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Thoughts from the EGG head

My slightly skewed view of the boardgame world from Eugene, OR.
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From Psyche-Paths to South African Railroads

Chief EGG Head
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I managed to get in a very good variety of games played this past week.
Mary and I played Vis-a-Vis
which is a quick little 2 player abstract. The game is played on a 5x5 grid with 25 discs (5 discs of 5 colors). The first player draws a disc randomly from the bag and places it on the grid. The second player may move the disc to a free space orthogonally. They may not jump over other discs. The second player scores for palindromic patterns. Then the players reverse roles for the other player to score.

We also played Haggis. Haggis is a great little 2 player climbing trick game. Tichu for two. Look forward to more plays of this one.

Got in my favorite filler Floriado. We used some homemade tiles and Mary had found some nice snail meeples to use.

Since I've been on my quest to play all the GIPF games we played ZÈRTZ. Zertz is the one with spheres that look like really tasty jaw breakers. So far I'd have to give this one the lowest rank out of the GIPF games I've played so far. I need to give it it another try but it just seemed to lack some of the tension the other games in the series give.

Mary had wanted to play Maestria which I had never heard of, but it sounded interesting-a combination word game, puzzle game, speed game. Each player gets 35 tiles which have colored areas some curved, some straight, some end pieces. The players race to use these tile to form letters and make word worth the most points.
Then they exchange tiles and go again. This was a lot harder than it seemed to get words that were long enough to score the big bonus points. I'm looking forward to a rematch!

On Saturday we were off to the game day. We pulled out Brass. Brass is still one of my all time favorites. Our game had one new player and two newish players. It's kind of interesting playing with new players and seeing how they discover the game.

While we were waiting for the next meaty game to start we played
Psyche-Paths an old game of connections. We played the cardboard edition, very 70's!

On to the next heavy game. One of the players wanted to try Indonesia which he had brought. I've played it before but was just learning the game. I had only played with 3 players previously and this time we had 5 players. I suspect the best number is 3 or 4. Still I was glad to have the opportunity to play it and refresh my memory of how to play so I'll be ready if I get the chance to play with 4! In this game the Siap Faji merger was huge and the player that gained the company ran away with the game. I'd really like to try this ones with 4 players.

Continuing on my path to playing 2 player abstracts Cary and I played YINSH. Yinsh is kind of like Pente meets Othello. Pretty easy to learn but plenty hard to play! Really enjoyed this one.

So last week had seen the arrival of South African Railroads a different map for the Pampas Railroads system. Cary, Robert and I set this up for a run through. Cary and Robert each bought 2 stock in the opening auctions and had 1. Robert started out with the red company and green company. Cary had the blue and black and I had the brown company. Yellow starts after Johannesburg is started. I was able to get a hand up in blue stock which Cary had boosted the value of by paying for one of the special developments. Cary collected the yellow stock and won the game by owning the single stocks out in yellow and black. Here is the final board


I've been on a Cwali kick lately and had recently picked up Morisi in a trade. The concept is pretty simple here. You pick up resources as you move around the board and use them to build a network between cities. Players put houses in the cities they connect and earn points in the best connected cities as well as for their network at the end of the game. Plays very quickly and worked well with 3. Here is a close up of the tiles
I really like the nice clean look of the art.
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Subscribe sub options Thu May 12, 2011 5:07 am
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Eugene
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I've been wanting to play Indonesia again as well. That one time with you and Robert was the last time I played it.

YINSH sure is good. I'm glad you brought it out to remind me as such. It and PÜNCT are my two favorites in the series.

My win at South African came as a big surprise. Even though I emphasize the significance of that last final bonus payout when I teach Pampas, it still caught me off guard in SAR. Who knew those crappy shares of yellow and black, way at the back of the income pack, would be so lucrative at game end? SAR is kind of the missing link between condensed Wabash and sprawling Pampas. I can see it eventually being one of my favorite Winsomes.

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  • Posted Thu May 12, 2011 7:36 am
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Chief EGG Head
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Yes the special bonus payouts were more than anticipated.
 
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  • Posted Thu May 12, 2011 3:00 pm
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Huzonfirst
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Lorna or Gary: how does SAR differ from Pampas? Is it just the map?
 
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  • Posted Thu May 12, 2011 3:01 pm
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Hm, the map of course. One of the interesting differences is that the payout of dividends can be chosen as a player action and counts towards the 6 payouts that will end the game. There are a certain number of points for each round and each action chosen uses X number of points. The round is over when someone chooses dividends or when the points are used up. There are probably some other differences, but those are the big ones I can remember.
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  • Posted Thu May 12, 2011 3:05 pm
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As Lorna mentioned, the action selection mechanism is the key difference between Pampas and SAR. The limited actions in Wabash/Pampas means only so many things can be accomplished before dividend time. Not so in SAR/Veld. If players wish, they can keep on building track and selling stock and developing cities till the cows come home. The action selection mechanism in SAR/Veld is pretty darn ingenious. It's like a rondel, in that a player can never choose the action they're standing on (except for Build Track), without the running in circles.

Player-chosen dividends is another standout feature. It has a similar feel to the player-chosen scoring in Kreta. Speaking of which, I should play that again soon.
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  • Edited Thu May 12, 2011 6:58 pm
  • Posted Thu May 12, 2011 6:57 pm
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Huzonfirst
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I have to say that sounds pretty interesting. Pampas is probably my favorite Winsome title and a 40 minute version sounds pretty sweet. Actually, I'd be attracted to it even if it ran 1.5-2 hours.

Of the Pampas spinoffs, I'm a big fan of Steel Driver and not at all a fan of Wabash. It sounds as if SAR might be closer in feel to the original than either of these, which would be fine with me.

