Monday, January 09, 2006

Gaming at Tab's: Jan 1st

Finally getting around to writing about our gaming experience at Tab's at the end of the year. Sitting in a hotel room in CT (here for 2 days for a work meeting), so after checking in with Tam and the kids, playing my Tigris and Euphrats turns (I have 4-5 games going at any one time), it's time to record a few thoughts.

First off, the games. We played: Capitol, Cosmic Encounter, Star Wars: Epic Duels, Star Wars: Queen's Gambit, Civilization, and Through the Desert.

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Through the Desert, we played two 5-player games, with Dad, Austen, Kim, Tab and myself. I love this title, and after 20-30 games, I feel like I have it figured out. If you're not familiar, the game is very simple. Each player has 4 or 5 caravan leaders, each in their own color. These single units are the starting points for chains of camels that stretch across a hex-board. Each turn, a player may add two camels to the chain, choosing from available colors.

As the chains are extended in length, players pick up points for "water holes" (which are removed), scoring 1 to 3 points, or link up to oasis hexes (which remain on the board), scoring 5. Players race to acquiring valuable water holes or encircle oasis spots to prevent each other from scoring.

Portions of the map are irregular, and may be enclosed fence-like by caravans that cross from edge to edge. Water holes enclosed this way are immediately scored, and 1-point is earned for each hex enclosed (this can be a large way to score points, although it is times consuming, and can only be completed by a single color, and no player's camels can be inside the enclosure, limiting the size and possible locations).

The final way to score is by having the longest caravan in any color, scoring 10 points, 5-points for each player for a tie.

The game is fascinating, because there are many small tactical fights that appear all over the map. There are races to reach oasis spots, where spaces to reach can be limited, especially if the small color is involved (equal colors of caravans owned by different players may not come in contact with one another, thus limiting available hexes). There are battles for control of good fencing locations, since the points that can be scored this way are so large. There is also conflict over 3-point water holes, and races to have the longest caravans.

After the last piece of any color is played on the map, the game immediately ends, and all points are added. Bonus points are figured in, and highest total wins.

Strategy

Ultimately, there are two simple ways that I've been using in my games to win. Caravan length, and efficiency.

With only two moves per turn, and many ways to score points, the most obvious method to score would be to chose the best point spots on the board, and build on them each turn. Since there is no hidden information in the game, the most obvious plays are generally made each turn by both players. However, the beauty of this game is that what is most obvious is not always the most effective way to win.

First, caravan length. Even after multiple plays, there is so much going on tactically in the game that it doesn't often occur to players that the longest caravan's are an extremely important factor. Ten points for the longest in each color means that there are a total of 50 points available to both players. If each players wins 2 colors, and tie for the 5th, the game would come down to a missed play, or timely block on the map. But generally, one player wins 3 colors (4 in a blowout), and the other 2. This makes the point split 30 to 20.

The difference of 10 points in this split is almost impossible to overcome!

In a game with zero hidden info, the likelihood of players making up a 10-point deficit by the equivalent of four 3-point water holes, or more than two 5-point oasis squares is impossible. Their attempts to enclose a really large area for points play into your hands, as they are effictively handing you four caravan lengths (a 40-10 split)! Assuming you score as many holes and oasis spots as your opponent and don't make any mistakes, you should win every game by the third caravan's points.

Second, and most important: efficiency.

Accomplish four objectives twice with your two moves.

The four objectives?

First, snap up an adjacent or at most 2-distant water hole (hopefully a 3-pointer). Second, move the caravan in the direction of a nearby oasis while grabbing your water hole. If the move positions you towards an anchor point for an enclosure, you've accomplished a third objective. And if you have the lead, or are establishing the lead in a particular color, you are accomplishing a fourth objective.

As long as the majority of your moves accomplish these 4 things each turn, you should win each game in a landslide.

Next: A Capitol discovery.

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