I’ve added another entry in my “Fifty by Fifty” Geeklist. No points for guessing the game.
Played a poker session where I won a small and big blind on the first hand, then went down to 40% of my buy in for most of the night, and then went back to 110% right before the game ended. Then I came home and wasn’t quite sleepy enough to go to sleep despite the hour, so I played “just a bit more” of my factorio (air quote) speed run (air quote). I had a fair amount of of rocket units and low density structures built before I finished my silo so I quickly got up to 40% ready to launch within a few minutes of the silo’s completion, but the remainder took two hours, so I didn’t get to bed until … just before dawn. Still, under twelve hours.
Played a game of Magic Realm with the TaoLing. Actually, I mainly let him play, I was sketching out some player aids (literally sketching/drafting. I’m taking a drawing course and since I couldn’t find the graphics I wanted I figured I’d just hand make them for practice). Had a relatively safe, boring game of -6 (elf) and -9 (dwarf) game. Jr’s, Witch found the Altar right away, Absorb Essence’d the Demon, and then used that to a) defeat a bunch of creatures with little/no risk and b) read runes and search the Enchanted Toadstool with no chance of a curse. Actually, the latter part may be wrong. I should check.
Then finished the day spending a few hours exploring the post-launch part of the game. Aidan enjoys managing this (although he mainly just sits and offers advice), and had been asking to continue past the launch. I’m personally more fond of the mid game (the first 10% of the game is pretty much hand-crafting). I’d already built a logistics network (in my first, 35 hour launch game), but now I’m going to try the blueprint system and modular armor and possibly start a mega-base. For a while. I actually took a screen shot of my launch at the five hour mark (T-7H) and then another screen shot at the T+2H mark. They are remarkably similar.
They are remarkably similar.The main addition was the intermediate + advanced circuit production (and speed modules) that were added in the gap above the copper smelting. A lot of expansion happened outside the main base — improved steel production to the north east, a new oil field to the south west (plastic production was my bottleneck and I probably lost an hour before I realized that) and a giant (post launch) solar field to the north west that you can somewhat see. I’m going to test my blueprints out on that and deforestation (to get to more oil).
I mainly put these pictures in to see if anyone else thinks they look like circuits.
I also managed to knock a few games off my “Games you should play soon” list, including my first game of Phoenecia in over a thousand days. It turns out that the GYSPSTYO list is a Top 20 list, so I guess there will always be twenty games on it. But I’ll just try to get the number of games with 1000+ days to zero.
And after a week’s respite, I’ll probably get in a few games of Jump Drive soon.
More of a thought experiment game than actual “Can be solved” puzzle from the Riddler.
In a distant, war-torn land, there are 10 castles. There are two warlords: you and your archenemy. Each castle has its own strategic value for a would-be conqueror. Specifically, the castles are worth 1, 2, 3, …, 9, and 10 victory points. You and your enemy each have 100 soldiers to distribute, any way you like, to fight at any of the 10 castles. Whoever sends more soldiers to a given castle conquers that castle and wins its victory points. If you each send the same number of troops, you split the points. You don’t know what distribution of forces your enemy has chosen until the battles begin. Whoever wins the most points wins the war.
They’re having a round robin tournament, but you can’t submit a mixed strategy. Just 10 numbers. An interesting question as to how many levels you want to go. I was briefly tempted to grab a genetic algorithm framework and try to evolve a good solution (against a population of other solutions and a few fixed and random-ish strategies), but then I decided to play other games instead. Still, I may think about it and submit an answer later on.
And they have a simpler, classic pick-a-low, problem:
Submit a whole number between 1 and 1,000,000,000. I’ll then take all those numbers and find the average submission. Whoever submits the number closest to ⅔ of the mean of all of the submitted numbers wins.
Now that one’s easy. I’m just going to submit one billion, because a) those things bore me and b) game theory geeks need to be reminded now and again that in the real world people are jerks.
So — my first rocket launch over the holidays took at about 35 hours (game time, not real. Game time pauses on some menus). Actually building the rocket took ~7 hours. I took a break but then tried again (this time with Aliens not peaceful) and got around 15 hours. I had the rocket researched at 10, but it still took me 5 hours to build.