Of course, I'm certain that this has long been sold out, which makes me sad. I've pretty much sworn off Winsome since I picked up Wabash 4 years ago (just haven't cared for the direction the company's been heading in), but this might have brought me temporarily back into the fold. One can only hope that this is one of the many games that Queen will be picking up in the future; I wouldn't necessarily mind waiting for a nicer looking version if I knew it would be done.
 
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  • Posted Thu May 12, 2011 9:46 pm
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Larry if you have the opportunity to try South African I would definitely recommend it if you are a fan of Pampas. Definitely more Pamapas and less Wabash.
 
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  • Posted Thu May 12, 2011 9:54 pm
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If you like Pampas (and it's my favorite Winsome as well), you'll without doubt like SAR. As far as playing time goes, I learned at the last Gamestorm that Pampas can be played in 2 hours. Right, Lorna?

I question whether SAR will eventually be picked up for licensing. Pampas hasn't, and that doesn't bode well.
 
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  • Posted Thu May 12, 2011 9:56 pm
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Huzonfirst
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GREAT NEWS! My new best friend Kent (KAS on the Geek) tells me that he has a copy of SAR and that we should try to play it this Saturday. Snoopy dance!!!

And Gary, Pampas is a crayon game and part of the pre-cube Winsome output. Maybe Queen just doesn't like the game, but it's not obvious to me that you can use Pampas' absense as evidence that SAR wouldn't be picked up. At least we can hope.
 
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  • Posted Thu May 12, 2011 10:18 pm
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The crayon part of it certainly isn't a detractor. It can be played with sticks, which is how I do it, courtesy of Photocurio's map redraw (with TtR trains in this instance):

 
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  • Posted Thu May 12, 2011 10:27 pm
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Scott Petersen
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Larry Levy wrote:
And Gary, Pampas is a crayon game and part of the pre-cube Winsome output. Maybe Queen just doesn't like the game, but it's not obvious to me that you can use Pampas' absense as evidence that SAR wouldn't be picked up. At least we can hope.

Larry, can you expand on why you don't like the cube rails games? It seems to me that they scratch the same itch as Pampas Railroads and any lover of one should love the other.
 
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  • Posted Fri May 13, 2011 2:48 am
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Scott, the easiest way for me to explain my preferences is to examine the differences between Steel Driver and Wabash Cannonball/Chicago Express. Both are clearly derived from Pampas. But in SD, you play the system and in WC, you play the players. A lot of people prefer the latter, but I find games which are based that strongly on inter-player relationships are often very fragile. (I have similar problems with Container, for example.) Additionally, WC seems to suffer from a great deal of chaos. Not chaos in the usual gaming sense of lack of control, but chaos in the mathematical sense of a butterfly flapping its wings causing changes in the weather two days later. I've played in games where a player's actions on Turn 4 were the critical moment of the game, but no realized it at the time (and no one could have). I have no doubt that much of this is based on my lack of understanding of what makes the game tick. But to me, the game is close to being totally unpredictable and that makes it an increasingly frustrating experience. Consequently, I've pretty much sworn off playing it. The succeeding Winsome cube-based games all seem to suffer from similar problems and also feature new issues (like a randomly determined turn order) that seem problematic to me.

Steel Driver, on the other hand, is a personal favorite. I enjoy the challenge of dealing with the puzzles that Wallace sets up for us. I find there's more than enough player interaction to satisfy me, even if it's often of the indirect variety. And the endgame, which seems to bother so many people, is a big plus to me. It's obviously an important source of points, so I base my plays (more and more with each successive turn) on trying to maximize my haul during the endgame procedure. I can "see", to a reasonably good extent, the effect of my actions on endgame scoring, while I rarely can predict the effect of my plays in Wabash. I think SD is a very clever and unusual implementation of the Prairie Railroads system Wallace and Bohrer created.

So it isn't that I dislike cube-based railroad games, but rather that I have issues with the ones that Winsome is creating. And I admit that for most of the games, it's based on my reactions to their reviews (most of which are positive), rather than playing the games. But I'm actually not a crayon rails fan; Pampas is the exception to that.
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  • Posted Fri May 13, 2011 3:53 am
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Tim Harrison
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garygarison wrote:
As Lorna mentioned, the action selection mechanism is the key difference between Pampas and SAR. The limited actions in Wabash/Pampas means only so many things can be accomplished before dividend time. Not so in SAR/Veld. If players wish, they can keep on building track and selling stock and developing cities till the cows come home.


Each action has a number of action points associated with it. A "timer" is moved up a track for every action that is taken. Once that timer hits a certain number, a dividend is paid out and the next round begins.

This keeps the game from stalling -- or brings the cows home, so to speak.

I CAN'T WAIT to get this to the table. It kills me that I haven't had a chance to yet. The action selection mechanism indeed looks amazing.

 
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  • Posted Fri May 13, 2011 4:01 am
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By the way, Lorna, I've always been very fond of Vis-a-Vis. It's hard to find an abstract with a unique scoring objective. I played an awful lot of this with my mom in the 80's. I think it's pretty cool that it was designed by Eric Solomon, of Black Box/Conspiracy fame (two other games I played a lot of during the 80's).
 
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  • Posted Fri May 13, 2011 5:56 am
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GamesOnTheBrain wrote:
Each action has a number of action points associated with it. A "timer" is moved up a track for every action that is taken. Once that timer hits a certain number, a dividend is paid out and the next round begins.

Ah, thanks for clarifying. The way I phrased it, it sounded like the round-ending dividend might never come around.

Quote:
I CAN'T WAIT to get this to the table. It kills me that I haven't had a chance to yet. The action selection mechanism indeed looks amazing.

Yeah, it's good.
 
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  • Posted Fri May 13, 2011 10:35 am
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