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Lumbersmiths

Home of the Dallas Lumbersmiths

January 2007 - Posts

  • Session Report: Four new games & review of Attila

    After a rough week of work, with an all-day sales trip to Memphis on Friday, I got a reprieve from wedding planning on Saturday to hang out and play some games.  Editor's note:  Did I ever mention that I'm getting married?  March 17th to Christina.  I'm registered at Thought Hammer.  Okay, not really - but that would be awesome.  I called up Jay and we met up with a group that plays every other Saturday in Allen, TX.  The other players were Allen, Quinn, another Jeff, and Mark.  I got to play four games I had never played before, which is always a lot of fun.  Here's a quick session report, along with a quick review of the first game.

    Attila
    http://www.boardgamegeek.com/game/827

    Allen suggested we play Attila first - a game I had never heard of.  My first impression was "direct conflict", which isn't my favorite mechanic.  My expectations were low.  Fortunately, my experience was much like going to see a movie I don't think I'll enjoy, when the movie turns out to be pretty good.  It turns out, Attila is a wonderful little game with some investment and hand management mechanics.

    Review:
    The board depicts Southern Europe and surrounding areas, broken into various regions.  The players play as the barbarian invaders, moving down from Northern Europe.  The barbarian pieces are broken into 6 different tribes, represented by 6 colors.  Players do not play individual tribes.  Instead, players can invest in any tribe by playing cards (and subsequently pieces) for that tribe, and moving up an influence track in that color.  Generally, players want to have the most or second-most influence in as many tribes as possible when scoring rounds occur.

    The mechanics are as follows.  Each player is dealt a starting hand of 6 cards.  The cards have a single color on them, and have no other purpose.  On your turn, you play a card and place either 1 or 2 barbarian pieces matching that color onto the board.  If the tribe is already on the board, a piece may be played into the same region, or an adjacent region to any existing pieces.  Alternatively, pieces may always be played on any of the Northern-most regions, from where the tribes are invading.  If you chose to place only a single piece, you may move up a number of spaces on the influence track in that color, depending on the current century.  In 4th century (the starting turn), players move up 1 influence.  In 5th century, 2 influence points, in 6th, 3 influence points, and 4 influence points in the 7th century.  If you chose to place 2 pieces, you gain no influence with the tribe.

    Generally, players are jockeying for the lead in influence with as many tribes as possible, and trying to expand the tribes where they lead.  The regions begin to fill up with tribe pieces until 5 pieces occupy a single space, at which point a conflict occurs.  During a conflict, players play a number of cards face down to support one or more of the tribes in that region.  Cards are shown simultaneously, and the number of cards played is added to the number of pieces in the region.  The tribe with the least total gets eliminated from the space.  Regardless of the outcome, a peace token is placed into the region, and no other tribe markers may be placed there for the rest of the game.  The peace tokens act as a timer for the game, with 10 tokens distributed on the century track.  (1 on 4th century, 2 on 5th, 3 on 6th and 4 on the 7th century)  If the last peace token is removed from a century, a scoring round occurs.  After that, the next century begins, with more influence awarded for each piece played.

    During scoring rounds, points are awarded for each tribe.  For the players with the most and second-most influence with that tribe, points are awarded as follows.  First place gets a number of points equal to the number of tribe pieces on the board.  Second place gets points equal to the number of territories that tribe inhabits.  So with tribes that are widely dispersed, second place can score as much as first.  But for tribes that are consolidated in a central location, second place may not be worth much.

    Play continues until one of three conditions is met.  Either a) the last peace token is placed after 10 conflicts, b) all the barbarian pieces get played to the board, or c) one player maxes out their influence in a single tribe.  After one of those conditions is met, the game is over and the player with the most points wins.

    The only other rules involve the use of 3 special tiles given to the players at the start of the game.  The tiles may only be used once, and let the player either immediately gain 2 influence, discard and redraw any number of cards, or play a second turn immediately after the first.  Managing the timing of the special tiles is important, especially with the extra-turn card.  Most of us found it was important to play the extra turn card just before initiating a scoring round, to jump into the lead and immediately score.

