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Madison Board Gamers Session Report,
November 13, 2002
written by Everett E. Proctor
Games Played:
Fightball, Samarkand, Wallenstein, Citadels
Players:
Bill, Ben, Todd, Everett, Mike, and Tim
I received my game order from Boulder Games this week, so I was really
looking forward to game night this week. Unfortunately, I knew before
hand that due to time consideration that I'd only get to play one of them
(all three are 2-hour games: Wallenstein, Funkenschlag, and Die Handler).
We ended up in the Plaza Room again, but at least this week there was
no lecture going on next door to us.
Fightball:
Bill, Everett
Bill and I were the first ones there, so time for a quick 2-player game.
I had been carrying Fightball around since I bought it, about a month ago.
I'm a sucker for any Cheap Ass game. And even though I usually don't think
that their game-play is that good, they are usually worth their cost for the humor
value. I was not expecting much from this one, especially considering that I'm
not a big fan of real-time games. I got what I expected. The game is supposed to represent a
fictional future sport (which is very similar to basketball). Before
play begins, you use cards to lay out a field. The field has three
different zones: red, blue, and green. Then each player takes their
own deck, representing their team, and starts playing their cards.
You take the top card of either your deck or discard pile and then play it to either
the field or to the discard pile. As soon as someone plays all of their
cards, that quarter is over and you add up your points. Your
cards represent your players, the ball, your shot, and your plays.
The first type of card that can be played to any spot on the field has
to be a player. Then in order for it to be worth points, you need to
also have a ball and a shot. Each card is worth a certain value, depending
on which zone it was played, and if the total value of your cards is
10 or more (minus any blockers your opponent played on the pile) you score:
2 points in red or blue zone, 3 points in the green zone. High score
after 4 quarters win. Neither Bill nor myself liked this game enough to
continue after the first round. I would play
it again, but only if someone else really wanted to.
Score: Everett 18, Bill 7
Ratings: Everett 4, Bill 2
Samarkand:
Bill, Todd, Everett
Todd had arrived, but we wanted to wait for at least another person
to arrive before we started any of the meatier games, so Samarkand
was the only game we had on hand that would be a quick 3-player game.
I was the only one who had played before, so I did a quick run-down on
the rules for Todd and Bill. Despite having not heard the quasi hand-limit
rule (discard down to 12 cards when the draw deck runs out), Bill was
the shrewdest trader and won a close game (I would have won on my next
turn).
Score: Bill $600, Everett $385, Todd $235
Ratings: Bill 7, Todd 7, Everett 5
Wallenstein:
Bill, Ben, Todd, Everett, and Tim
Wallenstein ended up being the new game from my order that we played tonight. In
these session reports, I try to summarize the game mechanics for the
games that are new to our group. However, there is just too much to
Wallenstein to do this justice, so if you are interested in the mechanics
of this game, I suggest you take a look at the rules at BoardgameGeek.
It feels like a cross between a german-style game (like El Grande) and
and american-style game (like Risk). In this respect, it is similar to one of my favorite games: Vinci.
However, there is much more to consider in Wallenstein than in Vinci. In
Wallenstein, not only do you get victory points for the provinces you
control, but also for buildings you have, and for having the most
of each type of building in each large region. There is also a lot more
that you need to keep track of in Wallenstein: you need to tax provinces
to get gold to buy troops or buildings, you need to harvest grain to
feed you provinces, and you need to watch out for peasant revolts. Wallenstein
also has a unique randomizing mechanic. During a battle, all troops in
the fight are dropped into a Dice Tower. This Dice Tower has ledges
inside it that will catch some of the troops, but let the rest of
the troops drop out of the bottom. Whoever has the most troops drop out
of the base of the tower wins. This game
got a very high rating from everyone, except from Bill. In fact, my
rating for this game may go up after I've played it a few more times. It
definitely has top ten list potential. Bill did not like this game
at all. He said that it was just like Risk, but with more randomness.
He did not like how the dice tower worked. Also, Bill said that
he prefers wargames that include diplomacy, so that you can make alliances
and coordinate your attacks.
We did miss one rule: when you tax a province (for gold or grain) and
there is already a revolt marker in that province, there is immediately an
automatic revolt in that province. This would have happened a couple of
times in our game, but I don't really think that it changed too much.
Scores: Everett 47, Todd 42, Ben 37, Bill 30, Tim 21
Ratings: Everett 8, Todd 8, Ben 8, Tim 7.7, Bill 1
Citadels:
Bill, Ben, Todd, Everett, Mike, 1/2 Tim
We had 6 players, so Citadels was chosen as it's one of the few
games that handles 6 players nicely and doesn't take forever. Tim
was the only person who had never played before, and due to a cell phone
call in the middle of the game, he disappeared before he ever played
a single building. Ben reached 8 buildings first, but Todd won with
his Dragon's Gate. (Aside: I have played Ohne Furcht und Adel so
many times, that I still call the character cards by their german
names.)
Scores: Todd 31, Ben 29, Bill 23, Everett 23, Mike 20, Tim 0
Ratings: Everett 9, Mike 8, Todd 7, Ben 7, Bill 6, Tim 3
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