The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica

Strategy Snippets

Learn something new every time you play

Recommend
14 
 Thumb up
 tip
 Thumb up

Solo Labyrinth: Al kicks butt

David Scott
United Kingdom
Oxford
Avatar
mbmbmbmbmb
Labyrinth: The War on Terror, 2001-?

Lately, I have become completely obsessed by this game. I am primarily an Abstract and Euros guy, but I have always wanted to try wargames. Of course, it isn't easy to find opponents for long 2-player games (my wife is WAY to competitive to play games with), so I really wanted to try VASSAL. I have Pandemic, and I found that it plays quite reasonably there, but I wanted to try a wargame, preferably one that plays solo so I can get my feet wet at my own pace. A quick search at BGG pointed to Labyrinth: The War on Terror, 2001-?, which seemed to fit the bill. It also plays quite quickly relative to other non-C&C wargames.

I have a personal rule that I won't buy a game unless I have played it twice (to avoid buying lemons). So I had to learn how to play this game on VASSAL without actually buying it. The game publisher, GMT, makes the rules and playbook freely available on their website, so I downloaded them, printed them out, and went through the playbook scenarios on VASSAL. It is quite an investment to learn the rules, and much to my dismay, I realized that I need the Player aids to play this game, as they contain the solitaire flow chart, and the dice tables, which are not available anywhere online. Luckily, there are high-res pictures of the front and middle pages of both rulebooks posted here at BGG, which I printed, and cleaned up in GIMP before printing (cropped, added contrast, changed perspective, etc.). I was still missing the dice tables, so I actually freeze-framed the draakenstrike components youtube video at several points to copy down the parts of the tables that were visible, and somehow managed to cobble together almost the entire page (I wouldn't recommend this time-consuming practice to anybody, next time I will just buy the game!). Now I was ready to play, and set up Let's Roll solitaire on VASSAL.

My first game was Let's Roll with the default ideology (i.e. the easiest). My strategy was heavily influenced by what happened in the playbook, and I quickly improved Gulf States governance to good just before implementing a Regime Change in Afghanistan in turn one. In retrospect, I'm not sure that this should be done automatically, as RC countries are just as easy to recruit from as IR ones. The Jihadist quickly got Abu Sayyaf going in the Phillipines, and proceeded to plot like crazy there to lower my prestige. I didn't realize the threat, and failed to move troops there, focusing instead on WoI in Afghanistan (another error - even though I was eager to free up my troops from Afghanistan, I should have focused on Pakistan, getting a +1 to WOI from the adjacent 1-Good Gulf States). I was able to improve things in Afghanistan, but my prestige fell to low, and it was a struggle to keep my GWOT penalty at or near zero. Then I played Tora Bora, and got an extraordinary roll - 5-6-6 (with GWOT at zero) raised my prestige by 6! After that, it was all easy, and I breezed through the gulf, flipping everything to Good-1 before half the deck was dealt out.

The second game was 'You Can Call Me Al' with the default ideology. I wondered what I was going to do without the ability to regime change Afghanistan, but I found the simple strategy of building prestige, choking funding, and conducting WoI ruthlessly worked a treat. This time, I got prestige to Very High with favorable events and troop disruptions, and I upgraded Gulf States, Pakistan, Indo/Malaysia, then Saudi to Good-1, then won the game on an oil spike. Soft US posture turns the game into a bit of a race, since you can do little to stop them, but WoI is easy. Of course, on super-easy solitaire mode, the Jihadist have no chance. I'm going to have to man up, and try a harder ideology next time.

I thought it would be hard to stop the Jihadists with soft US posture, but keeping funding down to 6 or lower works great. You need to break up all plots in non-Muslim or Muslim good countries to keep it under control, but the Jihadist AI doesn't actually plot that often. Obviously against human 2-player opponents, the Jihadist can plot as much as he likes, and will ramp up the number of plots whenever you squeeze his funding. But in the solo game, squeezing funding to 6 or lower seems to be a core strategy, which also keeps radicalization from ever denting your prized Good-1 muslim countries. Just make sure that there are always two cells on the track when it is the Jihadist's turn to play. It is easy to keep funding down to exactly six, because the AI doesn't realize that 7 is so much better than 6. If funding is at 5, or if it is the last phase of the turn, you can allow a plot in a Muslim non-Good country, as you will still be at 6 (or go back to 6) once it is resolved. Make sure that you play funding drain cards for the event and not for ops.