    I found Attila to be a fantastic light investment game.  You may start out with a lot of cards for one tribe, and that tribe may grow in the first century, scoring you a few points.  But later in the game, you may run out of those cards, or no other player may be helping you grow that tribe.  So you have to know when to bail on a tribe that you think might do poorly, and try to get in on tribes you think will do well later.  Since more influence is given in later centuries, that 3-point influence lead that seemed so big in the 4th century might evaporate in the 5th or 6th century.  I found it useful to save up a single color for a later century, and play them in rapid succession to stage a coup to take over first place.

    Since the non-conflict turns are so quick (play a card, place pieces, draw a card), the game flows very quickly with very little downtime.  The rules were easy to explain, and contained no ambiguities or exceptions.  Attila is an excellent "light conflict" game that can be played in under an hour.  I expect I'll be on the lookout for a copy to add to my collection.

    Session notes:
    Attila is a hard game to narrate, since players aren't tied to a particular tribe.  In our game, Allen jumped out to a very early lead, thanks to a large concentration of a green tribe which scored few points for second place.  The rest of us spread between multiple tribes.  Jay and I cooperated on a gray tribe which scored points, but didn't grow much in the 5th or 6th centuries.

    In the 6th century, I was in second place in 3 different tribes, and first in another.  Knowing this was the best board position I would have for a while, I made a move that setup Quinn (playing to my left) with a good scoring opportunity.  Fortunately for me, he went for it and I jumped into first place.  I had also been holding onto 4 green cards and played them one after another in the 7th century to take away Allen's lead in the impressive green tribe.  When Quinn decided to end the game, I had enough to hold onto first, with Quinn and Jay tied for 2nd.  Allen, our early game leader, couldn't come back from the rest of us ganging up on him in the 5th century, and trailed behind.  Everyone seemed to enjoy the game. 

    Shogun
    http://www.boardgamegeek.com/game/20551

    Shogun is the English remake of a German classic, Wallenstein.  Fresh off my first play-by-web game of Wallenstein on Spiel By Web, I was anxious to give the game a try in person.  I was pretty happy with how it played, although I was unprepared for the game length.  I think we clocked in at 3 hours, or maybe a little more.  We had 1 first-time player and 2 players who have only played the online version (me and Jay), so that may have slowed us down a little.  There were some notable differences between Shogun and Wallenstein, including:

    • A bid for turn order.  Players bid money cards rather than a random turn order.  This tended to slow down the game a little, adding yet another decision to the planning process.
    • Turn order also included selecting one of 5 special powers for the turn.  Each player got either 1 extra gold during gold-taking, 1 extra rice during rice-taking, 1 extra cube for any attacks that turn, 1 extra cube on defense that turn, or an extra army for the 5-army supply card.
    • The map is substantially different.  The geography of Japan is narrow and long.  For us, this meant players tried to consolidate their empire on the end of the island if possible, meaning 3 of the players had zero interaction for the entire game.  I've only played each game once, but I may prefer the Wallenstein map more.

    During setup, Mark occupied one extreme end of the island all to himself, with Jay and I clashing at the other end.  Allen and Quinn occupied the center, with Allen a little more centralized to start.  On the very first turn, Jay and I immediately collided.  The supply actions turned up before the battles, meaning we had some 8- and 9-sized armies available for battle.  I was the aggressor, and got lucky with the cube tower, taking two of his provinces on the first turn.  This set the stage for the rest of the game.  Although I didn't intend to invade any further (they were key border territories), Jay's building of a palace adjacent to one of the territories I took meant that he had to counter-attack and defend.  Neither of us could afford to leave the borders unguarded, leaving us locked in a border war that lasted the rest of the game.  I ultimately came out the victor, only because I attacked first and had extra provinces on turn 2.  However, due to our bitter war, we both wound up losing.  In hindsight, I think we could have prevented the situation.  (Jay will argue that he offered a first-turn alliance, but I argue that it was a better move for me to attack.  If he would have just rolled over and let me keep the territories, we wouldn't have had this problem!)  :)

    In the end, Mark's isolation on the extreme tip of the island let him build enough buildings to score the most points, and he cruised to an easy victory.  Quinn gave him a nice run, and may have been able to overtake him had the game lasted another year.  Allen was squeezed from both sides, and had trouble knowing which front to press, but still came in third.

