Tag Archive | amyitis

Jon is unclear

Magic

David+ Jon+

Parade

David+, Jon, Nadine

I need more of a review every turn than Jon has patience for.

Tichu

Jon/Nadine+  David/Haim

Jon/Haim+  Aaron/Nadine

We played one game early on, Aaron finished it later with Jon watching him, then we played another game, Jon took over when David left.  In our early game, Jon called Tichu while looking at his 8 cards, David clarified by saying Grand Tichu, while looking at his whole hand, because Jon saying Tichu on 8 cards means GT. It was clear to them, and me, that Jon was calling GT. After the game, David told Haim that he should have kept his Phoenix because he also had an ace, instead of passing it to David. Haim said he passed it because David called GT, which is when we discovered that Haim, and Aaron who was watching the game, thought David had called GT and Jon had called Tichu. Aaron said people do sometimes call Tichu before passing, though it’s rare, but he said it would at least be after everyone looks at their whole hand.

Amyitis

Nadine 45, Jon 39, Gili 38, Yael 35

I complained too much because of the game’s constraints and lack of control. Yael didn’t like them either even though her camel card was great, and let her go anywhere to use the resource chips she had. I guess you feel like you’re not doing enough, but no one else is either. Jon didn’t get to buy a tile at the end, I also didn’t get to do what I wanted due to wrong resource chips, but I did get the red 3. Jon said it was the first time he didn’t get the bonus for 5 tiles. We used his house rule where you can pay 3 for any card action, independent of cards. It is a good game, but it does also feel like work to some extent. I guess it’s pretty well balanced, though I don’t think I won because I was playing better. I had the 2 points per round card, and was as far as anyone with red cards, I never got a purple wild resource.  I went first, and got to place the cubes twice, which may have helped. Yael got a lot of points for her many irrigation cubes, I got one point the whole game from one or two of them.

Power Grid

David 17 16 201, Haim 14 14 160, Aaron 14 14 135

Aaron hasn’t played much, and it was a while ago so David reviewed all the rules; Haim’s second game. So David had way more experience than they did. But he stored up on fuel on what he thought was the second to last turn, whereas if he had kept the money, he could have build to 17 that turn and won by even more. They played with our house rule of exposing the next 4 cards in the draw pile.

July 6, 2016

Participants: Jon, David, Avi, Yedidya, Nadine, Dan, Netanel, Nisan

Dan is a gamer/designer from Boston who kindly brought me his game Producer, which we didn’t get a chance to play. I hope to get it to the table sometime in the next few weeks. Netanel is also a newcomer. Yedidya is a nephew (?) of David’s who had come once before.

Parade

Yedidya 20, David 21, Jon 24, Avi 47

First play for Yedidya, who won. David only took cards on his last two turns. Yedidya had the most cards, all worth 1 point each.

Five Tribes

Nadine 165, David 148, Netanel 128, Dan 120

First play for Dan and Netanel. They apparently played with rather good djinns. Nadine writes: Dan had the djinn that let him put the camel on spaces with meeples. I had 6 cards but paid a lot for them, didn’t take money, or pay for turn order. I had 9 yellow meeples and got the djinn that gives 3 points per yellow meeple. David took money a few times and he had a lot at the end and a set of resource cards. Netanel placed all of his camels except for one. Dan and Netanel liked the game.

Amyitis

Jon 57, Avi 54, Nisan 51, Yedidya 32

First play for all but me. We played with my rule that you can buy any action for 3 coins. Yedidya seemed to not really play the game: with few exceptions, he made one or two actions each turn and then just collected coins. At least he could use all his collected money on the last turn (owing to my rule), but it wasn’t nearly enough to catch up.

I usually go for third level in blue, but I usually come in second place, too, so I opted to only go for second level blue this time and instead start early on the reds. This is the first time that I ever collected all the red cards; Avi took one and Yedidya took one late in the game, but basically no one competed with me for them. So that was 31 points. I also eked out 3 tiles for the 5 point bonus.

