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[personal profile] viktor_haag
Another Sunday afternoon at the Old Huron Redoubt featuring long boardgame madness. First we put Die Macher on the table, and then warmed down (sic) with a stint of Power Grid.



Die Macher
Once again, I get absolutely smoked in this game. However, it was still involving and reasonably fun. Well, for me, fun right up until the last couple turns when it became clear that I was destined for a solid thrashing! This is only the third time I've played this game, but I'm glad I own it -- it obviously is an excellently developed game, and will have a great deal of replay value. Also, playing with four, we managed to get through the game in only three and a half hours, which makes it much more attractive as a long game selection. Mind you, two of the players at the table are notoriously quick players, and previous plays were with players that were notoriously slow players, so that obviously has a lot to do with it. Also, we played with one rule missed: we auctioned off only one poll per turn, rather than one poll per region. This affected everyone identically, but it also meant that popularity in the upcoming elections was much harder to affect, and this in the end turned out to be a game breaker.

Playing thus incorrectly makes it hard to formulate ideas about reliable strategy for future plays, but I still picked up two or three tricks to add to my bag of options in the future.

• It seems very useful to seed a single party meeting cube into future regions. That way, on the next turn, you can seed four cubes into the region and then convert them into votes before the region becomes "active". Likewise, in regions where your party have good affinities with the issues, you can effectively make your party meetings count two or three times for votes by flooding the region with cubes and always making sure that you can get up to at least five cubes on each turn.

• In regions where you have no affinities at all, don't fret, buy votes! You can use your shadow cabinet cards to buy votes, and this is an important thing to remember.

• Never, ever, ever waste votes. The break points are at factors of 5. Therefore, having a vote number that ends in a 4 or a 9 is absolutely wasteful. You will not be able to show well in every election, but you should always attempt to be efficient with votes: get vote totals that end in 5 or 0, and never any other number (unless you're in a coalition and need a precise number of votes to squeeze out a victory, or need a specific number of votes to squeeze out a sole victory).

• Getting to 50 votes is an ideal situation and it's not quite as difficult as it might seem: there are basically three ways to dramatically improve your vote total. First, make your meeting cubes count two or three times as mentioned above; second, use shadow cabinet cards to buy votes; third, always try to max out multiples with popularity, x2 tiles, and affinity between your party issues and the issues in the region. Getting to 50 early is quite possible and this also gives you the flexibility of being able to concentrate your resources farther and farther ahead in the future.

The player at the table who won maxed out three or four of the elections (and lost out large in others, but they were much less useful regions). And at least two of those maxed out regions where achieved before the region board became the "current turn".

• Having national popular support is vital, and having greater popularity is worth more at the beginning of the game than it is at the end since every turn you get income that's dependent on your current popularity level. Some techniques to take advantage of this: select a set up option that gives you as much popular support as possible -- you forsake a regional advantage early in the game, but I'm not sure that this isn't more than off set by the larger advantage you will get nearer the end of the game because of the income advantage. Also, consider refusing a big money contribution very early in the game: it's more likely that you'll be able to refuse the most money, and get the bonus dice to add to your popularity. Finally, it would seem to be a good idea to always bid on polls to some extent, and snap up a cheap poll if you can. Turning polls into popular support can be a powerful thing, especially earlier in the game, because the popular support you gain will pay off every turn.

• Finally, the part of the game I have always found must challenging and frustrating is aligning your party's interests with the national interests. It's absolutely vital that you align yourself with as many national issues as possible, especially early in the game. Affinities there means popular support which means money. If you go in to the sixth (and functionally last) turn with lots of affinity with the national issues, then you can afford not to have to push strongly in the last two elections. Trying to win the last two elections is very difficult, I suspect, and you really don't want to put yourself in a position where you have to win both to have any hope of placing well.

Power Grid
I did much better in our warm-down game of Power Grid than I did in Die Macher. Assured that the game would play much faster with the Benelux board, we decided to give that a try.

This game does seem to play faster than any of the other PG boards I've tried (German, Western US, France), but that's probably also influenced by the fact that two of our group are swift players. The more rapidly changing technology didn't really seem to change the game much, but I suspect that it'll make the game much tougher with five or six players, as players could potentially get squeezed into expensive power plants more quickly.