    Hollywood Blockbuster
    http://www.boardgamegeek.com/game/904

    Yet another English remake of a German classic - this time Traumfabrik.  This time, the rules appear to be unchanged (although I haven't played the original).  Traumfabrik has been one of my grail games for a while, and I've been unable to secure a copy.  After playing the English version, I think I'll still try to find the German original.  Although there's nothing really wrong with the English game, I didn't appreciate the "parody" actors and movies ("Spikely", "Gopher Shack", etc.)  What I'd really like to do is get a copy of Traumfabrik, and use some modern actor paste-ups, like Morgan Freeman, Jodie Foster, etc.  But I digress.

    Truthfully, as much as I want a copy of Traumfabrik, I knew surprisingly little about the game itself.  Read:  the collector in me wanted it more than the gamer.  The game is a nice little bidding game where each player has a set of movies that needs actors & actresses, directors, special effects, sound editing, and cinematography.  It's played over 4 rounds, with each round having 6 auctions and 2 "parties" where each player collects one item.  The items up for bid are the various actors, directors, sound editing pieces, etc.  Each piece has a ranking of 0-4 stars, and when added to a movie, increases the worth of that movie.  The goal is to complete movies with as many stars as possible, with points being awarded for good movies.  Bonus points are awarded for things like Best Comedy, Drama and Action movie, along with Worst Movie, etc.

    In the first round of our game, I was pretty lost, but wound up with a couple of actors.  When the "party" spaces are reached, the players each get to choose a single piece from the ones offered, with first choice going to the players with the most actors.  I wound up with the most actors for much of the game, and was able to select just the right pieces that I needed, knowing what I would need to win during the auctions.  The "strategy" worked surprisingly well, and I wound up winning by a ridiculous margin, almost doubling the last place points.  It was through little skill of my own, since I practically stumbled onto what turned out to be a good strategy.

    Again, everyone really enjoyed this game.  It wasn't quite as good as its legendary status imparts, but it was a quick-playing solid bidding game.  I'll definitely keep trying to find the original.

    Clash of the Gladiators
    http://www.boardgamegeek.com/game/3242

    For our last game of the evening (for me and Jay, anyway), we chose something light, fun and quick.  Ranked 1861 on the Geek, it's not going to win any awards.  The board is a rough hex grid where each player places his "trays" - little plastic sleds that hold up to 4 gladiators.  During setup, players draft little gladiators that impart particular abilities.  The simplest just give 1 die of attack, while others give special abilities like a shield to block wounds, a net to cancel the power of an opposing gladiator, a "Bi-dent" gladiator that lets you re-roll attacks, or a spearman to give you initiative.  Once each player fills up his sleds, the carnage begins.

    On your turn, you select a sled and attack a neighboring gladiator.  The person who has the initiative rolls his attack dice, eliminates opponents, and then the opponent battles back.  The dice show either misses (3 sides), wounds (2 sides) or kills (1 side).  Two wounds = one kill.  Any gladiators you eliminate you take as victory points, where 1 gladiator = 1 point.  That's nearly the whole of the game.

    Once you're eliminated, you get to bring in animals to the arena, like a bull or lion.  On your turn, you get to select an animal on the board to maul some gladiators, again taking trophies for any you kill.  This gives something to do for eliminated players, and lets them continue to score points even after they're eliminated.  Play continues until only 1 player remains, and then points are counted.

    It's not a great game, but since we were all having fun and treating it like the light carnage dice-fest that it is, everyone had a fantastic time.  My arch nemesis in the game was Jeff's net sled, which had 2 net-wielding gladiators that would cancel two of my attack dice.  Although I lost horribly, I take consolation that I was able to eliminate one of the netters before I died.


    It was a successful Saturday of gaming.  Not only did I get to play 4 games, but I got to play 4 new games.  The group was made up of really great guys, and I look forward to playing with them again soon.

