Showing posts with label multiplayer solitaire. Show all posts
Showing posts with label multiplayer solitaire. Show all posts

Tuesday, March 27, 2012

Dominion

This is a deck-building card game in which players attempt to earn enough points to be the others.  Everyone starts with a basic hand of 7 copper coins and 3 estate cards (worth one point each).  Each turn you play off of your own individual deck.  The turn begins by drawing five cards.  You then have an action phase, in which you can play action cards.  Then there is the buy phase, which allows you to purchase new cards to add to your deck – these might be action cards, money cards, or victory point cards.  Finally, you end your turn by discarding all cards played and any that still remain in your hand into your own personal discard pile.  You immediately draw 5 new cards from your deck to prepare for your next turn.  When you run out of cards your deck gets reshuffled.  The game continues in this manner until either all of the province cards are gone (victory point cards worth 8 points) or when any other three stacks of cards have been exhausted.

2-4 players.  Multiple expansions and other stand-old versions available.  Approximately 30 minutes.  Easy-medium learning curve.

Becky says:
One nice thing about this game is that the basic rules are simple enough.  The variety of different action cards can make it seem a little overwhelming, but once you accept that you’re just going to have to take some time to read the cards and get to know them, the game can go pretty quickly.  One thing that I really like is how the playing experience can be different every time, depending on what cards you use.  There are pre-set arrangements that they recommend, but you can also just randomly select which cards will be played with for each game.

One thing that is both a pro and a con is that it can be very difficult to figure out what strategy you want to use, and that can change depending on which cards are used.  Many people I play with build up these amazing chains of action cards, going through almost their whole deck in one turn.  Somehow I just can’t get that strategy to work for me.  I find that if I’m buying action cards it means I can’t upgrade my coins, and if I have mostly action cards I don’t have enough coins to buy what I want anyway.  It’s a delicate balance that you have to find. 

I also love how fast paced the game is.  It’s not like Citadels, where I feel like we wait forever for everyone to make their selections, or even Bang!, where a turn can drag out for far too long.  I know Jason will complain that this game doesn’t move quickly enough for him, which frankly I don’t understand.  I find that half the time, by the time that I have drawn my cards for my next hand and figured out what I want to do with them, it’s already my turn again.  I will note that we don’t own this game, his brothers do, so we only play when they come over which means that it’s always a 4 person game.  It would be interesting for Jason to try 2 person Dominion and see if that fixes his issue with the pace.

While Dominion is a very good game, if I have to note some negatives I will say that it doesn’t always seem perfectly balanced, especially when you choose which cards to play with randomly.  Sometimes it feels like you are getting nowhere fast, so you might as well start buying Duchys so you can get some points.  And while I don’t have a problem with the general idea of the attack cards, some of them seem much worse than others and a few I personally feel are too harsh or annoying and don’t really add much to the game.

Overall I enjoy Dominion, but probably not as much as I could because Jason usually is resistant to play, and what fun is it to play a game when one of the players isn’t into it?  I still give it an 8 out of 10 as it’s a fun game and I am pretty much always willing to play it.

Jason says:
I was really fascinated with Dominion the first time I played it.  It was like a breath of fresh air.  It’s another one of those solitaire-feeling games, where you play your game, other people play their game, and (except for a few exceptional cases of indirect influence) everyone compares their work at the end of the game.  In my mind, I put it into the same style class as 7 Wonders.

Like Bang!, Dominion fills a void in my gaming heart that was once reserved for collectible card games.  Bang! fills the game playing part, but Dominion appeals to the deck-building fun.  Yes, a lot of the fun that people find in collectible games like Magic: The Gathering is the search for the perfect deck design.  Dominion knows this, and it turned that search into a game in and of itself.

Regretfully, the more I play Dominion, the less fond of it I have become.  It is fast-paced, especially for a game that goes by turns, but I still get impatient waiting for people to take their turns.  Normally I have the patience of an immortal, but Dominion just hits some spot in my brain that can’t seem to wait.  That complaint might just be my personal problem, so I think others should judge for themselves on that; let me know what you come up with.

My real gripe with the game is the Attack cards, the part that makes people interact more directly.  Because the game feels like such a personal endeavor, attacks and disruptions feels contrary to the spirit of the game.  Also, they make the game slow down more.

I rate it a 6.6/11, which really just comes out to 6/10.  Even though it is one of the lower scores I have given and despite how critical I am of it, I do enjoy playing it, and there are many times I would rather play Dominion than games like Pandemic or Bohnanza.  I will point out that almost everyone I play games with disagrees with how low a score I gave to Dominion, but because of how impatient the game makes me, I'm sticking with my decision.

