Monday, December 30, 2013

Update on 2013 resolutions

At the beginning of the year I had three resolutions:
  1. I am resolved to be more intentional with how I spend my time.
  2. I am resolved to play my guitar in 2013.
  3. I am resolved to read 20 books in 2013.
I am proud to say that all three have been met.  While I have not been perfect with my time allotment, I have spent noticeably less time idly browsing through Youtube, boardgamegeek.com, rpg.net, and other internet time wasters.  If I watch TV, it is almost always to watch a specific show.  I still play too much Football Manager on my computer, but nobody's perfect.

I did get back to playing my guitar this year, and have built up some good callouses and got my skills pretty much back where they were a few years ago.  Now, for 2014, I need to make the next step to actually learning how to play the Blues.  I keep saying I'm going to do it, but it doesn't happen.  Maybe this is the year to force the issue.

As far as books go, I read 27 books in 2013.  Granted, I was unemployed for 3+ months, which provided me extra time to read that I didn't have before, but I still got a lot of books knocked off the "to read" list this year.  Now if I could just keep from adding books to that list, I might actually start making progress...

Tuesday, December 17, 2013

Thoughts on NHL Center Ice

This NHL season I purchased the Center Ice package, which lets me watch most NHL games live.  As with all of these kinds of packages, I don't get live games being shown on a national network (usually the NBC Sports Network), and I am not supposed to get games from my local team, the St. Louis Blues.  I usually watch the games through the Center Ice app on my Playstation 3, and for the most part it works quite well.  Like with the MLB package, a lousy internet feed will result in choppy or grainy video, but for the most part my internet service from U-verse is sufficient to the task.  Video quality actually appears to be getting better as the season goes, but whether that is something that the NHL is improving, or just random luck, I can not tell.

So, some thoughts.
1.  When the season started, I found myself watching a lot of Montreal games, and I have now moved to watching a lot of Detroit games.  What's up with that?
2.  I really like watching Canadian broadcasts.  Part of this is the fun of seeing Canadian commercials.  Sometimes the NHL feeds cut out commercials and intermission discussions, but more often than not I get to see those.  I have no idea how or why the NHL decides whether to show commercials or not, but for whatever reason I like seeing commercials for businesses that have nothing to do with me.
3.  I would deeply like to have Chris Osgood's hair.
4.  I can watch St. Louis Blues games live!!!  I'm not supposed to, but about 20 games into the season the NHL Center Ice app had a really weird error where it basically dumped all its data and I had to re-initialize it on my Playstation 3.  After doing so, though, I am not blacked out from my local team's games, so I'm not complaining.
5.  $150 is kind of a lot to pay just to watch hockey games, but it's worth it.

Wednesday, December 04, 2013

Combat Commander: Mediterranean

A little over a year ago I wrote about the game Combat Commander: Europe.  Today I am writing about the first major expansion for the game, Combat Commander: Mediterranean.  Where the original game included counters and cards for Germany, the Soviet Union, and the United States of America, the Mediterranean expansion includes France, the United Kingdom of Great Britain, and Italy.  Actually, each of the three new decks and counters actually cover multiple factions.  For example, the Italian deck is used for all "minor" Axis powers (Hungary, etc.), where the French deck is used for minor allied powers, and the British deck is used for all parts of the alliance, including ANZAC and Canadian forces.  The box comes with new maps and a new playbook, as well, including new scenarios featuring the new forces and an expanded random scenario generator to include the new forces.

The basic gameplay is not changed by this expansion, but because the new forces have their own decks of cards, they play differently.  For example, the British deck has a lot of "Marksman" actions and a lot of Reform orders, to reflect the high accuracy with rifles and the "stiff upper lip" reputation that they had.  And God help you if you get stuck with the Italians, as their deck has a lot of "Command Confusion" in it, and you can only discard one card with a discard action.  One!  Italy, I weep for you.

If you like the Combat Commander system, as I do, then this is a great expansion to have.  If you don't like the system, then this expansion will not change your mind.


Tuesday, November 19, 2013

The Lord of the Rings: The Card Game

I have a conflicted relationship with The Lord of the Rings: The Card Game.  This game is part of Fantasy Flight's "Living Card Game" series, which are a combination of a standard card game and a collectible card game.  Instead of buying booster packs with a random assortment of cards to expand your game, every few months the publisher puts out a new set of cards, which are fixed.  So you can expand the game as you want, and you know what you are getting when you pick up a new pack.

