This time we tried a variety of shortish two-player games at this
boardgame café, playing each of
them twice just to get the hang of the basics.
We started with
Splendor, which
I enjoyed again. My second and third games; with only two players one
uses fewer tokens, so it's still possible to corner the market in the
early game. I'm definitely getting a feel of building up resources,
then choosing when to abandon that and sprint for the finish.
Certainly one I expect to buy at some point.
King & Assassins
was next, a slightly hnefatafl-like game of getting the king out of a
crowded market where any local citizen might be a disguised assassin
(and they're all controlled by the assassins' player). It's a bit
simplistic for a wargamer like me; enjoyable to play once or twice,
and with randomness only in the allocation of action points to each
side (by card draw; if one side gets a lot of actions, so will the
other that turn) which is a pleasant touch, but I can't see myself
playing it a great deal and it probably won't go on my purchase list.
We took a look at
Confusion: Espionage and Deception in the Cold War
but were frankly intimidated by the game materials (see
this image)
and so decided not to play. It looks a little like a reversed
Stratego, in that
your enemy can identify all your pieces but you can't; you make a
move, he tells you whether it was a legal move for that type of piece,
and you try to deduce which of your pieces is which.
Instead, carrying on with the Cold War theme, we tried
1955: The War of Espionage.
With six countries available, each side plays cards to sway them
towards his own faction (winning by getting any three countries'
control markers all the way to his end of the board, or by taking over
the enemy's home country). There are complex rules about which cards
one can combine and when, but in the end it felt fairly random
(because of the large card deck, which we were nowhere near getting
through by the end of the game) though still enjoyable.
We finished off the evening with Summoner Wars: first
Phoenix Elves vs Tundra Orcs.
This is a card-based combat game on a 6×8 grid: you draw cards, summon
allies to join your side, move and attack the enemy, and discard cards
to build up your magic reserve to summon even more allies. (We didn't
spot during this first game that you also add killed enemies to your
magic reserve.) The elves were fragile, but effective in attack and
with lots of magical boosting; the orcs were less fragile, but also
less effective. This came down to three on one in the end, and my
elves managed to surround and magic to death the orcish summoner
(king-equivalent).
Guild Dwarves vs Cave Goblins
was a more asymmetric match: the goblins have many cheap but
ineffective units, which when they're slaughtered en masse contribute
plenty of magic to the dwarves' side. They really need to rush forward
constantly. I got a good start on this one, but bogged down, and my
summoner took some heavy damage, which eventually gave the victory to
my opponent.
This game suffered, to my mind, from a difficulty in combining
attacks: ranged units can only fire orthogonally along the grid lines,
an understandable simplifying assumption but one that was just one
simplification too far for my suspension of disbelief. Elven archers
can shoot at enemy A four squares away, and at enemy B right in front
of them, but not at enemy C one square forward and one to the right?
I wouldn't mind playing some more of this, but I don't really see
myself wanting to have it as a regular game at home. Indeed,
Splendor is the only game of these I'm likely to buy, and I already
was before I played it here. But most games can be enjoyed once or
twice even if they don't earn a place in one's collection, and this
was a good evening of trying out new things.
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