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Meetup Report and the Learning Game

April 2nd, 2012 by Troy Goodfellow · Blogs, Board Games

On Saturday, I met with readers and listeners and friends to play board games and drink beer. There was Pandemic, Seven Wonders, Resistance and Risk Legacy (thanks to Ron for picking that up and entrusting it to my care.)

It was a good group, as always, a couple of newcomers (always welcome) and we reached a few conclusions.

First, we need to do this more often so I am looking at June. No more five months between game/chat sessions.

Second, we need more time, because with so many people and lots of new games we want to play, four hours isn’t nearly enough.

Third, that might mean a change of location, which would be too bad because the Tequila Bookworm is pretty good for this sort of thing – just not sure how long we are allowed to hoard their upstairs.

In any case, there was fun and good humor for the most part.

Both Resistance and Risk Legacy were new games, though the latter, of course, is still pretty familiar once you get past the set-up and refreshing yourself on the rules you’d forgotten since you last played Risk when you were 13.

Resistance is a card game that was introduced to us as sort of a card version of Battlestar Gallactica – a resistance group is undertaking missions, there are spies in their midst and they need to work out who they can trust in order to carry out increasingly larger missions.

It was not a difficult game to teach, since the fundamentals are pretty clear, though I’m not sure that adding the expansion pack in our second game was a wise idea. Still, there was some immediate confusion over pretty basic things like victory conditions, order of play, the voting system.

This was probably because the guy who brought the game was trying to teach seven people at once, all of whom thought they knew something about game design. I think that learning large-N player games are probably best when there is another assertive teacher there to help guide and keep things moving. With Risk Legacy, too, there was some added confusion since while many of us had heard of the game, the only people who had actually played it were busy at the other end of the room yet again failing to save the world from a virus. Half-remembered Risk rules collided with “Wait, what did that paragraph say?” and we ended up forgetting one major step altogether.

I love shared discovery, but there is a limit.

People who do more of this than I do probably have a system for teaching new games to large groups of people. I learn most of my new games over Skype, being guided through a digital representation of the game. (I have not yet seen Stone Age for real unboxed.)

In some ways, it reminds me of the difficulty of computer game tutorial design. You have an all knowing guide that has to get you moving forward in the game at the right pace for a potential audience of thousands or tens of thousands. You know those tutorials in strategy games that are too slow and take forever to answer the one question you have about the interface or the combat or the numbers and you want to scream? That’s the equivalent of a table of boardgamers interrupting the game teacher with questions he/she is not ready to explain yet because there is some important stuff you need to learn first.

In any case, I think I like Resistance, but we only played it twice and both games ended very quickly – one for the spies, one for the good guys. Jon suggested that a third playthrough now that everyone knew everything would be a good idea, but there were other games to play.

It was a good Saturday afternoon, leading into a pleasant Saturday evening and then one of the most relaxing Sundays I’ve had in a while in spite of the rain. Which leads to the first conclusion:

We need to do this more often. Thanks to everyone that came out.

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Three Moves Ahead Episode 162 – Guess Who’s Coming to Podcast?

March 31st, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Idle Thumbs visits Three Moves Ahead to start discussing plans. As Sean Vanaman mandates a Far Cry 2 episode quota, Troy and Rob begin to realize they have made a deal with a Kickstarter devil. Still, there is more that unites the podcasts the divide them. The panel discusses what their respective podcasts are really about, and what they hope to achieve with a podcast network. Idle Thumbs discusses the surprising cost of running a successful Kickstarter.

Honestly, this is more a conversation between new partners than a proper episode. There is a lot of thinking out-loud about our intentions, rather than a cohesive topic. It’s kind of what you might expect from this group of people. Don’t worry, though, regular programming resumes next week.

Listen here.

RSS here.
Subscribe on iTunes.

Toronto Meetup Information
Email questions about the Idle Thumbs partnership to troy.goodfellow@gmail.com or zacnyr [at] gmail

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Open Gates in Japan

March 28th, 2012 by Troy Goodfellow · Design

Before I got too invested in playing out The Meiji Restoration in the new Shogun 2 expansion, Fall of the Samurai, I realized that I hadn’t played The Rise of the Samurai – the first Shogun 2 expansion. It too deals with a Japanese civil war, this one in the 12th century over who would be the family that pulled the strings of the Emperor in Kyoto. Think of it as a prequel to the Ashikaga Civil Wars that ultimately ended in the Tokugawa Shogunate 400 years later. The Gempei War, as it’s popularly known, pitted the Minamoto against the dominant Taira, and Japanese warfare at this time was really focused on individual heroics and cutting off as many heads as you could.

Think of it as a Japanese Iliad type thing – masses of armies fighting it out, lots of grunt troops, but much of the literature of the period focuses on samurai loudly announcing their names on the battlefield and then knocking off noggins. Occasionally you’d get groups of samurai fighting together before everything descended into a mass melee.

That’s not what Shogun 2: Rise of the Samurai shows of course – it shows organized cadres of soldiers firmly under your command marching in formation and no one giving speeches.

The most fascinating thing about Rise of the Samurai, though, is the land grab at the beginning. Now, land grabs are pretty standard in strategy game openings. In Civilization, you rush to resources. Once you can colonize in Europa Universalis, you dash for Brazil and South Africa. Any game where there is unoccupied or neutral land, you move forward until you are forced to fight for the next territory.

Rise of the Samurai, however, opens by giving you a diplomat unit and the chance to just walk into neighboring territories and convert them to your colour. If a territory is more than 50% leaning to your side and you have the cash on hand, your diplomat unit has a chance to persuade the non-aligned city to just sign on to your Daimyo. If it’s a city that belongs to someone else, you end up in a war with the original master, but that’s another story.