  • Five and Dimes for 2006

    Just to get me in a writing mode again, I thought I'd do a quick "five & dime" post.  This is fairly common practice among the Euro-game community - to recap the games played more than 10 times, and more than 5 times in the past year.  These don't necessarily represent the best games from last year, or even my favorite games, but they do represent good, solid games that I enjoyed enough to play regularly.

    Dimes

    22 - Battle Line

    With 22 plays last year, Battle Line was the game I played the most in 2006.  For light, quick 2-player fun, this was both my most-played and my favorite game.  I really enjoy the tension that the game brings.  When you have a green 7-8, but two additional 7s, do you play for the straight flush, or go with the definite three of a kind?  It always has interesting decisions.  In fact, it's interesting in that the worse your cards get, the more important your decisions become.  The other remarkable thing about Battle Line is that as much as I played it last year, I never got burned out.  I'm confident it will be a "dime" for 2007.

    16 - Tichu

    Ahhhh, Tichu.  2006 marks the year I was introduced to Tichu, and my life will be forever changed.  Okay, that was a little melodramatic.  I grew up in a card-playing family.  We played spades, hearts, rummy, double solitaire, speed, and canasta.  So Tichu felt like a welcome old friend.  However, while I rarely ever jones for a game of spades these days, I'm almost always up for a game of Tichu.  The only drawback to the game is the need for exactly four players, and the fact that it's hard to always find 4 people who have already played.  I'm not sick of playing this one, but I'm tired of teaching it.

    14 - Magic:  The Gathering

    Wow.  In early 2006, I would never have guessed this would become my 3rd-most played game.  In our Lumbersmiths group, everyone was an ex-Magic player.  So when someone bought a box of Ravnica and used them exclusively for group booster drafts, it was an instant hit, and left us wanting more.  Through the year, various group members would buy a box and graciously leave the packs unopened until we did a booster draft night.  Although I don't enjoy deckbuilding much these days, booster draft is still an extremely fun way to play the game.  I don't have much interest in ever buying Magic cards again, but I am up for occasionally chipping in a few bucks for a draft night.

    11 - Mystery Rummy:  Jack the Ripper

    In addition to Battle Line, Christina and I played a lot of Mystery Rummy this year.  A regular date night for us was to grab dinner, head to the coffee shop and play either this or Battle Line.  She's pretty good, and I bet if I counted up our score sheets, she'd have a higher winning percentage than I do.  My only regret is we've never really played with the voting rules.  I'm sure it would make for more interesting play.  Currently, the alibi cards are mostly used for discards.

    10 - Crokinole

    One big gaming investment I made this year was the purchase of a Hilinski crokinole board.  I haven't gotten to play it much, mostly because it's hard to transport.  I also had a bit of a quality issue with one of the wooden pegs breaking.  The addition of rubber post-guards seems to have fixed the issue, but I'm debating on whether to send it back for repairs.  Overall, I'm very pleased with my investment.  I took this back for Thanksgiving and it was a huge hit with my family.  After teaching, I gave up my seat and let my family play several games in a row.  My dad even got involved, and he hates playing games.  If I can come up with a safe way to transport the board, it's going back for every family holiday.

    Fives

    9 - Roma

    Roma is another 2-player game I bought this year that saw a lot of play from me and Christina.  I also tried it out with Jay and Brandon, and everyone gave a collective "meh".  I think I like it more than most.  The luck factor is definitely high, but there are some really interesting combos that you can get going with the cards. 

    7 - Arkham Horror

    Here's the first of the heavier games on the list.  With an average playing time of 3 hours, getting Arkham Horror to the table seven times last year was an accomplishment.  I never expected this to be a big hit with the Lumbersmiths group, but surprisingly we all enjoy it.  It's definitely an "experience" game, and we all understand that.  We play a lot of competitive games, so we really enjoy the cooperative nature of this game.  We don't find the game particularly easy, but we do win a large percentage of the time.  I think it may be time to introduce one of the expansions to our gameplay.

    7 - Carabande

    This one surprises me.  Only seven?  Maybe I logged the number of plays incorrectly, because I had this setup on my dining room table for weeks.  Still, I don't think it got played at all in the last half of the year.  It's a blast to play, and everyone really enjoys it.  The sheer size and setup time mean that this doesn't get played as much as it should.  (Plus, it's really hard to pack back in the box once it's out.)

