Category: Gaming (page 13 of 73)

The Art of Commander

Courtesy Wizards of the Coast

I have a lot of fun with Commander (EDH if you’ve been around a while). It seems to be my father’s preferred format for Magic, and my siblings always have decks with them. It’s been made clear to me that some of my decks have significant chinks in their armor. Both my Zedruu deck and my Jaya deck are very feast-or-famine, it seems, relying on combos that may or may not appear fast enough to respond to threats adequately in some situations. I’ve started to think more tactically about these decks. I want to build decks to have fun, but I also would like to not get completely blown out as often as I have been lately.

Enter Sun-Tzu. The philosophy in The Art of War emphasizes the flexibility, strength, and speed of a successful fighting force. I’ve looked at my current roster of Commander decks, and how their colors and theme and signature creature provide those three points. Sharuum (One mark of a great soldier is that he fight on his own terms or fights not at all.), Karthus (Move swift as the Wind and closely-formed as the Wood. Attack like the Fire and be still as the Mountain.), and Ghave (Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.) all seem to be winners so far. As much as I like Zedruu and Jaya, their decks often have me quickly devolving into “top-deck” mode, just hoping they yield the exact card I need to get myself out of whatever terrible situation I’ve found myself in. They are also comparatively slow (a shock considering Jaya is mono-red) and Jaya has little synergy with the rest of her deck. So where do we go from here?

I’ve been looking towards the recently completed Return to Ravnica block for ideas, and I have at least a couple potential decks I’ll be assembling and testing in the coming weeks.

Izzet Engine

Speed is the essence of war.

While Zedruu can facilitate a great deal of card draw, making it more likely to pull an answer to a problem I’m facing, it can be difficult to get a donation to an opponent that lasts long enough for Zedruu to bring in the rewards. I have many methods of drawing cards and benefitting from those draws, and a general who gives me a direct, relevant, and reliable benefits from drawing is my old friend, [mtg_card]Niv-Mizzet, the Firemind[/mtg_card]. I’ll have to dismantle both of the above decks to give Niv-Mizzet the tools he needs to blast my opponents, and there’s plenty of room for a variety of planeswalkers, time shenanigans, and even the synergy of Niv-Mizzet working with… um… Niv-Mizzet. [mtg_card]Niv-Mizzet, Dracogenius[/mtg_card], to be exact. I’ll probably be assembling this exciting and somewhat frightening lightning-powered engine of destruction this weekend.

Orzhov Alliance

Supreme excellence consists of breaking the enemy’s resistance without having to fight.

I’ve wanted to put together a vampire EDH deck for some time, now. The good thing about pairing the fiends with Orzhov’s Extort mechanic is that I do not need to engage in direct confrontations to get an edge over my opponents. I was initially torn as to who should take control of the alliance, as I have a soft spot for [mtg_card]Teysa, Envoy of Ghosts[/mtg_card]. However, after some consideration, it seems that [mtg_card]Obzedat, Ghost Council[/mtg_card] is slightly faster and has more synergy with the Extort within the deck and lifelink-equipped vampires. I’m looking forward to putting this deck together, as it’s been an idea I’ve had for quite some time.

This leaves me with another slot in a fat pack box for an EDH deck. Perhaps another mono-color deck? I’ll have to contemplate that.

The Hidden Threats

Courtesy Universal Pictures

There are many board games where all of your information is public. Monopoly players can see just how badly they’re boned with a glance around the table. Many other games prefer to keep a player’s information hidden. In any classic card game, from poker to rummy, it can be difficult to determine how good or bad the hand of an opponent is at any given time. Some games mix an element of the unknown into their gameplay. Lords of Waterdeep keeps the true identity of its players hidden until the very end, as does Archipelago from what I understand. And then there are the games where hidden information and deception are a focal point of gameplay, a system without which the game could not operate at all.

I’ve recently been playing Mascarade at lunch with the dayjob crew. Technically a party game, Mascarade distributes a number of role cards to its players, each with an ability to earn gold coins from the stockpile in the middle. Some, like the King and Queen, generate wealth on their own, while others, such as the Bishop and the Thief, take that wealth from other players. Not only are these roles hidden from all players, but the main action of the game is in swapping roles. The swaps happen out of sight of all players, as the swapping player must execute the swap under the table. A player may not know what role they have until they either spend their turn looking at their card, or get challenged by another player when they try to use their assumed role’s ability. In addition to requiring deductive reasoning and a decent poker face, it’s a good test of memory skills as well: did you actually swap your Witch card for that guy’s King card, or did you lose track of which card was which while they were under the table?