Avi had the most tiles and the 10 point bonus. Nisan had third level in caravans, but neither any blue or red cards. Nisan said that it was ok, but not as good as Castles of Burgundy and so forth.

 

Teaching

Mace, Gili, Eszter, Tommy, Sara, Nadine

Eszter brought two friends, Tommy is Hungarian, Sara is German and has played some Eurogames before.

R-Eco

Nadine 18, Gili 13, Mace 0

Mace needed a rules review, but being a new player isn’t why he lost. It felt like luck to me, it’s not like I play differently when I get a lot of points or none. There is more control in a 3-player game – planning is relevant.

2013-05-29 20.10.28Amyitis

Mace 68, Eszter 61, Gili 42

Gili wanted to learn this, and the others wanted to play again. They didn’t do a very good job of explaining strategy to Gili, though they had only played once before. Gili didn’t get the camel travel card which is important, and couldn’t do anything the last two rounds. Mace enjoyed getting ahead after Eszter had blocked him.

Puerto Rico

Sara  27, 22, 13, 62, Tommy 24, 30, (3) 54, Nadine 20, 23, 5, 48

2013-05-29 20.19.04I taught this my way, starting with shipping. It was the right way to go in this case. Eszter said she liked my approach because she’s taught people who still had no idea how to play after the explanation. Sara picked coffee over corn as second player, which helped her win the game because she had a monopoly. She also decided to get factory later. Tommy also got a factory, then a harbor and wharf; Sara also got a harbor later on. She had a small coffee boat and I had a big sugar boat, no one else produced it until the very end, but I also needed to trade it. They were producing 3 goods, I was producing 4, all set up for factory but there weren’t any left and I couldn’t afford harbor, and Tommy had tobacco ahead of me. I had customs house and residence, Tommy had fortress, unmanned at the end but would only have given him 3, and Sara had the other two with all her building spaces filled. I mostly gave advice at the beginning of the game, their early coffee and tobaccos put them in strong positions. I recommended buildings instead of explaining what all the buildings did and letting them choose. Sara caught on quickly to both the mechanics and strategy, Tommy needed more ongoing explanations. Sara wants to get the game to play with her kids, she likes the group and lives close by.

Magic

Mace 22, Nadine 0

I actually would be negative if that was possible. Jon improved my deck on the shul Shabbaton, but I only drew white lands and all my creatures needed at least one forest. Eventually I got out a few, but Mace had more of them and stronger ones. His deck is strong, he has 4 cards where he can pick from the top 5 of his deck. I’m getting a little better at figuring things out, but still need help with strategy.

 

Eszter stays ahead

Mace, David, Eszter, Nadine

2013-05-01 18.50.22Magic

Mace+, Nadine

David+, Mace

I’m still learning, getting better at the mechanics. I didn’t get enough land to put out most of my cards, and Mace killed the one I had out. I had Instants and some other stuff but they didn’t seem worthwhile. I forgot to use a card once. After Mace won he looked at my hand, and pointed out 3 or 4 powerful things that I could have done. So I need a lot of practice. David built a deck from Mace’s boosters while we were playing, David had tons of cards out, and Mace ended with none, he didn’t get enough land. David said he probably had much more land in his deck than Mace did.

Amyitis

2013-05-01 20.20.48Eszter 55, Mace 43, David 35, Nadine 31

I’ve played at least twice, but not so recently, and don’t know the game well enough to teach it easily. I had reread the rules, which are a bit confusing, but we managed to understand the game. David joked that the game ends when 4 tiles are left or at midnight, when we stopped at 11:45 it wasn’t a joke, though David did buy the last tile to officially end the game. Eszter was the only one doing irrigation for most of the game, which put her far ahead. She also did well with resources and the camel track, she was ahead in tiles til the end; everyone got the 5 point bonus for 3-4 tiles except me with one. I got the third level bank card, but it wasn’t worth it. I didn’t get a camel card, though I did OK on the track. I had money, but not enough resources. David said he made a lot of mistakes, and lost two resources at one point. Mace was happy to not lose after not starting out well, but he caught up with a high camel card, and sold resources for points. Everyone liked the game. I did much better in my first two plays.

