total points give you bonus cards (Athena & Poseidon) which are worth more VP. The
player with 12 VP wins.
There are certain amount of luck involved since you are dealt initially 12 cards and the one you played
are gone for good at the end of the siege, you gained back 3 cards at the end of the siege. There is a bit of cards
management since you have several rounds of sieges to play. With three players, the game ended after 8 rounds. Some
of the special cards have to be played in a certain order and they contribute no point to your army. The only one that
had army points are hoplites, archers and chariots. The phalanx is the best way to build up the army points
but the hoplites have to be played in decreasing point order. You can also use Chariots or the Archer to remove
enemy forces by attacking at the beginning of your round instead of playing new cards.
I was off to a really bad start since I had a handful of same values Hoplites and the specials.
I lost the first two rounds (Thantos -2 each time) and had -4 VP due to having the weakest losing force both times.
However as the game progressed, I got better cards and were able to win a 2 VP city, 3 VP fleet and 2 VP fleet. My total
was 6 VP (7 VP in cards, Poseidon 3 VP, Thantos -4 VP) and narrowly squeezed by Greg and Niall. I was fortunately enough
to win the last siege which had the 2 VP fleet needed to gain Poseidon which offset somewhat my Thantos cards.
Well, not bad I thought since I actually won these two games where I had no idea how to play.
May be the God of Chance is smiling down on me or may be it was due to absence of Phil who usually figures out the winning
strategy way before the rest of us. My initial impression was the game depends on your initial draw of 12 cards, if
you get some high factor hoplites and able to form Phalanx, you are almost assured of victory assuming someone didn't have
those Elephant mounted Archers who can take out the large force point Hoplites. Hand and risk management is very important
since you have to cut your losses at certain point if you are not winning the siege but have to not end up having the weakest
force. I like to try it out again since it looks like you play in teams when you have 4 or 6 players, which may alter
the play style. Overall it's a keeper and I ended up getting a copy for myself at the Sunday Auction Mania.
While we were taking a breather, a surprise guest dropped by our table...it was Dave Rohrl whom
I have not seen for over a year and he had a little game called To Court the King(by Tom Lehmann, TimJim games) with
him.
Stay tune for the next part of my Kublacon 2007 blog...
4:31 pm pdt
Friday, June 8, 2007
Kublacon 2007 -- Part 1 -- Tikal
There are really only two gaming conventions that
I still attend in the Bay Area, Kublacon on Memorial Day weekend and Conquest/Avaloncon/Pacificon on Labor Day weekend.
I am just not as hardcore as I used to be, no more GMing for RPG and running around playing CCG for quite a while.
Most of my free times are now taken up by spending time with the family or attending some sort of family function...kind
of domesticated.
Kublacon 2007 was the first time in 10 years I had
attended more than 1 day of convention. This year I decided to sign up ahead of time and pay for the whole weekend pass,
even told my wife ahead of time so that there are no surprises. In the past, I have only attended on Sunday which is
mainly due to the Auction being held on that day. This usually absorbed almost 50% of the day and I ended playing only
a game or two. This time around, I found out that Greg and Niall will show up on Saturday, so I decide to go for
full scale gaming on that day and hopefully a pickup game or tow on Sunday. I did get an email from Richard Wagoner
who runs Auction Mania each year and looked like it was going to be a better turnout on Sunday than in the past where we wrap
up in couple of hours due to lacks of merchandise.
So I headed up around 9:30 am to the Hyatt, stopping
only to get a cup of coffee at Starbuck (need my caffeine). When I got there around 10:15am, it was apparent that the
parking lot was full. I drove up and down for about 15 min with no luck and was heading out when I saw that the parking
attendant was coming out of the hotel to direct us late comers to head toward the 1st floor section right after the valet
parking zone. It turned out that there was an open area that was sort of hidden that had quite a bit of open parking
stalls. So I parked there and headed in looking for Greg and Niall. I found myself wandering around toward the
miniature area and got a call from Greg, who turned out to be right where I just walked past. It turned out that Greg
and Niall were checking out the Blood Bowl games in that area. We wandered back toward the Dealer's Room which
I briefly skimmed through quickly and then headed to Niall's car to decide on the game to play.