I’ve mentioned The Resistance: Avalon here before, and it’s still a favorite of mine. Another game of hidden roles and deductive reasoning, Avalon‘s sole focus is on making the most of scraps of information gathered through observation. You have to pay attention, actively, to what other players are saying and doing, to either determine who among you are the traitors, or shift and deflect blame like some form of deceptive judo. Avalon adds the roles that The Resistance lacks to give the game an additional layer of deception and deduction: if the traitors can determine who Merlin is, they will win even if the loyal players succeed in their missions. It requires a great deal of concentration.

I think the pinnacle of this use of hidden threats may lie with Battlestar Galactica‘s board game adaptation. The game is, essentially, cooperative: players take on roles of the Galactica’s crew and characters, from hothead Viper pilots like Apollo and Starbuck to well-reasoned leaders like Adama and Roslin. Every turn, players will face a crisis that either requires them to work together, presents the active player with a choice that could sap the group of precious resources, or places Cylon forces on the board that must be fended off while the Galactica prepares to jump to the next system. The game could function well enough with just this system, but on top of this is the fact that one or more players around the table could be Cylons themselves. At the start of the game and at about the halfway point, Loyalty cards are dealt to each player to tell them what side they’re on. A player can reveal themselves as a Cylon at any time, activating a special power that can cripple Galactica or cause other kinds of trouble. However, an effective Cylon will remain hidden for several turns, perhaps working to sabotage a crisis here and there to make victory all more the difficult to attain for the humans. Savvy players must then try to discern who at the table might be a Cylon at the same time they’re trying to keep the civilian population safe and the Galactica’s supply of Vipers repaired, all while searching for the route to Earth. I’ve only played the game once as of this writing, but given how much fun I had in spite of the rules confusion and other factors, it’s safe to say I will definitely be playing it again.

The Meta-game

Courtesy Indie Board & Card Games

If you’ve thrown polyhedral dice to slay monsters around a table with friends in a role-playing game, chances are you’re familiar with the term “meta-gaming”. It means using knowledge from outside of the game to benefit you or justify a decision. If your character is a pilgrim from the backwoods who’s never seen a city, and you begin talking about Parliamentary political machinations, that’s meta-gaming. It’s normally frowned upon in role-playing games.

Other games, however, find uses for the meta-game that are less obviously detrimental. The Resistance: Avalon is a lunchtime staple at the dayjob office. With six or more people around the table, the roles are shuffled and distributed as folks wrap up their meals. We’ve played a lot of the game, and we’ve come to learn things about one another as a result. “Player X likes to play slowly,” for example, or “Player Y tends to behave a certain way in a certain role.” Knowing this meta-game exists, players can work actively against it, making the game just as much about reading people and deduction of the situation as it is about which player likes to pull a fast one on his buddies on a regular basis.

I’ve certainly played enough of Avalon to give it the full review treatment, but until I do, I’m wondering what other games can benefit from meta-knowledge. Can you think of any examples?

Games in Story Mode

Courtesy Bully Pulpit Games

More than a few video games that provide a multiplayer experience also have single player campaigns. In fighting games and others, this is referred to as ‘story mode’. The quality of these stories can vary wildly, but the pitfalls and perils of storytelling in video games is much better covered by other sources, and it’s not why I’m writing this. I’m writing this because relegating “story mode” to single player play feels like a misnomer, even in something as simple as a fighting game or a first-person shooter. Whenever more than one person is involved in play, I feel there’s massive potential for storytelling.

Some systems better facilitate this than others, of course. Eventually, in a fighting game, you’ll stop contriving reasons your character gets up after having his or her spine ripped out or all of his or her ribs broken. Games set up for multiple players that lean towards story construction, from MMOs to your typical Dungeons & Dragons campaign, have plenty of tools to keep things moving. But those games tend to come with a lot of systems and rules that can interrupt the flow of the story. I enjoy them thoroughly, don’t get me wrong, but some games have a fantastic way of keeping the game aspects simple and letting the story aspects shine.

Consider Fiasco, by Jason Morningstar. Much like a role-playing game with the tables and systems stripped down to the bare minimum, Fiasco is “a game of high ambition and low impulse control.” Inspired by caper films like Burn After Reading, Snatch, Fargo, and A Simple Plan, the game puts players in relationships with one another and gives them each goals to try and achieve. The systems are there simply to set up the tapestry of the situation, from who knows whom to what’s desired and why, and to let you know when things are about to go horribly, horribly wrong. In the end, the dice are an impetus for the tension, drama, fun, and laughs, rather than encapsulating those things themselves. It’s a brilliant game and a great way to tell stories with friends, especially if one hews to Rogers’ Rules:

1. Who Wants What?
2. Why Can’t They Have It?
3. Why Should I Give A Shit?

Shock: is a similar game by Joshua A.C. Newman, where players work together to create a sci-fi world in the vein of Ursula K. LeGuin or Philip K. Dick, populate that world with their ideas and characters, and go nuts from there. Everybody around the table contributes to the aspects of the universe created, from the nature of the planets to the motivations of both protagonists and antagonists, and the ruleset, like Fiasco‘s, keeps the story central while offering support to keep things moving and keep players interested. It’s a fascinating approach to both gaming and storytelling.