    7 - Twilight Struggle

    Ahhhhhh, Twilight Struggle.  Seeing this played seven times brings a smile to my face.  I've blogged about it enough already, so there's not much need to express my fondness for the game.  I expect the number of plays to drop substantially this year.  Jay is my primary TS player, and I think I may have burned him out on the game.  Plus, I just introduced him to Combat Commander, so that may be our light wargame for the next few months.  Still, I hope we get to play this a few more times in 2007.

    6 - Wyatt Earp

    For a while, this became more fun than Mystery Rummy.  But only for a short time. 

    5 - Ingenious

    I like this more than everyone else, so I don't know that we'll play it 5 times in 2007.  I still think this is a great little game.  The fact that I can teach it in under 5 minutes is a big plus.

    5 - Lord of the Rings:  The Confrontation

    Christina and I played this three times, and then I played with Jay twice when he bought it.  I enjoy it, but I'm starting to wish I had the extra characters from the deluxe edition, even if the design wasn't nearly as nice.  Maybe I'll print them out.

    5 - Samurai

    It's not my favorite game, but it's easy and people know how to play.  I think 5 times in 2006 was enough.

     

    So there are my Five and Dimes for 2006.  It's a nice list that I'm pleased with, although I'd really like to see some heavier games make the list in 2007.  One nice trend I saw in 2006 was two-player gaming.  Christina and I played a lot of games at the coffee shop and at home.  It's a nice way to spend some time together and just talk, instead of watching mindless TV.  I know we'll continue to play more games this year.  In addition, Jay and I played a lot of two-player games in the last half of the year.  We played a lot of Twilight Struggle, and I think we'll continue the card-based tradition with some Combat Commander.  (which already has two plays in January.)

  • Tampa Recap (late post)

    Editor's note:  This post was begun a few days after arriving back from a trip to Tampa, FL.  Unfortunately, due to some server issues, I have been unable to post entries for the last couple of months.  I've recently found a workaround, so I'll be slowly posting older articles until I catch up to present-day posts.  Rather than editing to change the time perspective, just note that my trip was a couple of months ago.  Also, there was too much content to put in this single post.  My thoughts on Federation Commander will come at a later date.

    I just wrapped up a 4-day stay with Karl (my uncle) in Tampa.  We were hoping to get in a Shuttle launch on Sunday, but a lack of tickets and reschedule due to weather killed that idea.  Instead, we spent most of the time eating good food (Cuban & seafood) and playing some games.  Unfortunately, I wasn't able to hook up with the Florida Suncoast Gamers due to some miscommunication and driving distance issues.  Maybe next time, guys!  But here's a recap of what did get played:

    2x Battle Line
    1x Dreamblade
    1x Twilight Struggle
    1x Federation Commander
    1x Arkham Horror
    Countless hours of World of Warcraft 

    Battle Line is a favorite for both of us, and it's a shame we didn't squeeze in more games over the weekend.  Arkham Horror we played with some coworkers of Karl (who used to be co-workers of mine, back in the day).  If anyone cares, we wiped out Yig in the final battle without much trouble.  As someone put it:  "He's a wimp".  However, I'm still struggling with how to treat spellcasters.  We tried altering the rules, but ran into a broken rule combo during our GOO battle, and had to change back to the standard sanity loss.  I hope the upcoming Dunwich expansion makes spellcasters better.

    I'd like to cover three of the games in more detail - Dreamblade, Twilight Struggle and Federation Commander, with a mini-review, mini-session report, and some random thoughts, respectively.  (FedCom report coming in a later post)

    Dreamblade
    http://www.boardgamegeek.com/game/22897

    Karl picked up a starter & booster of the new offering from Wizards of the Coast when we visited Emerald City Comics, a local game store near Tampa.  Dreamblade is a product that blurs the line between a collectable miniatures game, a collectable card game, and a traditional board game.  At the surface, it's a CMG with unique miniatures on large square bases.  Each miniature belongs to one of four factions in the initial set.  On the bases of the miniatures are stats similar to those you'd find on a CCG, like defense, summoning cost, or one or two special abilities.  The miniatures are pre-painted and of good quality, although Karl and I had two problems with them.  First, with the large, square bases, WotC has all but ensured you won't be able to use the minis for anything else.  (not suitable for RPG use, unless you chop them off and re-base them.)  Second, several of the miniatures had what appeared to be either glue marks or some sort of scuffing on the bases.  It's a shame, since the production value was otherwise high, and the figures were visually interesting.