The trick with this diplomatic land grab – this walking across Japan and signing up rich cities to fill your treasury – is that you will not have enough troops to defend them all. At least not for a while. You can’t wait until you have enough soldiers to man the frontier, because your rivals and their allies will either suck up or conquer lands that could be yours. But if you sign up too many willing partners, then you have a wide open gate for an enemy army to swoop in, take a city from you and wreck your prestige or fame.

My most recent game, for example. I was playing the Fujiwara because they are up in Northern Japan and have an economic bonus – money makes the armies move. I was a bit too loose with the coin, though, and my diplomat signed up three or four cities within ten turns. This seemed like a good idea, except these cities have crap forts, and when a very minor power to my southeast, the Chiba, saw that I was distracted by a war of choice on my southwest border, he moved in and quickly swallowed up two crap forts.

This was a blow that I could have easily recovered from if the greedy Minamoto didn’t then swoop in and beat the Chiba like a rented mule, taking what was once mine. (I did recover one city.)

This isn’t really an issue of overextension. It’s not like I was march too far with armies spread too thin. It’s more that the early dynamics of the game encourage you to seduce and plea your way into the hearts of your neighbors while you get the hammer ready to beat more recalcitrant daimyos into submission or vassalage. It’s a relatively cheap way to expand, compared to the cost of losing units in battle, but it can also be a trap if you aren’t ready to back up that expansion with at least the threat of reconquest.

Fall of the Samurai is similar, from the little I have played, in that it too relies on the allegiance dynamic to give an edge to the battle for Japan. But times are tougher and there are really only two sides and you are given better starting forces to work with.

Rise of the Samurai invites you to open doors and then slam them on your fingers if you don’t lock them.

No, that metaphor made no sense.

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Three Moves Ahead Episode 161 – Safety in Numbers

March 23rd, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

As is appropriate for a week where you join a group of podcasting super-friends, the regular panel of Bruce, Troy, Rob, and Julian gets together to discuss co-op gaming. They share old war stories, co-op and learning, what they want from co-op, and how co-op games employ adversarial and story elements. Julian tells a story about collaborative board gaming, Bruce strangles him.

Listen here.

RSS here.
Subscribe on iTunes.

Toronto Meetup Information
Email questions about the Idle Thumbs partnership to troy.goodfellow@gmail.com or zacnyr@gmail.com

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Idly Moving Ahead

March 20th, 2012 by Troy Goodfellow · Three Moves Ahead

So this is big news for the podcast. We get attached to Idle Thumbs, a great and popular (though very different) show that will soon conclude an amazingly successful Kickstarter. Three Moves Ahead moves into even more unknown territory.

And I am personally very excited.

I’ve said time and time again that 3MA is the best thing I have ever done professionally. From its smallish initial audience to its now almost 30k downloads monthly, I have never failed to be entertained, illuminated or infuriated by my friends and peers on the panel. That I get to share this with you guys – an audience whose comments are on point and sane 98% of the time – is amazing.

This will be the biggest change in 3MA since I gave the reins to Rob Zacny over a year ago, and that’s a decision I’ve never regretted. The show changed some under his direction, but I never felt it deviated from its mission to talk about what makes strategy games different, malleable, special and approachable. I get emails all the time from listeners who say that they only picked up X HARDCORE GAME because we recommended it or made our disagreements interesting.

As I said in the mini-podcast, we will try to make the transition to the Idle Thumbs network as seamless as possible. Chris Remo, Jake Rodkin and Sean Vanaman are as anxious to make this work as we are, and, let’s be frank, they don’t need us.

They want us. They want you. They want all the help Rob and Bruce and Julian and I have gotten over the last three years. We have built something special and they will do nothing to stand in the way of that.

I could do a long list of thanks here, but I would leave someone out. If you’ve been on the show, thank you. If you’ve listened to me or Rob flail for a topic two or three nights before we needed one, thank you. If you’ve listened to a single show and thought “Hey, they’re not idiots!” then thank you. If I’ve spoken to you about this opportunity and shared your excitement or, even better, you’ve reminded me of questions to ask, thank you.

This is the beginning of a new stage and there will be growing pains. But I trust you guys and gals to help us stay on course. 3MA will always be about strategy gaming (except for the once or twice a year it isn’t). Bruce Geryk and Julian Murdoch are as much a part of this show as Rise of Nations references. Tom Chick, a founding panelist, will always have a place of honor.

But ultimately, the podcast is about all of us celebrating and sharing why strategy games are interesting, even in their failures.

If you do have any questions or concerns, I encourage you to email Rob or myself for next week’s WTF ARE YOU DOING? episode of Three Moves Ahead. This is an exciting time and the bunch of us are learning together and there will be screw ups. My first duty in podcasting is to the truth, and my next is to my audience. So ask whatever you like and I hope we have time to get through everything.

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Three Moves Ahead Is All Thumbs

March 20th, 2012 by Rob Zacny · Podcast, Three Moves Ahead

ThreeMovesAhead

Rob and Troy look at the Idle Thumbs Kickstarter and conclude that maybe these crazy kids know what they are doing. Maybe Rob and Troy are crazy kids themselves, and maybe they have a plan so crazy it just might work. They have partnered up with Idle Thumbs, finally giving Three Moves Ahead and its community the home they deserve as a part of the Idle Thumbs network.

You have questions, and Rob and Troy have some answers! But never forget that Three Moves Ahead remains an independent podcast. It’s like it joined an awesome podcast commune led by our talented, brilliant friends. Friends who love 3MA as much as we do, and who have some great plans to help it grow. Don’t forget to retweet, and ask us questions via email and Twitter. We’ll do a proper introduction to the Idle Thumbs network next week!

Listen here.

RSS here.
Subscribe on iTunes.

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