Niall of course wanted to play Wooden Ships and Iron Men but that was shot
down fairly quickly, I guess he will have to get his WSIM fix at a later time.
We picked up several of Greg's unplayed Euros and
head up to the 2nd floor Open Gaming area. We decided to try Tikal which I had also picked up at Conquest 2006 auction since Niall at least had done solo on it before. While we were
setting it up and Greg was running through the rules, another player (Lawrence) showed up and joined in. He had played
before and suggested using the auction rule which was a good thing since it alleviates the problem of getting a bad Map Tile
by giving each player a chance to bid on turn order and hence picking the Tile to play. Each player started
with 20 VP which you can used to bid on turn order.
Not knowing what to expect and looking mainly
at scoring chart, I decided to bid high to go early and grab one of the two treasure tiles. I managed to pick
up couple of treasure and was trying to go for a set to ensure I get at least 6 vp on the first scoring stage (there are 3
volcanoes tiles which determined the scoring phase). This sort of started a treasure hunt phase in which each player
try to gather the most treasure and using action points to force another player to swap a non-paired treasure to him.
Each player also staged tokens toward some of the uncovered pyramids to get ready to gain majority for the scoring run.
Niall and Lawrence headed to the Eastern end of board while I and Greg hanged around the Western end.
The first scoring phase came and I ended with the
lead (slim one -- 2 pt ahead of Lawrence) due to having the only completed treasure set of three.
Niall was doing his usual DFL position but I think he was trying to redirect all the attention to the leader that way.
At this point Niall continued on his collection binge and kept bidding on treasure tiles while the rest of us started to work
on uncovering the pyramids (increasing the level = increased VP) using our action point. Each player was also establishing
a second base camp to allow pieces to come on board further into the jungle. Both the other players continued to plunge
into the jungle; I decide to set up Base Camp on one of the initial treasure tile which were closest to the Western grouping
of Pyramid. I had abandoned the Treasure Hunt strategy and decide to go for maximizing my vp via pyramid occupation.
I also decided to compete for the lower points pyramid but to maximize my occupations. Lawrence did a surprise move
by Capping (remove all his token saved one to claim/guard one pyramid) the 10 point one, but that cost his leader token which
counted as 3 workers when counting influences during scoring.
By the second scoring round, I had fully established
on the Western group and also grabbing the low point stuff near the initial start point. I was neck to neck with Lawrence but Niall was showing some sign of life due to the large collections
of treasures he had obtained. Unfortunately that also meant his workers were scattered out of position for occupying
Pyramids. At this point, I was starting Bids at 3 or more to force the others to spend their vp on getting the
pyramid. I was also looking to lock down couple of out of way Pyramids in the North End of the board while I concentrate
my tokens in the South. My main competition was Greg since he has forces in my end of the board. I used my
leader token for opportunity to score the pyramid with low number of workers from other players. Niall was starting
to stage his forces but he was also eyeing my area, fortunately his force was way too scatter to do much. Lawrence had capped a 10 and a 9 pt pyramid along with one set of treasure
which ensure he has 25 vp minimum. I had capped a 7 and an 8 plus my treasure set to guarantee 20 vp but I'm in range
for at least another 20-30 pts more. Niall had amassed three complete sets of treasures which guaranteed at least 18
pts.
Finally the end phase came and I managed to squeeze
by all players by 5 pts, scoring around 45 pts. Niall had a big scoring run there with 50 pts scored. Overall
it was a tight finish even though this was the first game of Tikal
for Greg, Niall and I.
At this point I was starving since the other players
had lunch already and I have yet to eat. So I head down to the chow line and ordered the Beef Stew with rice which was
quit cheap for $6. Turned out to be a bad idea since there was way too much food for me, I ended up with heart burn
that night.
I wolfed down the stew while watching Lyman and his friends Phil and Michael
played Canne.
Stay tune for the next part where we played Iliade
and had a surprise visitor...
4:59 pm pdt
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