Showing posts with label Card Games. Show all posts
Showing posts with label Card Games. Show all posts

Thursday, May 10, 2012

On the Board: Thoughts on Citadels

I've been out of town the past week, rolling around the old stomping grounds of VA so I could spend some time with the family.  That means no plastic army men, but I was able to attend board game night.  What initially was supposed to be a quick game of Citadels turned into a full-blown eight player version, as people trickled in just in time to get dealt into the first hand.  I enjoyed the game, so I thought I'd share a few of my initial impressions.

From Fantasy Flight Games
The game is incredibly simple to pick up.  The general run of play really is as easy as reading the three paragraphs on the instruction card provided for each player.  If you add to that reading the two sentences for each of the available characters and you've pick up everything you need to play in the practical sense, if not tactically.  Game turns consist of players picking one of nine unique occupations with an associated bonus.  The previous turns King gets his choice of eight, allowing the next player choice of seven, and on down the line, until last pick who chooses between the ninth card which was placed in the middle and the final card left available from those picking.  Player turns are then taken in order based on occupation.  Each player takes their bonus, chooses to take gold or cards, and then chooses if they want to pay to add one area to their city.  Each area is worth victory points based on cost, and whoever has the most at the end wins.

While simple, the game does have tactical depth.  Power fluctuates from turn to turn as different players take the lead, resulting in assassination attempts based on deductive reasoning, attempts to protect oneself slowing down your production, and character choice becoming very tricky.  Primacy is good but not all-important.  I went last on four of the ten or so turns we played and still did very well.  Balanced cities tend to do best so all the roles associated with a certain color at least yield some benefit.  Despite some characters (namely, The Architect) initially seeming overly powerful, others tend to balance them out (The Assassin and The Thief).  The dynamic yields a lovely dance with each player trying to decide how best to move themselves forward, while deducing how to slow down the other front runners.

Of course, there are always negatives.  The cards that make up your tableau seem to be hardly more than a card with a picture.  While everything has a unique name, the potential for depth seems to have been squandered.  There are special cards that have a benefit associated with them, but it's never very impressive and they seem few and far between.  That said, the game would most certainly change with a smaller group, the alternative occupations (apparently in the set), or a more competitive focus.  Honestly, I think that is how I would choose to play it if given the choice.  It strikes me as well suited for the cutthroat types who are playing to win, and while that's not all I play for, I think that would be for the best.  It's not quite Dominion, which can be played either for fun or competitively.  It's the opposite of Race for the Galaxy, where the card selections are so vast, you almost have to play it as a casual encounter.  I liked the game, but I don't think it will ever be a personal favorite.  I would definitely play it again though.  I'm happy to have it in the group's collection, but am OK not having it in mine.

Tuesday, February 7, 2012

A Big Table and Big Terrain

Today, I had the opportunity to play in a pretty fantastic multiplayer game.  After not giving my opponents a very competitive run for the past two games, it was nice to be able to sit back a little and just try to do cool stuff. 

It was a big board with lots of dead stuff
We played an objective mission on a double sized table, with an objective in each deployment zone and another in the center.  This was my first experience playing against the Necrons codex.  I can't make any judgements about the book, due to the way we played, but there are definitely some things I liked.  The Doomsday machine is pretty sweet.  With an army full of Terminators though, that thing became target priority number one and died quickly.  Mindshackle Scarabs are amazing against some things and not particularly useful against others.  War Scythes terrify me. 

Deathmarks? Meet Lone Wolf...
All in all, I'd call it a book full of interesting things.  The game itself was well played on all sides.  It's too easy to gang up on one player, but I think it was played evenly throughout.  At the last, I fought a teleporting squad of Necrons off my objective, then had a chance to score the objective in the center of the table, when my Thunderwolf and a lone Terminator finished off a Plague Marine squad.  Unfortunately a Greater Daemon chose that moment to make his presence felt, charging across the Fortress of Redemption and wiping out the last Terminator.  I can't complain too much.  I think I made three Crux Terminatus saves in a row at one point.

A nice fulcrum, perhaps
I finished the High Elf menhir that I've had for quite some time.  I picked up a few of them with a big Forge World order several years ago, and just never got around to finishing any of them until now.  This is the first of them.  I thought it would be a great piece to experiment on with my new airbrush.  It wasn't a perfect process, but it's only the second time I've used it.  I didn't mask the lines well enough, so I had to do a lot of clean-up.  Not a big problem, considering the time I was able to cut off with not having to do multiple layers of white to cover mistakes and get a smooth surface.


List building has been occupying a fair amount of my brain space during the quiet hours.  I'm considering attending a Con in the near future and if I'm going to play in the 40K tourney, I'd like to bring some of the more visually impressive elements to bear while remaining somewhere close to competitive.  Of course, a Land Raider and four Thunderwolves including a Lord isn't exactly cheap, so it might come down to really sacrificing some things.  That's a scary notion though, with only have twenty scoring models in my list as it is now, so paring that down doesn't seem like a good idea, but where else to cut?  Those are the puzzle pieces I keep playing with. 

I've been playing a lot of Dominion online lately.  I feel like the layout of the site lets me be more detached and analytical about card selection.  I'm also pretty sure that I'm less attached to my deck, so I'm more likely to go with strategies in which I'm trashing a lot of cards.  I definitely recommend checking it out, whether you already enjoy Dominion and would like to play more often than random game nights, or you wanna give a set a test run before picking it up.