With that out of the way, let's cover the mechanics for the game, and hopefully explain my issues with it.  The game provides materials for one or two people to play it (though you can combine sets to allow more people to play).  Each player selects from one to three hero characters, and puts together a deck of cards that they will use for their characters.  Cards include additional ally characters, useful items, or special actions that can be taken.  Cards require resource points to play, and each hero character gets one resource point each turn (which can be kept from turn to turn to allow for more powerful cards to be played).  There is also an encounter deck, and each turn you are drawing at least one encounter card per player.  These encounters can include evil creatures to fight, locations to travel through, or various bad things.

One key aspect of each turn is the concept of "questing."  While you might want to keep all of your characters to fight and kill bad guys, you really need characters to go questing during each turn, because of the "threat" mechanic.  This is one of the ways that you can lose the game.  When you choose your starting hero characters, they all have a threat value.  You total that up at the beginning of the game and that is your "threat value" at the start of the game.  Each turn this goes up by one, and certain encounter cards can make it go up even faster.  If a player ever gets to 50 threat, they are out of the game.  Well, encounter cards also have threat values, and unless you are directly engaged with that specific encounter card, its threat will increase your threat value as a player EVERY TURN.  This can get out of control really fast.  They only way to counter this is to send a hero character "questing," as only the negative difference between your hero's questing value and the opposing threat is used to increase your threat value.  In fact, if you have more quest points than there are threat points on the table, you can progress towards either traveling through your current location are completing the specific quest stage you are on.

This is a fairly complicated game.  Not Advanced Squad Leader style complicated, but there it can take a while to wrap your head around how all of the various game mechanics interact with each other.  And this game is HARD.  Super, super hard.  It takes luck with card draws and a lot of skill in building and playing your deck to win.  The boxed game comes with three scenarios, ranging from hard but doable, to one apparently needing Divine intervention to win.  Each of the expansions also comes with at least one new quest, as well, and there are literally dozens of expansions currently available, so this game has a large amount of replayability.

The game is solitaire friendly, and has a really good theme to it, so you would think that I would love this game and play it all the time.  Alas, it leaves me kind of cold.  Why?  I'm not entirely sure, but the stupidly high difficulty of many quests probably plays into it.  As a point of comparison, winning games of Arkham Horror can be really hard, but even when I lose I still really enjoy the way that the game plays and the sense of creeping doom.  In The Lord of the Rings, the doom doesn't creep up on you, it usually starts punching you in the face from turn one.  Solitaire games are supposed to be hard, but they should not be despair inducing.  In addition, while other solitaire games really give you a sense of story/narrative, this game does not.  Instead, you randomly encounter things from the deck, and deal with them.  It doesn't necessarily feel like you are actually traveling through a forest, or hunting a specific enemy, or anything like that, you are just playing cards.  To put it another way, the mechanics get in the way of the theme.

Bottom line, this game doesn't see much play.  Maybe one day this game will "click" for me and it will all make sense, but as it currently sits I only play this sporadically.

Tuesday, November 05, 2013

Alsace 1945

The next random game from my collection to discuss is Alsace 1945, a relatively small wargame (only one counter sheet, MSRP around $20) from Avalanche Press dealing with the German offensive in Alsace that coincided with the Battle of the Bulge in late 1944 and early 1945.  The game uses standard "hex and counter" mechanics, with counters having combat and movement values on them, and combat involving totaling attack and defense combat strength and then calculating an odds ratio, rolling a die, and looking up the result on a Combat Results Table.  If you have familiarity with this kind of game, the rules are easy to pick up.  This game does have a few interesting mechanics worth mentioning, though.

First, rather than a standard "I go, you go" format, units are organized into commands, and each command has a counter that can be put into an opaque cup (you don't have to put the counter in the cup, if you don't want to activate that command on a specific turn).  You then draw command counters at random to activate a command to move and fight.  The reason for maybe not wanting to activate all of your commands is due to limited supply.  It takes supply points to activate a command Headquarters unit, and especially the German player may run out of them depending on the draw order.  Also, after two commands have activated you start rolling dice to see if you end your activations, so if you put all of your command counters in the cup in a big scenario, you might not get to draw the one that is most important to you.  I kind of like this mechanic, and "chit pull" activation systems are generally friendly to solitaire play.

Second, in three of the five included scenarios, the Allies have to check to see if Eisenhower starts pulling units away to reinforce the Ardennes front.  This is represented by the American player getting few supply points, and perhaps having to retreat from specific objectives.  This is an interesting aspect of the historical situation, where Eisehnower thought about doing this, but DeGaulle talked him out of it.  The mechanic works well enough.

So, this is a pretty standard game with a couple interesting mechanics.  Unfortunately, the game has a fatal flaw; it is boring.  I did not enjoy playing this game, as it just wasn't that interesting to me.  Other games using similar mechanics I have found much more enjoyable than this game.  So, I'm not sure that this will ever see the table again.