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A Gnome's Ponderings

I'm a gamer. I love me some games and I like to ramble about games and gaming. So, more than anything else, this blog is a place for me to keep track of my ramblings. If anyone finds this helpful or even (good heavens) insightful, so much the better.
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Luck and Hidden Information: Yes, these can be good things

Lowell Kempf
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Hidden information and random elements often get the short shrift in our hobby. (What does short shrift even mean?) Indeed, some of the most prestigious games, at least in the eyes of larger world, are ones that have no hidden information or random elements. People who wouldn’t know Descent if it hit them in the face view Go or Chess as brainy and elite. (Admittedly, if someone hit me in the face with Descent, I wouldn’t know anything until I came to)

Which is kind of funny, in a way. After all, perfect control and information is about as far from real life as you’re going to get. The world of the Go board, in some ways, is a more fantastical place than many games themed around magic and mystery.

(Yes, I know the depth and complexity of games like Go or Chess or even Checkers, with their intricate decision trees, is the real reason they wear their laurels.)

That being said, I have often found that a dose of hidden information and luck is what can make a game playable. Mind you, I am more of a casual gamer who has lots of time restraints so that plays into my opinions. Random elements often keep a game from stagnating due to analysis paralysis and keep things rolling along. One of the prime examples of a game that is enhanced by hidden information and random elements is Masons.

Leo Colovini is a designer who I pay attention to but who I have never quite made the step of becoming a real fan of. While he has designed some games that have done well by me, like Masons and Clans, he has also designed some games like Alexandros or Go West that have flopped for me like a bag full of mud off the high dive.

His games occupy the drier and more abstract end of the Euro spectrum, a statement which is probably enough to make some gamers run away screaming Anyone who complains that Reiner Knizia’s games have paper-thin themes needs to play some Colovini designs. That said, he has created some very elegant games that make me think of clockwork gears spinning merrily away.

Masons is a game where players, on their turn, place walls on a grid of triangles. After placing a wall, you roll some dice to choose the colors of the houses and towers you place next to the wall. If players finish a closed shape of walls, they create a city and scoring takes place.

And this is where is the clever bit. You score points by playing scoring cards. Different cards will score points for different aspects of the entire board. Nothing on the board belongs to anyone. You can all take shameless advantage of the same features.

Of course there is more to the game than that but that’s the basic idea of Masons. It’s a kind of like majority control except anyone has a crack at any given majority (or minority ).

Masons has two random elements. The die rolls, which simply help move the game along. If players could choose colors, the game would slow to a crawl. It also decreases the chances of certain scoring cards being rendered worthless. (It still might happen but it makes it harder for players to completely lock opportunities out)

However, the real key to the game is the scoring cards, which are drawn randomly though out the game and are a closely guarded secret until you play them. I know of at least one player who doesn’t care for the game for those reasons. He argues that this prevents you from being able to plan out a long term strategy and also means you don’t know if you will trigger a scoring that is advantageous for other players.

While valid arguments, I think that the former just means that you have to keep your options open and be prepared to be flexible. It’s a game where tactics is the word of the day, not strategy per se. As for the latter, that’s a calculated risk you have to take. The unknown forces you to make choices and chances.

Masons revisits some of the same ideas that appeared in Alexandros. In both games, scoring is an action that the players have to set into motion and is not something that ever happens on its own. However, in Alexandros, you know how many points each player will get when you score. That was enough to make our one play of it stall out. It’s harsh to judge a game on one play but that one play was so unpleasant, we never wanted to ever go back to it.

Masons, on the other hand, is a game that has been fun and popular at a number of different tables. It’s a game that I will cheerfully reach for and my biggest regret about it is that the box is large enough to be inconvenient. (Then again, it does come with enough wooden pieces to serve as kindling for a week-long camping trip)

And that’s I feel Masons highlights the value of luck and hidden information. It has the same central mechanism as a game that my group reviled and is one that we enjoy instead.

And, let's face it, we're still talking about a dry and analytical Euro. When you take luck and hidden information out for a spin in a dynamic game (say, Age of Gods), then you are strapping yourself in to a roller coaster.
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Subscribe sub options Thu Dec 8, 2011 10:27 pm
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Patrick Carroll
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"If a thing is worth doing, it is worth doing badly." (GK Chesterton)
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(What does short shrift even mean?)

Read all about it here:
http://www.phrases.org.uk/meanings/short-shrift.html
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  • Posted Thu Dec 8, 2011 10:29 pm
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Masons is one of my favorite games. I bought it in 09 for $10 on Amazon, intending to give it away as a gift. One thing led to another, and six months later it was still sitting in my game closet in shrink. I opened it up for a game night and was pleasantly surprised. One thing you didn't note in your comments is that the game looks really visually striking as the walls, towers, and houses grow across the board.

And it does take shrewd play and monitoring what your opponents are choosing to do, as well as taking advantage of opportunities that present themselves. Certainly not strategic, but a very enjoyable exercise in immediate optimization with some very loosey-goosey planning that could totally change at the drop of a hat.

Wonderful game, and very under-rated here.
 
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  • Posted Thu Dec 8, 2011 10:59 pm
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Todd Redden
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We've played a lot of Masons. Its downfall for me is that the scoring card's results do not change much with the layout. Certain scoring cards always score high and others always score low, so after a few plays you know to discard all those scoring cards and hold on to the high scoring ones (ie - towers) and spring them before the end of the game, and if you're lucky (the only real luck in the game) you will pull away and be victorious (a random result.)

