Monday, October 20, 2008

Blues Win! Blues Win!

This past Saturday was my first of 11 games for the Blues that I have tickets to, this year. As seems to be their wont this year, the Blues started slowly, and looked pretty sluggish, especially on defense. As is also their wont this year, they got noticeably better as the game went on. I wasn't sure they were going to be able to pull it off, but they did. Scoring with 14 seconds left in the third period to tie it? I admit I went a little nuts at that point. Not as nuts as the ~12 people fighting in the upper bowl to my left, though. My form of "nuts" is more respectable, and doesn't involve taking my clothes off. Yeah, that was weird. Anyway, the Blues won the game in a shoot-out, which makes us 2-0 in shootouts this year. I don't know if we'll be making the playoffs this year, but if we can keep this up we will definitely be competitive.

Wednesday, October 15, 2008

Des Moines

Greetings from Des Moines, Iowa. Yes, I am back in the place of my birth, for the first time in probably 20 years. As this prior weekend began it looked like I was going to be headed towards either Nevada or Puerto Rico this week. As the weekend ended I learned that I was going to Des Moines, instead. Which is OK, because it is hockey season and who wants to be having fun in the sun during hockey season? Not me, certainly. So, instead, I am in cold, rainy Iowa. I'm here on some project new is very undefined, and I think my boss wanted someone up here with her just to keep her company, because all I'm doing is reading documents and getting ready for a meeting with some guys from KPMG tomorrow, which could have all been done by phone and email. Ah, well; so it goes.

Thursday, October 09, 2008

Illuminati

And now for a game I have actually played recently, Illuminati. This is a card game of global domination by secret power groups. You know all those conspiracy theories you hear from people on the bus or read about in supermarket tabloids? About how the Vacitan secretly controls the Church of Satan and how George Bush has orbital mind control lasers to stay in power? In this game, it's all true.

The game itself is fairly simple rules-wise, but that hides a lot of deep strategy. Each player is a specific Illuminati group. The basic game comes with eight, though expansion sets have added more. Each Illuminati has a specific amount of power, and it uses this power to take over various groups. In fact, most of the cards in the game consist of specific groups, like the Congressional Wives, or California, or the Democratic Party, or the International Communist Conspiracy, or the Eco-Terrorists, or the Boy Sprouts, or the American Autoduel Association, or... well, you get the idea. Each group has a Resistance, and you total up your power, and compare it to the target's resistance, to determine your odds of taking them over. Roll that number or less on two dice and you got 'em.

Of course, it's never that simple, is it? Everybody has money, accumulated at a different rate for each group, based on their Income rating. You can spend money to make it easier to take over groups, which is pretty cool. Of course, other players can spend their money to make it harder for you to take over your target. And here is where the game really gets fun! Wheeling and dealing abound as the players all try to keep the other players from achieving their goals and winning the game, without leaving themselves broke and defenseless? Why does that matter? Because other players can attack groups that you already control, so having some money on hand for defensive purposes can be important.

Winning generally consists of having a specific number of groups under your control. It varies based on the number of players. For example, with four players you need to control 12 groups in order to win. To help make everyone paranoid, though, each Illuminati has their own secret goal that will let them win another way. For example, the Bavarian Illuminati want to have a total of 35 Power in their control structure. The Gnomes of Zurich want to have a total of 150 MegaBucks in their control structure. The Servants of Cthulhu (being crazy cultists) want to destroy a total of 8 groups (yes, you don't just capture groups, you can also destroy them). And then there are the UFOs, which secretly pick one of the other Illuminati's secret goals, so nobody will ever know what they are trying to do.

So, a conceptually simple game with a lot of political maneuvering, deal making, deal breaking, and general back-stabbing. Good times!

Wednesday, October 08, 2008

Big Spender

Yesterday I had the distinct privilege of writing the largest denomination check I have ever written. Over 18 grand, it was, pretty much all of my discretionary savings over the last five years or more. I spent it all to get rid of one of my two mortgages. When I got my place almost 4 years ago, I had an "80/15/5" mortgage, where I put down 5% and got two mortgages to make up the rest of it. This money pays off the '15' part of the equation, moving me out of Alt-A status and into the land of God-fearing citizens. Or something like that.

Or maybe I just didn't like having to write that extra check every month. That's a possibility.

Sunday, October 05, 2008

Fury of the Norsemen

It's time for another dig into the depth of my game collection. This time I have unearthed Fury of the Norsemen, a small wargame depicting a viking raid into a generic northern European village unfortunately built along the coast. This game was published by Metagaming back in the early '80s, and I have owned it since at latest 1996, if not earlier. However, it had been over 10 years since I had last played the game.

The map depicts a rather small village, along with the surrounding woods. The village contains a monastery on the edge of town, a keep, a church, and a manor where the lord lives. The vikings all attack from boats that land along the shoreline. In the basic game there is just one boat, but there are optional scenarios that give the vikings two boats. The vikings start with ~25 units, which boil into the town and begin stealing livestock, women, and treasure. Yes, the point of the game for the viking player is to go all caveman, bonk women on the head, and drag them off. And horses and cows, as well. The viking player wins if he collects 18 or more points from loot. Treasure, women, and livestock are all worth one point apiece. The church treasure and the various village leaders are all worth three points.

The village player, naturally, wins if he stops this. The village player has the joy of starting with many more units. However, most of these units represent the average villager with a hoe or shovel, and they will die in droves if they don't run away as fast as they can. I always have them die while protecting the women, because that seems like the manly thing to do, but trust me, they will most likely die if they try this. On the other hand, there are a few serious military figures in the town, and if they bunch up well they can hold up the vikings for a while. The game only runs for 12 turns, so the viking player needs to get to the sacking as fast as possible, and thus simply holding up the vikings can actually be good strategy. You don't need to kill them, just keep them occupied.

Now, I have to admit that I find this game rather boring. Once you get the standard strategy down there really isn't much strategy to it. As soon as he can, the village player sends his womenfolk running for the keep while the militia hold off the vikings. The cavalry and soldiers can grab significant strategic points and hold on as long as possible. The vikings must run as hard as they can to grab all the good stuff. This means that the vikings must extend themselves, leaving themselves open to a counter-attack. But, still, they're pretty good.

However, the combat results table is weird and ruins the game for me. Combat can result in either the defenders or attackers running away or dying, or both sides killing each other. Trust me, the two sides will kill each other all the time. This is of great benefit to the village player, as you are usually losing lousy militia while the viking player loses good, solid viking units. And he only has about 25 vikings, and once one of them takes loot back to the ship, they are out of the game. And since you need 18 points, once you lose about five or six vikings, good luck actually getting those 18 points.

So, not a terrible game, but it has noticeable flaws that keep me from really wanting to play it, ever.