I’ve never really watched Twitch (or whatever the videogame stream is), although my kids and nephews did (Minecraft, Five Nights at Freddy’s, etc). But hearing about a sub-two hour (real time) launch? That seemed worth watching.
Watching a World Record run is interesting. To be fair it’s a stacked game, but this was the record for a ‘seeded’ board. A map with ginormous resources and a friendly layout and he’s replayed the same map hundreds of times, so he knows the exact layout he wants to build before hand. Still, even with all those advantages? Impressive.
Hypnotic, even. Like watching an organically grown circuit diagram. Every few minutes (after about the 30 minute mark) he zooms out to make sure nothing is wrong, and it reminds me of a VLSI layout. To be sure, this is of much more interest if you play the game, because you can get a lot of strategy advice by watching.
After watching that I decided that:
- I needed a lot more straight lines in my factory
- I need a lot more resources
- To not crowd things together, unless I had a good design layout. (The speedrun was chockablock full of interesting design decisions. Particularly the Blue Circuit layout). Obviously this had a hyper optimized (space) run, but you can’t plan out every rock or whatnot.
Anyway, after watching I decided to try a map with ginormous resources. I’ve almost researched the rocket 5 hours in, but I need to get blue circuits started. Petroleum was a bottleneck: the nearest crude was quite far away. I’ve got much more spaghetti — but I didn’t tune the map besides a few restarts for bad ones.
The TaoLing wants me to continue post rocket, and I may try to build a megabase that can launch a rocket every X minutes (instead of X hours). We’ll see. I did take a break for a week or so to get in ~40 games of Jump Drive, but now I’m back to Factorio.
Got my copy of Jump Drive (note to local game stores. I’m willing to wait a week or two after I see “I got my copy at my FLGS” to buy it, but when you aren’t even willing to admit the game is out, that’s when I go online and buy it).
Anyway, it’s good, but not great. Then again, is the game really meant for me? I’m reminded of the time I told Frank that Fugger, Welser, & Medici’s basic game seemed simple and solvable.
“Yes, by people like us. We play the advanced game.”
It has a lot of depth … for a 10-15 minute game. But now I feel what others did when they said Race was over before it began.
Rating — Suggest, but not as good as Race. Then again, few are.
Edit — “Suggest, but not as good as Race” is probably true. My (80 hours later) thought is that it’s closer than I originally thought. I played the City (which isn’t as good as Race, or Jump Drive, IMO) nearly 100 times and that had a language barrier I had to sell.
Since it is new my de-facto Jump Drive rating is Enthusiastic (but I assume that’s temporary). There are more subtleties than I expected in it (even knowing who designed it). I’m playing it a lot right now. I mention this because the idea of my ratings is objectivity (actions speak louder than words) and my actions rate this higher.
BUT — It was typical for me (time and opponents willing) to play a game 4+ times in a weekend if it was hot, and those were long (Euro or Longer) times. In the same amount of time, you can really crank up Jump Drive’s play count. Given the TaoLing I can come home, play a game, start some soup, play a game while it cooks, take it off the stove to let it cool, play a game, etc.
I’m averaging a game every three hours since I got the game.
If I’ve done my math right, that’s the total of the “Days since last played” on the Friendless “Games you should play soon which you own,” list and that number is growing by 20 per day (since there are twenty games on the list). One of my new years resolutions is to reduce that number. My goal is to have no game listed with 1000 days (which means I play my collection through every 3 years-ish).
Now, it’s not a hard rule. But it’s a guideline. Get more games to 50 plays, get rid of games on the “GYSPSWYO” list. (In some case, by getting rid of the game, if I no longer care about it).
I’ve played a few more Magic Realm games …. we play for an hour or two after dinner and split a game across nights.