    Also included with the starter set is a large paper map printed with a 5x5 grid.  The players sit opposite each other, with their creatures getting summoned into the first row of the grid.  One objective is to try to maneuver your miniatures into the 3rd and 4th rows away from you.  If you have creatures in these areas (uncontested by your opponent), you'll score points at the end of each turn.  Additionally, you score 1 point for each creature you destroy in the turn.  At the end of a turn, whoever has the most points will win the turn, with the first player to win 6 turns winning the game.  FYI, the paper map is printed nicely, but some sort of vinyl or felt play mat might be a good upgrade.

    The gameplay is interesting.  At the beginning of each turn, both players roll a die for initiative.  If neither player rolls a '1', the total is added up and that determines the number of summoning points each player receives.  Players can spend these points to bring more creatures out to the board, with nastier creatures costing more points.  Some creatures get a discount on their cost based on how many other creatures of that faction are already in-game.  Creatures start the game at the lower-right hand corner of the board, but on subsequent turns may be summoned to any column in which you control other creatures.

    The main turn consists of two actions by each player, which boil down to a) move or b) attack.  If moving, each creature in a square without an opponent can move 1 square adjacent.  Movement can be done twice to have creatures move a total of 2 squares, but this sacrifices using your second action for attacking.  When attacking, the player attacks with all his creatures that share a square with the opponent.  The power of all your creatures is totaled, and a number of dice are rolled.  With the dice total, points are distributed to your opponent's creatures.  Each creature has two defense numbers:  If you exceed a lower defense number, you can displace them to other squares on the board.  If you exceed a higher defense number, they are destroyed.  If you're the first player, your opponent gets a "deathblow", which lets the creature counter-attack.  This is a nice feature that mitigates the power of going first.  Additionally, the dice each have a "blade" face, which doesn't do damage, but lets you power the creatures' special abilities.  For example, if you roll 3 blades, you can power up to 3 blades' worth of special abilities of any creatures in that square.

    The positioning of the pieces on the grid feels like a chess-like board game.  You strike a balance between getting powerful attackers into position to attack, while still controlling the scoring spaces so you can win the turn.  It offers some interesting positional decisions.  Combat is very straightforward, and I don't have any problems with how it works.  However, it seems like any creatures with special abilities have to be in combat to roll blades, so they need to be paired with a high-power creature so lots of dice get rolled.  The strategy here didn't seem intuitive, and I would need to play more games to get a basic understanding.

    In our game, Karl and I battled back and forth with me winning some early turns.  I was able to get a powerful duo of creatures into his back line with an opportunity to strike first, but poor dice rolling left my duo destroyed without taking out any of Karl's creatures.  This proved unrecoverable, as he was able to overwhelm me with good movement and positioning in the final turns.  This experience was very different from Magic, where combat results are generally known ahead of time, except for cards played by your opponent from his hand.  I'm not sure I enjoy the added random element to attack results.

    To conclude, I enjoyed my playing.  It's a game I would play again, but I doubt I'll be buying any figures.  The game seems totally playable with just a starter & booster, but as with most collectable games, I think you would need to buy several more boosters to begin customizing an army an playing with a strategy in mind.  It's important to note the high cost of entry, with starters costing about US $21 and boosters $11 (after online retailer discounts - more like $29 at a retail store).  Let's say 6 boosters begin to give you some strategy options in your "deck" building.  That's an entry cost of about $90.  Granted, that would let two people play customized decks, but that's still a high price tag.