I like Masons but prefer Chess and Go.
 
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  • Posted Fri Dec 9, 2011 4:01 am
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Patrick Carroll
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Perfect control and information is about as far from real life as you’re going to get. The world of the Go board, in some ways, is a more fantastical place than many games themed around magic and mystery.

I'd say that's a matter of perspective. Yes, from our normal, limited human perspective it does seem that lots of stuff happens that we have no control over. Sometimes life feels like a crapshoot. But for all we know, if we could see life from a god's-eye point of view, it might all be as deterministic as a game of Go.

In any case, we do control many things and find many things predictable. When I set out for work this morning, I didn't consider my chances of arriving there; I fully expected to arrive as usual, and I did. The traffic pattern was unique to today, of course, and I encountered different people (or the same people in a different order) today than yesterday. But at no point did I get the feeling that I was living some "game of chance" where unpredictable things might pop up anywhere.

I believe there's an inner life going on behind and simultaneous with this outer life. And there's a divine scheme to all that happens, even if I'm only dimly or occasionally aware of it. Life is not a random walk.

A gaming experience I had in 1970 sticks in my mind and keeps me wondering about this. I had bought my first historical wargame, The Battle of the Bulge, and I wanted to play it with my father, who had fought in that battle. He was interested but hesitant. As I was teaching him the rules, he stopped me and asked, "What's that die for?" When I explained that it's used in conjunction with the Combat Results Table (CRT) to resolve combat situations, I could tell that he lost all faith in the game's accuracy. He played anyway, but afterward he said, "Sorry. I had hoped this would be a good game, but it's not. And I can tell you one thing: war has nothing to do with dice."

A month or two later, he asked if I'd like for us to build a sand table and design a miniatures wargame to play together. He described his idea briefly. Then, remembering how he hated wargames with dice, I asked him, "If one guy shoots at another in the game, how do you decide if the shot hits or misses?" He looked puzzled for a moment, then said, "You'd just know. It'd be clear from looking at the situation."

My dad was a sometimes gambler. He liked shooting craps and playing blackjack. But he had no tolerance for randomizers in any game that was supposed to model or simulate real-life activity.

All my life I've wondered if he was right or wrong about that. (He died the following year, so I never got to talk to him any further about it.) It's easy enough for me to understand how die rolls work in The Battle of the Bulge to get realistic results on the CRT. But is that just because I'm merely an armchair general, immersed in abstraction, rather than a sergeant who'd hunkered down in a foxhole at Bastogne in December 1944 and fought for survival and victory?

I still don't know. Maybe I never will.

When it comes to games, though, I do sometimes like "luck" (randomizers like dice rolls); Backgammon is one of my favorite traditional games. It takes the edge off the grueling, brain-straining competition one experiences in deterministic games like Chess and Go.

I generally dislike hidden information, however. It irritates me to have to guess or deduce or memorize anything when I'm playing a game. So, when I do play games with hidden information, I usually get lazy and just focus entirely on the info that's not hidden. In effect, I treat hidden information like future dice rolls in Backgammon--as upcoming surprises that I need to prepare for but can't predict.

I'd like deterministic games (e.g., Chess, Checkers, and Go) better if I could constantly see that there's an art to them; that they're not just interactive puzzles. Either they are basically puzzles or else I need to learn to see them in a new light.
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  • Edited Fri Dec 9, 2011 4:56 pm
  • Posted Fri Dec 9, 2011 3:03 pm
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Todd Redden
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Patrick Carroll wrote:

I'd like deterministic games (e.g., Chess, Checkers, and Go) better if I could constantly see that there's an art to them; that they're not just interactive puzzles. Either they are basically puzzles or else I need to learn to see them in a new light.

I love dice games also, and backgammon is one of my all-time favorites. I do, however, see games like Chess and Go (and Zertz and Quarto and....) in a different "light". More books have been written about Chess than any other single subject in the history of mankind (there are several libraries around the world with nothing but chess books, and chess books continue to be published at a rate higher than that of any other subject even today.)

Authors have tried to get at the heart of chess and describe it in metaphoric terms. It has been referred to by many as an "art." While I can understand how one player's results may seem more artistic than another's, the whole idea of chess representing an art-form is too abstract for my comprehension.

Other's have tried to show how the inner workings of chess resemble those of real-life situations. Your original argument opposes this approach, as life is not so absolute with everything out on the table. Life certainly has some die-rolling mechanics built in. No, chess is not a metaphor for life.

The description I've always found most fitting is that of chess as a "fight". Two players get into the ring and duke it out. Only one player is left standing. Victory is the goal of most games, but games like chess with no random quality allow the best player to win. Surely chess is loaded with mistakes, and it has also been said that the winner of a chess game is the one who makes the fewest mistakes.

Die rolling games (like backgammon) can be considered deterministic in terms of better players, so they also are not utterly random. Making the best move possible, however, does not necessarily result in victory where dice rolling is part of the equation - one probable reason why your father doesn't like dice in determining the outcome of battle sequences in War Games (big FIGHTS).

The mechanic I utterly disdain is when games loaded with hidden features, like card games where the opponent's hand is an unknown - then they throw in an utterly destructive move like "look at your opponent's hand and take one card." Game is ruined.
 
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  • Posted Fri Dec 9, 2011 3:57 pm
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