Also, the relative "coal shortage" and "pro green" stance for this board has two real effects: first, I think the green plants are more valuable as resource costs seem higher in this game. Secondly, the coal plants are of strongly dubious value, especially if two or three players have coal plants. There was one turn where I got completely shut out of resources, and this probably cost me the win (as it turned out, I came in second place). Coal costs will be high, and even worse, coal plants (especially early on, when you can least afford resources) consume lots of fuel. My standard tactic of "over spend to get the lowest-numbered plant" didn't pay off as well in this game as it has in the past, because I was stuck with a coal plant and high resource costs for too long. Mind you, I did get an advantageous board position out of the deal (which is the real reason to try this tactic, in my opinion -- buy the cheapest plant, and then build as many cities as you can afford, even though you know you won't be able to power them all for a few turns).

The "pro green" stance is interesting in this game, as well: the relatively high resource costs seem to, in turn, make green plants more valuable because they save you lots of money you'd be spending on resources which you can in turn funnel into connections to cities. I've never seen anyone win Power Grid by leaning on green plants, but in this game I did quite well by leaning very heavily on the green plants. In the end, I had the green 5, 6, and a 2 coal/6 and came in second only by having less money on the last turn.

On the whole, I rather like the Benelux board, somewhat better than France I think. (France is good to teach the game: I think it's a very forgiving board, but I find it a bit bland, and I think the supposed pro-nuclear stance of the French board doesn't really seem to work out as they intended.) But I'm not sure I like Benelux better than the basic Germany board.

I have strong doubts whether the game would be as smooth with five or six players as it was with four, but I think this expansion is worthwhile, and adds good value to your copy of Power Grid.

Date: 2007-03-05 17:43 (UTC)
From: [identity profile] doc-mystery.livejournal.com
Thanks for these two thorough game reports!

I should try to convince you to hold a marathon game-teaching session down here in Hamilton some day this spring, Viktor, for myself and several of my like-minded game playing friends.

I own both these highly regarded board games (and many more), but they mostly remained un-opened and unread because of the perceived steep learning curve of trying to learn the game on my own within a short period of time available to play.

Often, when our group of casual board gamers get together we end up playing games we have played before, such as Settlers, or Carcasonne or Ticket to Ride simply because everyone is familiar with the rules. Rarely to we broach a new game, and this only after at least one person is already intimately familiar with the rules to teach the others.

::B::

P.S. I've tried the trick of lending to some of my friends a board game to learn on their own and then teach me back in return (this is how I learned to play Tikal), but I've had little repeat success with this strategem.

Date: 2007-03-05 18:43 (UTC)
From: [identity profile] viktor-haag.livejournal.com
Brian -- feel free to consider you and your friends attending my bi-weekly (Sunday afternoon) long boardgame events. I can include you on the email list for same, and then you can be notified of the upcoming schedules. The next event should be not this coming Sunday, but the following one (and I understand that might not be doable for you), and I'm going to try my best to stick to a bi-weekly schedule after that.

Date: 2007-03-05 18:45 (UTC)
From: [identity profile] viktor-haag.livejournal.com
Plus, there's always VIKCON II, as well... 8)

Finally, the local KW Gamers group has a fellow who with his wife owns a large daycare facility and who just held a mammoth game day event there. It's a great space for that kind of thing, and he says that he's going to try to hold three or four of them during the year (i.e. once a quarter or so).

I can make sure that you get notified about those when they arise.

Date: 2007-03-05 19:21 (UTC)
From: [identity profile] doc-mystery.livejournal.com
Yes, please!

::B::

Date: 2007-03-05 23:38 (UTC)
mylescorcoran: (Default)
From: [personal profile] mylescorcoran
We must see if we could coordinate board gaming via Brett Spiel Welt. I know that Joshua Kronengold has played there before, and it would be cool if we could get to game trans-Atlantically if we could make the schedules work.

Date: 2007-03-06 00:05 (UTC)
From: [identity profile] viktor-haag.livejournal.com
BSW is not accessible from my workplace, thanks to our Sensible Corporate Firewall(tm). Something like a play-by-post-type use of VASSAL might be slightly more feasible from my point of view, although the actual game play might be slower. Unfortunately, I'm not sure if there are VASSAL modules for Power Grid or Die Macher, but I'm pretty sure that one exists for Age Of Steam... ::grin::

Date: 2007-03-14 23:07 (UTC)
mylescorcoran: (Default)
From: [personal profile] mylescorcoran
I've seen mention of VASSAL in a couple of places but haven't really got an idea how it works. I do see that there's a module for Battlelore available, which sounds appealing.

I also enjoy Age of Steam and would like to subscribe to your newsletter.

Get to work on [livejournal.com profile] doc_mystery and see if we could set up a trans-Atlantic gaming group?

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