The Tao of Gaming

Boardgames and lesser pursuits

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More thoughts on 1862

A local did not care to keep his pre-order, so I took it off his hands and (while I was messing up the solo game), the TaoLing expressed interest.

So I’ve now played four 2p games. To my surprise, 1862 plays well at 2p. The opening reminds me of pro Go players spending half their time on the first 10% of the moves spending it analyzing the long reaching implications of a particular fuseki/joseki. (I don’t do that, but I do play much slower in the first Parlimentary & Stock Round). During our second game I realized that practically any opening move I chose in the first parliamentary round (that I set cheaply) could be countered by a nearby company parring slightly higher and cutting me off (the first 8 companies were crowded along the northern border of the map), and so I passed.

Re-reading my earlier thoughts, I’m pleased with the variability, I think this is borne out by my plays — we’ve tried several different strategies and the random setup has given games different feels — a knife fight in a closet (that North map), a more languid game with locals stacking up cash in slow trains. We’ve had players open 1 company in SR 1, I’ve opened four companies in SR 1. And I have no reason to feel that these aspects are limited to 2p games. (I do wonder how well an 8p game works, but the mere fact that it may be possible impresses me).

Having also read some of discokings articles (while not being sure I understand them), I think the financial decisions are interested. In one game I dumped a company on the TaoLing (after taking its train cheaply for my other company) and got the worse of the deal. I sold at 1/2 price, and then he simply refinanced it and now its earning well. (In fact, one of the interesting things about 1862 is that a company without a train may be in a better position than a company with a non-permanent or even permanent train).

I see Eric’s comment on BGG that 1862 lacks the bomb of forced train purchases (and I worried about it myself). Now I’m leaning towards believing that the financial mechanisms contain equally powerful (but more subtle) bombs. If you make a big mistake in ’62 you’ve lost just as badly as any other game, but it won’t be the going-into-pocket of bankruptcy, just slower growth or halving shares.

Whether that’s a pro or con depends on taste.

My big thought about ’62 (and with ’46) is — do I need to play 1830 again? The (US) original’s totally fixed opening, coupled with multiple dozens of plays means that — while it’s the local father, I think it has been surpassed by the newer titles. (Certainly I had already preferred to explore newer titles, but now I think its clear). Anyway, still looking forward to more plays of ’62, hopefully a few with 3-5p.

Slay the Spire — Tomorrow the new version drops. I’m at Ascension 14 with Ironclad, 6 with Silent and 7 with Defect.

Written by taogaming

January 13, 2020 at 10:22 pm

Posted in 18xx, Strategy

Tagged with ,

1862

I played this with the local 18xx enthusiasts last night. I actually wondered if I had ordered this, but it turns out I had not. (I have pre-ordered 1848, but I should probably go and cancel under the theory that there will likely be 2+ copies here locally anyway). Some quick thoughts on 1862:

  • Our (5p) first game took 4h, not including a bit of rules reading. Should be able to trim an hour or so from this once the rules become second nature.
  • Lots of variability here. If my combinatorics are correct (unlikely) there are nearly 9 quadrillion possible setups, which means that if everyone on earth played a game a day, our nations would erupt into war and lose vast amounts of GDP without even making a dent in the chances of playing the same setup twice.
  • Some rules questions — Given that any player can apparently open up as many auctions as you like in a parlimentary round, why does the game open with two of them? We also spent a bit of time clarifying things, but overall it wasn’t bad given the sheer number of differences from a typical 18xx.
  • Things I liked:
    • The stock market double, triple, quadruple jumps let companies catch up.
    • Mergers as a dynamic are always interesting (see also,  Indonesia)
    • The novel train mechanism where some companies want direct routes and others want meandering routes, coupled with a tight board.
    • The “re-running track but no double counting cities” route mechanism, which rewards mergers (since companies get rights to multiple train types), which encourages mergers even though the financials force players to take a haircut in stock value after a merge.
    • The “two ways to capitalize”
    • The variable setup
    • The warranty rule (the ability to buy a few extra turns before a train rusts, but you must prepay).
  • Potential worrying aspect:
    • Somewhat nitpicky corner cases in rules (possibly)
    • It seemed like a reasonable strategy may just be “start fast cash company, buy up any IPO stock after it appreciates, then dump everything into the bank and start again.”