As impressive and fun it can be to see what enjoyment can be wrought from a big box full of wooden components, cards, boards, and tokens, there’s something to be said for the sheer power of a story well-told with friends. Collaboration gives rise to ideas that could never have taken flight on their own, and when everybody’s helping tell the story, everybody has a stake in seeing it through to the end. That’s what makes games like Fiasco and Shock: so brilliant. It’s not about the components or the systems or anything the game actually provides; it’s all about the people around the table.

You can buy Fiasco here, and Shock: here.

My Board Gaming Future

Courtesy Theology of Games
Courtesy Theology of Games

For those of you who don’t know, Shut Up & Sit Down is an excellent show about board games. Most of them are reviews, but there are a few Let’s Plays and specials sprinkled in. Paul and Quinns are great hosts, breaking down game mechanics and thematic elements in concise and entertaining matters, and games feel truly reviewed, not just discussed. They are also, however, horrible bastards. There are a few games out there I simply have to acquire in the future, and I blame them entirely for making me aware of said games.

I unfortunately have not played NetRunner in some time. As it is a two-player game, it can be difficult in my situation to nail down a convenient time for myself and another person inclined towards asymmetrical living card game play with a dystopian cyberpunk theme to throw down. However, it still very much appeals to me, and more expansions have been added since I last played. I want to experiment with these new cards and find both the most fun and subversive Runner deck and the most obstinate and dastardly Corporate deck I can build. I like deckbuilding, I like Blade Runner and Snow Crash and Deus Ex, so NetRunner remains a winner.

One of SU&SD’s most recent reviews was Tales of Arabian Knights. I’m a great fan of storytelling, especially in a collaborative setting, and Tales seems particularly inclined towards creating new tales with fun and interesting twists. The fact that the game is pure cooperation like Arkham Horror but with more chances for your friends to be directly involved in your actions is also an idea I like. I like games where players are encouraged to work together, even if there can only be one ultimate winner. It seems to me that, in Tales, everybody wins if the stories told make everybody laugh or keep everybody interested.

So that’s a co-op game. But what is this “semi co-op” distinction I’ve heard? Archipelago is such a game, according to the boys, and it centers around representing colonialism in a very thematic way without referencing direct historical events. The game begins with exploration on the open sea, and players travel to new undiscovered islands to expand their holdings. The land must be exploited to get ahead, and while there is no true extermination to make Archipelago a true 4X game on a board, it feels so close to the likes of Civilization and Master of Orion that I’ve nearly bought it a couple times already. You and the other players do need to prevent disaster and uprisings to keep the game going, but in the end, only one of you will acquire enough victory points to be the winner.

Terra Mystica has no co-operative elements whatsoever, but the elements it does have really appeal to me. In the review, it’s clear that progression is a balancing act, weighing the potential to win points over the speed of future expansions. In Terra Mystica, your fantasy race must transform the very land itself in order to expand its holdings, sort of like if the races of SmallWorld took up agriculture (…and sorcery and elemental worship and aggressive territorial expansion through real estate). I can see chess-like move-countermove action happening in this game, as well as unexpected twists like casting the right spell at the right time or the sudden rise of a cult. It’s one of those games where it seems no two games would be alike, and that is right up my alley.

Last but certainly not least is just about any game designed by Vlaada Chvátil. I’ve played Galaxy Trucker once, and I’d love to do it again, this time focusing more on my opponents’ misfortune than my own. It’s that kind of game; there’s just as much fun in a little schadenfreude as there is in building spaceships. Mage Knight has strong appeal due to its theme of powerful wizards striding across the world doing battle to win glory and power, and as intimidating as the rules might be, wrapping my mind around them seems like a worthy challenge. Then there’s Space Alert. I’ve heard it is an intense, challenging and ultimately hilarious game, much like Artemis for computers or Spaceteam for mobile devices. We shall have to see!

I’ve said it before, and I’ll say it again: I like board games. I like them a lot. I want to play more of them, and in fact, I’ve been contemplating some ideas of my own that may or may not get developed in the near future. My challenge is finding people to play with. I appreciate a solitaire experience as much as the next gamer, but sometimes, you want to share the game with at least one other person, and let strategy, interaction, laughter and the occasional verbal deluge of caustic profanity fill your evening.

At least, that’s what I want.

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