I am curious to see how I would do against 'You Can Call Me Al' on a higher ideology, and what new challenges I would face at the higher difficulty levels. By controlling funding, you can often force the AI to travel, and the Travel AI seems pretty stupid. But at Potent Ideology or higher, it only needs 3 cells for Major Jihad, even the dumb travel rules might be able to pull that off. As for 'Let's Roll', my strategy needs a little bit of work - I won easily only because of outrageous luck (and low difficulty level of course).

Anyhow, I thoroughly enjoyed my first two solo games, even at such an easy difficulty level, so I ordered the game from my local gameshop. I am still curious about what the Player Aid says in some parts of page 4 which were too blurry to read in the videos - I guess I will find out next week!
Twitter Facebook
3 Comments
Thu Jun 23, 2011 11:26 am
Recommend
10 
 Thumb up
 tip
 Thumb up

Hamburgum is 'a bit boring'?

David Scott
United Kingdom
Oxford
Avatar
mbmbmbmbmb
Hamburgum

I picked this one up for 20 quid at the UK Games Expo in Birmingham a few weeks back, as I had fond memories playing it once shortly after it first came out. I couldn't remember quite why I liked it, so I played a solo 4-player game to find out. Ah Rondel games! You have limited choice of moves due to the rondel, so you plan during your opponents moves, and are usually are ready to play when its your turn. The game moves nice and quickly, just how I like it. No down time, your mind is always at work. Was it that, or was it the cool components REAL bells, and REAL bricks? Anyhow, I finally got a chance to try it out against real opponents, none of whom had played the game before. Even though the rules to this game are pretty straightforward, it did actually take quite a bit of time to explain it, quite a lot of overhead for a quick and simple game. As I expected, the game really flew by; people were moving pretty much instantly when it was their turn. So fast in fact that I was largely unable to verify the legality of their moves - I hope they got it right! I quite enjoyed it - it has a lot of qualities that I like in board games, but I think the reaction of the other players was a little more muted. One player said that it was good having no downtime, but with so few options every move, it was 'a bit boring'. I suppose he is right. I would like to play this game a few more times, but perhaps I will struggle to find others who would rather play it than newer, more fashionable games.

In the game itself, I went for an early donations strategy; that is what worked best for me in my solo 4-player game. Just make the donations, and don't worry too much about buildings. I really don't think having lots of buildings helps you that much - it is hard to focus on one type of production building without driving prices down, and buying unnecessary buildings to reach them on the map. Well, that was the theory anyway. I got off to a good start VP-wise, but I foolishly ran out of money/resources, and had to spend several turns rebuilding my funds while others were furiously dotting Hamburgum with their citizens. Two players went for the slow money start, BEER/SHIPYARD/SUGAR/SELL to get 400 pounds right off the bat - that seems like a good opening strategy to me.

I started falling behind, but I was able to win due to an accurate calculation to secure the last donation of the game (a double donation). You have to be very careful not to waste your last few turns. Figure out whether you will be able to build before you buy a bell, and assume that the other players are going to burn VPs like crazy to build in front of you. There were two players with bells who had a chance to visit the church in front of me, but one only had one brick (there were two donations left at the church), and the other one was short of money. After making the final two donations, the VP from these catapulted me into the lead (barely). If it doesn't look like you can get another church, buy bricks and timber instead, and try to buy buildings that will give you points through your existing donations. Of course, it will be very difficult to do this if you aren't already a church builder, because you generally need access to blocked-off building sites. That last move can really make or break you in this game.
Twitter Facebook
2 Comments
Wed Jun 22, 2011 10:20 pm

Subscribe

Contributors

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.