Regarding the last point, I was running away with the game when the train rush hit and had a company with a soon-to-expire D train, when another company got dumped on me. I could have dumped both for £2000 (maybe a bit shy, but certainly enough to found 1 or 2 big companies), but I decided to keep one and merge my new company with it to get two different permanent trains (an express and a freight). This was OK, but it meant I had ~5 less certs for 3 ORs, and despite having 70% of the best company I lost by 20% or so. I think if I’d just dumped everything and went for a boring two new companies route, I would have won.

It is early to make such a bold claim, but it is worrying. (I suspect a part of my problem is that you want to merge in ORX.3, not ORX.1, so you have timing to re-acquire a portfolio.

I take it as a good sign that Joe R. and Jeroen both rate this very highly.

Rating — Enthusiastic (and may even pick up a copy, and would certainly trade for it).

Written by taogaming

December 10, 2019 at 6:03 pm

Posted in 18xx, Session Reports

Tagged with

Can someone scan Shades of Tezla Faction Token reference?

I played a Mage Knight game with the Shades of Tezla tokens, which we don’t normally use because:

  • They are different sizes
  • They add a lot of variability (much harder, less scoring etc)

And I discovered I appear to have lost the reference sheet for the bonus faction tokens. I posted a request (with GG bounty) at the geek.

Also, I published a quick note on BGG giving an example of the math of comparing lines of play at bridge.

Written by taogaming

October 19, 2019 at 10:24 pm

Posted in Bridge, Mage Knight

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A few thoughts on recent games

Timechase — I remember when Mu und Mehr came out and discussing it with Jeff Goldsmith (who is still a much better bridge player than I am, but hopefully less so than two decades ago) and his comment was basically “Trumps don’t work.” Unpacking that, it was too easy to void yourself of a suit and too many trumps. Timechase has a great idea …. you play to a trick. The losers earn gems, and you can use gems to go back to a prior trick and play another card (changing the winner), you earn gems by playing low on a trick and some every turn (less for each prior trick you won).

And it doesn’t work. The leader has a huge advantage, and if you have to follow suit, that’s it. But worse, if the last trick was won by the ace of spades and you still have any spades, you can’t win it! You can also go back to “Trick zero” which just sets trumps (if you are alone). A hell of an idea, that doesn’t work. It would be better if there rotating trumps (for example, you could beat the ace of spades with the duece through four of clubs, which just changes the suit). I spent a game following suit for 2 tricks, jumped back in time to a suit I was now void in, trumped it, and then had no good options. (Trump had changed again and … even assuming I had any … I would have to follow suit and lose to any prior trick). I’m assuming this is better with less (we played with five) but at best I’m indifferent and this is borderline avoid, but I’ll likely try once more with 3-4 players.

Got in another game of 1889 — one thing that playing various other new 18xx (like ’46) is that I’m more enthusiastic about games that do not reward “hyper fast ROI at all costs and figure out how to rescue your train buys later.”(Which is not to say that ’46 doesn’t reward it, but it is not the sum total of the game). That being said, ’89 is fast and clean. I played an interesting game where I solved my long term problem by dumping my companies while they still had 3s and 4s while Diesels were a long way away and being a minority investor in safe lines. I’d had such an early jump that I was able to (barely) out score people with more shares than me at the end. Still enthusiastic, but I’d prefer a few other titles (including revisiting ’70) that are floating around the city. Also I heard City of Big Shoulders has qualities between 18xx and Arkwright, which is intriguing.

 

Played Power Grid — Northern Europe Map. Fine, and I like the idea that you adjust the deck based on which regions are in play, which gives some simple variety. The ‘no nukes’ rule seemed a bit weak, since you just had to have a non-nuke at all (as far as we could tell), but this was a fine variant map. Still playing Power Grid, so enthusiastic.

