Wednesday, November 11, 2009
BSC2.0
It has a much more powerful interface, should make reading and participating in the discussion even easier. I'll post in both places for a while and see how it goes.
If you want to "test drive" the site, check it out here:
http://brettspielcafe.wordpress.com/
- - - D.O.
Fed Commander
Life and gaming tastes change of course. And with a family and other responsibilities (like a job) it's pretty difficult to devote a full day to gaming any more.
ADB, the designers of SFB, recognizing the impact of German-style gaming in America (2-hour length and attractive components being a feature) decided to cash in by making a simplified version of their mammoth SFB. I criticized it pretty heavily in my comments on BGG at the time for being cheaply made, with little "heft" in terms of game components compared to just about any big release today.
It appears the game is doing very well however, perhaps bringing back a number of old-school SFB players who have the same time-problem that I do. They release game content for free every few months or so in their on-line newsletter. There have been many new ships, cards, rules and rule-sets release.

Although it would seem almost impossible to keep up with all the releases because of cost and time, a gaming group that was passionate about the topic (science fiction space-ship shootouts) and that was willing to share ownership could have a rich universe to play in.
Sunday, November 08, 2009
Game Mechanics
This post is a "placeholder" until I solidify it, for some geeklists with game mechanics.
GL 1
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Saturday, November 07, 2009
Menagerie
Gray and I are working on a custom game, we've titled "Menagerie". A combination of influences inspired the African safari theme. The general mechanic is "explore, expand, trade, collect".We collected parts for a number of other games that I have spares for: Hansa, China, Mesopotamia, Mare Nostrum, and Struggle of Empires. The board is completely changeable, thanks to the hex-tiles of Mesopotamia. The figures are from some 1/24 scale figures my parents gave the kids and have ancient middle-eastern garb. Tam bought a tube of animal figures from the craft store. There are "goodie-huts" in the form of house-pieces from China.
The game is 4-player, and goes in rounds. Each round lets each player take 3 actions, which include moving, exploring a territory and uncovering it's inhabitants (natives, animals, or treasure), renting a "specialist", or converting native tribes to your side. Players collect commodities collected from friendly native tribes, and trade them with each other at the center of the board (never more than 3 moves or 1 turn away from any player). They can later trade treasures into a museum, or turn animals into a zoo for money or victory points.
We are working on rules for the "specialists", characters that can be added to your team and that have special abilities similar to Agricola.
The one pictured here we are calling a "ranger", he adds one victory point for each animal collected, and gives a modifier to the die roll when attempted to "collect" an animal discovered on a new tile.We hope to use commodities collected each turn from "friendly natives" to trade for large improvements that upgrade a position. Twelve unique commodities would form a set that could be turned in for a museum that would allow players to harvest their treasure, a zoo for keeping animals, a large camel that represents a logistics network allowing for more efficient movement of goods, and a trade tent that facilitates rapid trading between two players anywhere on the board.
There is no combat in the game, but you can do things like steal a treasure space from an unsuspecting player, or convert (bridge) a village over to your side. You can block other players from using the trade tent if you own it, and charge players whatever you like to use your trade network. You receive a profit share when they use your museum or zoo. You can also place draw location tiles in favorable or unfavorable positions near your neighbors, for a price.
It's coming along pretty well - Gray and I have been having a ball building it out. Will keep you posted.
Oh, and we're open to suggestions on a more appropriate name. Click "comments" below to add your suggestion! - - Dave
Thursday, November 05, 2009
Tigris...
I've played perhaps 100 games on Boardgamegeek, play-by-email style. I look forward to making my move each day, but have found it to be pretty formulaic. The live dimension included bluffing, intimidation, "bash-the-leader", and all the great psychological nuances you'd like to see in a multiplayer game.
I stumbled upon this old Geeklist while doing some housekeeping, which has some really interested facts about the online version of the game. A review might help my face to face game...
Everything you always wanted to know about T&E
Wednesday, November 04, 2009
Strange maps
This one is of an alternative layout for the city of London, in hexes...Have a look at this site...
Strange Maps
This one is very interesting... It is a map of "what aliens are watching". It shows how far the first television broadcast frequencies have traveled in space...
Tuesday, November 03, 2009
Civilization... the original
Played this the other day with JRB and his son. Had a great time. Wikipedia does a description as well as I could. Check it out, along with links to the game at the bottom.From Wikipedia:
"Civilization is a board game designed by Francis Tresham, published in Britain in 1980 by Hartland Trefoil (later by Gibson Games), and in the US in 1981 by Avalon Hill. The game typically takes eight or more hours to play and is for two to seven players.
Overview
The Civilization board depicts areas around the Mediterranean Sea. The board is divided into many regions. Each player starts with a single population token and grows and expands his empire over the course of turns. Each player tries to build the greatest civilization.
As each nation grows, adding more and more population to the board, players can build cities in regions they control. Each city grants a trade card to the owner, which allows trade with other players for any of nine commodities, such as iron, grain and bronze. Along with trade come eight calamities such as volcanoes, famine and civil war, which destroy population and cities. Trade cards are combined in sets to purchase civilization cards, which grant special abilities and give bonuses toward future civilization card purchases. The civilization cards grant access to abilities such as agriculture, coinage, philosophy and medicine.
The goal of Civilization is to be first to advance to the final age on the Archaeological Succession Table (AST). The AST contains fifteen spaces and players are advanced on the AST each turn. The AST starts at 8,000 B.C. and ends at 250 B.C. At several points, however, certain conditions must be met (such as, the civilization must have a certain number of cities) in order to advance. Since most civilizations do not meet the advancement criteria at all stages on the AST, games usually last more than fifteen turns.