Comments from Jon on his blog, and his house fix that I forgot about:

When you are first player, if you have first crack at the only resource giving worker, you’re in great shape. If there are three resource giving workers in a three player game, then your turn advantage has basically given you nothing. And the reverse, of course: if you’re last player and there are enough workers to let you get a resource, great. If not, you’re screwed. Very, very rarely will someone not take a resource giving worker as first player, and that’s only if there are enough of them that it will come back to him anyway (for slightly higher cost).
 
Once again, I have to shake my head a this mechanic and ask: didn’t they see this as a problem during playtestiung? It wasn’t just this play: the same thing happened last play, and all the plays by the guy who taught me the game. 

Next play: I solidified one problem with the game and proposed a fix, which we played with this game. Namely, that an infinite number of recruiting cards of all types are available for cost 3. This ensures that the highly undesirable, but all too often, occurrence where a resource card is not available for you as last player, but on the other turns was available to all players, can not wreck your entire game, so long as you have a little money set aside. The high cost ensures that it’s a last recourse, but at least it’s a recourse. The fix worked perfectly, and was used three times during the game.

 

I really like the game, and so did everyone else. It has an emergent cooperation property, where you might do something that benefits someone else because their subsequent action then helps you. It has multiple paths to victory, but unlike games where this just means you can get six points here or half a dozen points there, the entire mechanics and play are different in the different areas.

December 16, 2009

Participants: Jon, Nadine, Gili, Abraham, Emily, Eitan

Hanukkah gaming.

Hare and Tortoise

Abraham+, Nadine, Jon, Gili

I started us off with this little guy. First play for all of us. I understood that this is supposed to be a kids’ game, really, which is true if you consider the graphics. But it’s more intelligent that any mainstream roll and move game, and challenging enough for adults.

This is a race game where the object is to be the first to cross the finish line. There’s dice rolling, but not for movement; it’s for the results of what happens when you land on certain spaces. You move 1, 2, 3, … spaces by expending 1, 3, 6, … carrots. So your job is to find ways to acquire more carrots for more movement, as well as rid yourself of three lettuces and block the spaces your opponent’s require (only one rabbit per space). It’s a lot of jockeying for position; last place gets bonus carrots on several occasions. It’s even nicely thematic.

Fun game for a filler, or with kids.

Cuba

Abraham, Jon, Nadine, Gili

First play for all of us. Nadine had gone home with the game to learn the rules and gamely tried to explain them to us, but I had to take over after confusion reined.

Cuba is a meaty Euro, a little simpler than Puerto Rico but in the same vein. The problem is that every game that tries to be in the same vein as Puerto Rico but simpler ends up being unfavorably compared to Puerto Rico. Cuba is no exception.

You’ve got a few dozen different VP paths, and every building is available for purchase at the beginning of the game, which makes the first few games an exercise in figuring out how the parts of the game mesh together. We all scored pretty closely.

Nadine is under the impression that further games are also going to score closely, so long as people with the same experience levels play each other. This may be true, or it may be that a few good plays can score a wild swing in the points during one or two turns. We just don’t know yet. In any case, experienced players should certainly do better than non-experienced ones. Abraham also liked it, but less than he liked some other new games.

I enjoyed the game, and I look forward to studying it more.

Amyitis

Eitan, Emily

Unfortunately for these two, they came when we were starting Cuba, and so tried to play Amyitis on their own, including learning it on their own. I had played it once, but didn’t remember enough to teach it.

They weren’t thrilled with it, claiming that certain things don’t seem to work well. I’m pretty sure that they must have gotten something wrong. I remember liking it when I played it (enough to buy it) although I do recall that one of the cards was somewhat better than the others, and so the number that appeared each round had a strong effect on one’s success.