Had a decent game of Wingspan with not much Eggs, and may have won if I remembered you can substitute food 2:1. I focused on getting a lot of tuck+egg powers on the water (draw cards) row, and a few leeches on other people’s lay eggs. The fact remains that I’ve seen huge wins on engines built on the egg row and possible wins on other rows when nobody really thrashes Eggs. I guess that means you just need to grab certain birds ASAP. I’m considering raising my rating but right now I’m indifferent-plus.

Written by taogaming

September 13, 2019 at 2:24 pm

Labor Day Gaming

Tried Northern Pacific — A minimalist (Winsome?) where you either drive a route inevitably towards Seattle or invest in a city by placing a cube (and many players can be in the same city, but each player has one “large” cube worth double). When a city is hit, all the cubes pay out by being returned (with a bonus). But if you get bypassed your cubes are locked. At the end of each round, you get points for each cube you have left. Cubes left on the board are a (bad) tiebreak. So, implicit collusion and a bit of zugzwang. (Since you are compelled to make a move on your turn and cubes are tight). Interesting idea, didn’t love it, but its fast and I’d play again. Indifferent.

Got in a few games of Caylus Magna Carta, the rare ‘card version’ I prefer to the original (because its faster and the individual decks means that there is much more variety between games — players can’t always play buildings in a groupthink order). Suggest, still.

Another game of Quacks of Quedlinberg. A local has the (verrah nice) acrylic (?) pieces. I’m not a huge bling-out-your-game guy, but I may start it for a few games I love. Growing on me, a little.  The Taoling wants me to get this, I think. Indifferent plus.

(Speaking of blinging — I invested in quite a few card sleeves for Mage Knight which was a good idea — the card sleeves have worn out! That’s what 400 games will do).

Played a few more 1846 (and some others played the 1867(?) Canada game today). I’ve won all of these, but in the last game I really botched the opening. I took  the Port and CWI (? chicago token) and then opened B&O, but I parred it too high which meant I had to buy the first 3 instead of a two and a three and — adding insult to injury I had to go first in OR2 and was a build short of connecting into the NYC’s network, so I had a pitiful run. However, the owner of the Illinois Central got greedy and tried to dig into multiple Chicago spaces and that let me quickly steal/finish an E-W run through Detroit, and in the (long) brown phase I was running four, four and five train (the latter getting the EW bonus) for too many ORs. I’m really enjoying the 18xx Renaissance here. (It helps that a few locals are snapping up many different titles).

I didn’t play in that other one because I was playing at the bridge club. Here’s an odd suit combination:

Q8xx in dummy opposite ATx. Playing in 3NT with plentiful entries I lead low from the queen (planning on hooking the T) when 2nd hand played the king quickly. I won this (naturally) and then spent a lot of time looking at how to endplay the other hand to force them to lead a diamond presumably from their presumably remaining J9xx. I did consider if 2nd hand had done something tricky or just bizarre, but she was a new-ish player, so played for a stiff.

Nope — second hand high from K9 doubleton. If I read that I pick up the suit for three tricks and no losers (leading the Ten to smother the nine) but I just played for the stiff king. Frustrating.

At least I was playing in a deliberate pace and not just automatically. I gave several hands detailed consideration. Possibly even correct thought. A decent chunk of my analysis is — “which line gives my opponents more options to make mistakes” but honestly that’s a big part of the game at a local club.

Written by taogaming

September 2, 2019 at 9:19 pm

Ancient Civilizations of the Inner Sea

Nope. What he said. My thoughts further down the chain.

But I did get to play 1846, so I got that going for me, which is nice. I won (with a commissioner’s asterisk), and I really need to to play that more. It still seems like Grand Trunk for earlier ROI is the Royal Road in this game, but our meta doesn’t have many cross purchases to remove shares from the treasury. (The asterisk is really small, because I got the mail company for $60, which was a surprise and I think a big mistake by the others. But I’d drafted two of the “no purchase” cards and really neither other op could easily afford it).