Civilization is unusual in that it does not focus on war and combat as many games of its genre do. Instead, players are encouraged to trade and cooperate in order to advance. War and combat are entirely permissible, however, and are sometimes inevitable. In fact, the game is designed to limit player's geographical expansion possibilities, forcing them to deal with other civilizations militarily, diplomatically or otherwise if they wish their own civilization to reach its full potential.
Trade (via trade cards) is the most important activity in Civilization. Trade cards give the player's civilization wealth, which ultimately help the civilization advance on the AST. Cards are more valuable the more of one type the player possesses. For example, one salt is worth 3 points, two are worth 12 points, and three are worth 27 points. If a player possesses all the cards of one type, he effectively corners the market and gains the most value for his cards. Many "trade sessions" can become quite vocal and exuberant as players try to out-trade one another. Trades are done in groups of three or more cards. Since players are only required to tell the truth about one of the cards and the total points value they are trading, calamity cards can be slipped into a trade, thereby avoiding receiving the primary effects of the calamity.
Game play
A game starts with a single population token, which begins on a specified area on the edge of the map board. The area the first unit begins in is based on the specific civilization represented (ie. on the island of Crete for the Cretans or in Africa for the Egyptians). As the first few turns progress, the population expands exponentially. Each zone on the map has a printed number representing the number of population token which can be supported there. Eventually, the player will decide to convert some of his excess population into cities. Certain areas on the board (where cities existed historically) have a square printed in them to designated them as city sites, which require six population tokens to produce a city -- non city sites require twelve such tokens.
Those players who have built cities are permitted to receive trade cards with a commodity printed on them (hides, salt, cloth, etc.) later in the turn. There are nine decks, and players obtain progressively more valuable cards based on the number of cities they have. Those with five cities receive a single card from each of the decks one through five, for example. Players may have up to nine cities. Cards gain value exponentially, so two value "3" trade cards are worth twelve points, while three are worth twenty-seven points. It is to the player's advantage to collect multiple cards of a single commodity, as four or five of a single commodity can be quite valuable.
After all movement (population units and ships) and conflict has been resolved, trade begins. The various players trade their cards in an effort to gain multiple cards of the same commodity. After all trade is complete, players tally up the value of trade cards in their hands with an eye on purchasing civilization cards. These are available in a variety of arts, crafts, sciences, and more. Examples include: Astronomy, which allows a player's ships to sail across otherwise impassable zones in the middle of the Mediterranean and Black Seas, and Agriculture, which allows all the player's areas to support an extra unit of population.
The downside of trade is that calamities are randomly hidden in the trade card decks. Some are played immediately, while others can be traded away. Many cause immediate destruction of cities, while others force the player to liquidate a considerable amount of his assets. In some cases, collateral damage can be meted out to other players as is the case with famines and epidemics. Calamities can reduce a player from first to last in one fell swoop, especially if the player is hit by several in a single turn. The nature of the game tends to allow players to recover within a few turns, however. Many of the calamities can be mitigated by specific civilization cards, such as Engineering (good vs. flood); this specific card is often purchased by the Egyptians, whose homeland is flood-prone.
The goal of the game is to advance through the Late Iron Age and become the most advanced civilization on the map board. This is accomplished through clever game play and purchase of several high-value civilization cards. A winning player will typically have Literacy, Law, Philosophy, Democracy and a variety of lesser value cards (but not too many of the low-value arts & crafts)."
Whew! Want to check out the manual and game pieces/cards? (thanks Bob Brandt)
Quick reference (custom)
Saturday, October 17, 2009
10 months...
I'll be up and posting again soon, so stay tuned!
Sunday, December 07, 2008
Essential bridge links
FREE bridge games and demos:
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Easy Bridge - This game is rather old, but it is free and functional. Mark reports that the computer bids "crazy" about 25% of the time. I would say that it does not respond well to preemptive bidding. If you pass low point hands it seems to get to it's contracts okay. Only plays rubber bridge, or single hands (part-game, game, non-trump, slam). Great for non-trump play and slam bidding practice.
Wbridge5 - This game apparently won the ABCL 2008 computer bridge tournament, and it's free (!). It's written by a French programmer, but although a little more "stark" that Easy Bridge, it's apparently much more powerful.
Bridge Baron - This program is $64.95, and is a very polished and professional package. It has a suppliment book available for purchase, and you can also purchase ABCL tournaments from past years to play against, just as if you were a participant - you get the same duplicate deals, and it shows you how you would have faired against competition in the event. It is slick, and in it's 19th version appears to have everything but the kitchen sink included. The free demo is worth checking out. As of 12/7/08 there is apparently a $5 discount available at Amazon.
Online Play
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Bridge Base Online (BBO) - This free site is apparently part-owned by Bill Gates. It's been around a while, and has a slick interface, unlimited free play (with registration), and plenty of (free) tournaments to join. It is registered with the ACBL, meaning you can play in tournaments to get Master Points. There is generally a small fee to play in ACBL events. You can rent ($3/month) "robot players" to play against, or take empty seats if you wish. Excellent site, although somewhat minimalistic, and the help screens are worthless. You'd have to play at a bridge club or be quite well-read to understand all the screens.
Bridge Info
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Northeast PA Bridge (nepab.com) - Home page of NEPA bridge. Nice page detailing what's happening in the area. Also has details of the March 2009 Steamtown tournament...
ACBL (American Contract Bridge League) - This site is the granddaddy of the bridge world. Has a lot of useful information here. Necessary to have a membership to accumulate Master Points in tournaments. Home of the official rules of bridge.