    Twilight Struggle
    http://www.boardgamegeek.com/game/12333

    Later on Saturday, Karl let me pick the game to play, and I was eager to teach him Twilight Struggle.  It was my sixth time to play this year - Impressive considering its length and depth.  (especially considering my top 4 games played average a half hour playing time or less)  We went through the rules in about 15 minutes before starting - Karl with the Soviets, me with the US.

    Initial placement was fairly standard.  I went with the 3 influence in Italy, 4 in West Germany.  Over the first two turns, Karl locked up most of Eastern Europe without much protest from me.  My ops cards were low, so I let him take countries, hoping I could keep my 3 battlegrounds to keep him from scoring domination.  We both got cheap scoring early, when Karl played Vietnam Revolts and Asia Scoring for domination (a very nice move!), while I took over Jordan and Iran for a quick domination with Middle East Scoring.  Through the early war, Karl was largely playing events, concentrating power in Europe, and countering my attempts to take Asia.  Coups were rare at this stage in the game, but that's common for a first-time player.  I took an early Space Race lead by two boxes, getting Animals in Space to ditch two cards a turn.  However, I proceeded to fail the next 5 attempts at a Lunar Probe through the midgame, giving Karl an eventual edge in the Space Race.

    In the midgame, Karl and I began expanding into the rest of the map.  One notable turn was turn 4, when I played Lone Gunman (we noted that Eisenhower was in office on the turn track, leaving Nixon to take his place after being shot), followed by Karl playing the Cuban Missile Crisis.  This was especially apropos, since apparently Nixon had much to do with the Bay of Pigs invasion - it's only fitting he deal with the resulting missile crisis!  Maybe in our alternate version of history, Nixon cut funding to NASA, leading to so many failed US lunar probes...

    In hindsight, the Cuban Missile Crisis did more to help the US than hinder it.  Since it set the DEFCON at 2, it meant that no coups could be attempted in battleground countries for the remainder of the turn.  I immediately played Colonial Rearguards, which let me place 4 influence directly on the board into 4 different African and/or SE Asian countries.  This gave me an immediate advantage in Africa, by playing 1 influence into 4 battleground countries, and using the rest of the turn to shore up the influence.  When the DEFCON was raised on a later turn, a bitter series of coups erupted in Nigeria, with Karl's Soviets trying to wrestle control.  With counter-coups, I was able to finally stabilize the country and kick Karl completely out of Africa until South African Unrest was played - but even by then, it was too late.  (He noted later that he felt like he was behind the entire game - I think this is a common theme with a first-time player, and I wonder how it could be avoided.  Maybe with a few minutes of strategy discussion after each turn gets played?)

    In the meantime, I had been slowly taking battleground countries in South America, while little progress by either side was made in Central America.  At this point in the game, the score slowly began a US midgame swing, as Karl could only score Asia.  By the end of the midgame, Africa and South America had won me big points, and the VPs raised to +17 US.  We called the game on turn 7, just before entering the late war, where the US would have a big advantage.

    It was an interesting game, but a little disappointing for Karl.  When both opponents are first-timers, the cards and strategy are unknown constants.  Playing for the first time against an experienced opponent is a tough task.  To his credit, he played very well, making only a couple of mistakes.  Chief among them was playing too many cards as events in the early game.  Although the Soviet events are powerful, removing them from the game early means less available cards for operations.  Unless they put the game away early, the midgame (and endgame) are going to be an uphill battle.  I would have liked to have played a second game with him - I think he would have enjoyed it much more than the first learning game.  Maybe next time!

     
    All-in-all, it was a fun weekend.  I wish we could have planned some more multiplayer gaming with one of the Tampa gaming groups, but I waited too long to set anything up.  (We wound up filling time with some World of Warcraft, which I'm ashamed to admit I'm having a lot of fun with.)  Ever since I've been a little kid, Karl and I have been playing games together.  We play something every holiday - from the early games of SFB and Battletech, the videogame years of Dungeon Master & Wing Commander, through the Magic: The Gathering & CCG years, the early days of Eurogames, and into today's golden age of gaming.  It's nice to know no matter how old we get, or how long it's been since we've gotten together, we've always got a game to play.  So thanks for the weekend, Karl.  I'll see you for the holidays - just let me know what you want to play!

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