Written by taogaming

August 20, 2019 at 4:53 pm

Forty-Four

I could have posted this years ago, but I’m relenting and admitting that I’ll have to count a “family” or two instead of a game (or simply play dozens of games I don’t really enjoy, which isn’t the point of this). I’m closing in on my other family, so up this one goes ….

Written by taogaming

May 18, 2019 at 5:38 pm

Posted in Specific Games

Tagged with

1889: History of Shikoku Railways

1889 is pretty much a straight 1830 (assuming I got the rules right), but made for 2-5 players and shorter. We played for 2.5 hours before we called it. (I had relatively new opponents, which slowed the game down a bit).

Rating — Pretty much whatever you rate 1830 (with maybe a small kick for novelty). For me that’s suggest.

Written by taogaming

February 14, 2019 at 9:55 pm

Posted in 18xx, Session Reports

Tagged with

I’m pretty sure that the TaoLing is a better Mage Knight player than I am….

(at least, in co-op).

How quickly they grow up.

Update — Also, just passed 350 plays of MK. But to show that I am not totally washed up, one was a solitaire victory vs cities of 10 and 18.

Written by taogaming

November 6, 2017 at 10:27 pm

Posted in Mage Knight

Too Many Final Words about Mage Knight (Part VII — Miscellania)

This is blah blah blah. You know the drill.

So, random miscellaneous thoughts that I’ve had when playing way too much solitaire MK. First of all, I’ve been upping the power level a bit. I can now somewhat routinely win at 11/11 cities, and I’ve had a few wins at 11/16, but have not (yet) won at 11/22. Still, some things jump out at me.

Games where I load up on followers go much better. I think this may be unique at high levels, because you can so rarely keep your hand against a huge city. An army lets you block (and a few ranged/seige) and then still do great damage. At typical levels, you don’t need as much, but at higher levels you want Altem Mages (to make everything siege) or Disease or some combination of great spells, and you still want followers.

Don’t sit around. I’m guilty of this, mainly on the second night when my usual plan is to wait and build up Sparing Power (one card a turn) and then attack on the last turn. That’s not a bad plan, but it’s still better if you can sit on a glade or mine, and I suspect that taking a detour and killing a spare Mage Tower (etc) would be better, even if I had slightly fewer cards. You can take out an 11 city in one swoop, but its tough. For a bigger city you really need to attack it twice (towards the end of the final day, and then in the final evening).

Some open questions I’ve been mulling

How many wounds is too many for your first combat? You go to a nearby hidden target, reveal it, and have your choice, take X wounds and win, or throw everything and block. Where’s the breakpoint? I suppose it matters on what you were attacking on how likely your remaining hands will be useful. Sometimes you don’t have a choice (I’m looking at you, Werewolf … stupid swift attack seven) but even four wounds seems … feasible. You can take six from sorcerers (which don’t KO, since three are poisoned wounds) but that’s difficult to recover from. At that point, unless you are getting Cure / Disease (which I’m liking more and more) and you go sit on a glade for a turn, I’m not sure it’s worth it. Three wounds is totally acceptable.

Is motivation really a top skill? I find myself passing on this more often than my earlier strategy guides would imply. Its still good, but I think I may have over-rated it.

I’ve also been playing co-op with the TaoLing, and he seems obsessed with finding cards that give him more advanced actions (or spells). Training, Learning, Blood of the Ancients, Book of Wisdom. That kind of thing. Its not bad, but at some point it felt like a waste of time. But I noticed that he’s routinely outscoring me in many categories while doing it. As a counter-balance, he’s also much faster to pick up cards that discard cards permanently from his deck.

And he loves Time Bending and will go well out of his way to grab it whenever it shows up. Which — given that there are only something like 24 spells, is often.

Anyway, I think I’ll leave it here. 20k words seems like enough, for now.

The full “Too Many Words about Mage Knight” series:

  1. Introduction — General Concepts
  2. Part II — Followers and Enemies
  3. Spells
  4. Artifacts
  5. Advanced Actions
  6. Characters
  7. Miscellenia (this post)

Written by taogaming

October 1, 2017 at 6:00 pm