Monday, March 19, 2012

7 Wonders

This is a card game in which each player is working independently to create their own civilization.  You start off with a hand of 7 cards, of which you can pick one to build.  The rest get passed to the person next to you.  You usually start by building resources, which are often free, and then you have to use resources to pay for bigger things you want to build later.  There are also ways to earn coins, which can help you pay to build cards.  There’s a variety of different card types of build, and it is often good strategy to pick one or two card types of focus on that.  They include military, civilian structures, commercial structures, scientific structures, and guilds.  The game has 3 rounds, and at the end you add up the points that your structures are worth and whoever has the most points wins.

One other aspect of the game is your wonder.  There are seven different ones, and each one has different rewards on the bottom.  At any point during the game instead of playing a card you can choose to build a level on your wonder and get the reward for that.

2-7 players.  1 expansion available (Leaders) and one coming out soon (Cities).  30-45 minutes.  Medium learning curve.

Becky says:
For one reason or another, I was a little bit hesitant about trying this game, and didn’t really care for it the first time I played.  All of the different cards just seemed so overwhelming, and I was playing with people that had played several times before.  I didn’t even understand what those “green cards” were, and so I ignored them – while other players were getting 30 points from them!  When it comes down to it, though, I really enjoy the game after playing it more.  It is very similar to other card playing, point gathering games, such as Race for the Galaxy and Dominion.  While I am not great at those games I really like them.  I think one of my favorite things about such types of games is that it doesn’t feel as competitive as other games.  You are working on your own little thing and not caring what other people do very much, except maybe when passing cards or building military structures.  That’s not to say that you shouldn’t pay attention to what other people are doing – that’s a good way to lose the game.  But it’s not usually your main focus.

Another plus – I really love the little scoring pad.  It seems like such a simple thing, but it helps a lot for tallying up the points at the end.  Speaking of scoring, while some of the areas are straightforward in terms of scores, other ways to gain points are a bit more subtle.  Science, for instance, is probably the trickiest type of card to go after.  Military is somewhat straightforward but the results can vary greatly depending on what the person next to you is doing.  I like the fact that there are different ways to play the game.  I often alter my strategy based on which wonder I get, which makes the game fun and a little different every time.

The biggest downfall for me is that sometimes you just can’t get the right cards.  I was stuck in a game once where I built the resources I thought I would need, and then it turned out there were a few other things I needed later on – which neither of the people next to me had.  So I just went turns where I couldn’t build anything at all, or had to build pathetic little things.  Those games are very frustrating, though that may just be bad luck.  You also have to keep in mind that the game changes based on the number of people playing.  If you have less than 7 you remove cards from the deck.  If you’ve played a lot and have specific cards in mind that you might be searching for, it can be difficult to remember which ones remain in play with fewer people.

Overall I give the game an 8.5 out of 10.  I enjoy playing it a good deal but it doesn’t quite make it to my list of favorites.

Jason says:
Before having played this game, I had been exhausted of all of the "point-scoring" games out there because it had become a stale mechanic to me.  Ticket to Ride, Carcassonne, Master's Gallery, tons and tons of other games out there are just mathematical processes (these are all games that we will review some day).  They just bored me (I'll also talk/rant about that some day).  But when 7 Wonders came around, it was unique, it was entertaining, it was complex, and most importantly, it was just plain fun.

One of the best parts of 7 Wonders is that everyone takes their turns at the same time.  Fast thinkers and impatient people can breathe a sigh of relief when they play this game, because every turn is your turn.  On a turn, each person selects a card from their hand, then everyone plays their selected card simultaneously.  When you have seven people playing the game, that's seven turns for the price of one!  For comparison, imagine how long it would take if seven people all played Carcassonne.

Alright, so far, I've given this a pretty good review.  What's the catch?  Glad you asked.  The learning curve is steep and high.  Someone playing for the first time shouldn't expect to know what they're doing at all.  You can have an expert teacher who can literally insert information directly into your brain, but you won't completely understand what a good strategy is until you play the game through once.  Maybe even several times, depending on 1) how experienced you are with games in general, 2) how genuinely interested you are in trying to learn the game, and 3) what hints your teachers give you through those playthroughs.  The game is great though, provided you stick it out for that first game.  or five.

So I think I'll give this game a 2.7/3, but of course, if you run through the math, 2.7/3 is exactly the same as saying 27/30, and if you divide both the numerator and the denominator by three, you end up with a 9/10.  So there it is.  9/10.  Or a grade of 90%.  Revel in this, because not many more games will get the "A" rating that I've been giving out lately.

PS: Yes, I know that Carcassonne only holds up to five people.
PPS: If you've never played Carcassonne, then just substitute your own experience with a game that's wretchedly long because everyone takes their turns separately.