In one game my Black Knight used the Alchemist’s Mixture (one M*** missile attack every round for one combat and the Black Knight rolls only a single die for missile attacks) coupled with the Potion of Speed and a few rogues to kill the Tremendous Flying Dragon and six goblins, taking no losses. But before I found the Lair the Dragon’s wife showed up (a monster roll during regeneration day) and ate everyone while the Knight executed a hasty retreat, since he no longer had the ability to damage it. Our last game had four deaths in the first week (Bats are the undisputed Pound for Pound champion in the realm. Just call them “mini-dragons” and be done with it).
I’m pondering why I’m so attached to this game.Well, I like good games, but Magic Realm is an odd definition of ‘good,’ and this just begs the question.
Do I have a type? A taste? I like experience games, but after a dozen games of Combat Commander the ‘like‘ was more theoretical, less of a ‘Hey, I’ve played this game for 20 hours this month’ nature.
I’m wondering if its the entangled systems.
Consider bridge. You have a very interesting (to me) bidding problem. Then play. But a revealing auction may allow an alert defender to find the killing defense. A stone placed in the upper right corner threatens an opponents group but also serves as a ladder breaker for a stone across the entire board.
Puerto Rico isn’t just a “take an action, one at a time” game. You manage your action and your money. You don’t need money for everything, but you can get money a few ways. You need buildings to match your plantations. Actions and money blend. Buildings tie into the various systems.
Race isn’t just spend X cards for Y. Sometimes you spend cards for military, to get Y. Race has numerous subsystems and powers. Caylus has workers, but also money, favors etc.
Now — in general any game that isn’t a single system will have entangled system (and single system games like Chess and Go entangle the pieces position). Again I I wonder if I’m not begging the question.
So I started looking at games I rate a ‘6’ and see what’s lacking. Lots of these are simply mediocre, but let’s see what separates them from similar good games, so I’ll just look at games I’ve played at least a 3-4 times.
Anno 1503 — I may be misremembering, but the lack of a board reduces the dimensions of this (as compared to Settlers).
Ascension — Because of random purchase, you can’t plan out your combinations like Dominion.
Bang — I think this may just be too long for what it is. But it doesn’t feel like there are many entangled systems. (The ‘take that’ vs the ‘who goes there’ probably counts, though).
Battlestations — I liked this, but it’s simply too long.
Beowulf: The Legend — Hm. A meh game. I guess this does have entangled systems, but honestly for a game I’ve played 9 times, I’m not sure I remember it well enough to know.
Le Havre — Felt like a much sparser Agricola, due to the missing occupation/improvement cards. Definitely think there’s a subsystem missing.
Innovation — One of the Hall of Fame “I’m not even sure how I feel about it” games, but it has lots of subsystems (points grabbing things for the win, the alternate victory conditions).
London — Wallace is interesting, he usually has a few subsystems (money, ‘misery’ or some such, time) and I want to like his games, but they don’t grab me. Not sure why.
Pax Porfiriana — Hm. Eklund has subsystem linkage just as much as MR. Lords of the Sierra Madre was one of the first experience games I really got into, although its way too long.
Meh, I don’t see a pattern. (Other than the fact that 4 hours for a game of Magic Realm isn’t ‘way too long.’ Partially that’s because I’m effectively playing two player and it may be a fixed fun game, whereas I played Lords of the Sierra Madre (say) with six, and it is also a fixed fun game. Hm. Perhaps I should solo/co-op some Eklund games.
I feel like I’m groping towards a point or thesis, but I can’t articulate it. There’s something about linking subsystems that intrigues me, but I can’t put me finger on why some games do and others don’t. Perhaps its that the entangled systems feel ‘organic’ to me in some games. Magic Realm would never be something that people would argue could be discovered independently by other cultures or even species (a claim made about Go that is fairly easy to imagine being true), but its design for effect composition leads to a world that feels alive, despite being mostly a simple interaction of a few numbers, makes me wonder if ‘organic’ rules are better than.
In other news, I noticed an interesting VP variant. I may try it out. I like the idea for giving characters starting bonuses and then making them get much more difficult VP conditions as an option, but even just simplifying the VP may be useful for new players and I agree that once you get a feel for the game there’s probably a ‘best formula’ for VPs, which this solves.