As always, I definitely did not play even a tenth of the multitude of games that those lucky people over at Opinionated Gamers get to play so my choices are totally coloured by that. As well, due to living in Canada, many a game that I finally played this year may have been a 2010 release. Deal with it. Maybe just consider these the favourites of the games that were new to me this year.
So without further ado...
Best New Game of 2011 - Mammut, by Kristian Amundsen Ostby (Queen)
My favourite game this year earns its status for playing so completely and wonderfully different than any game I own. In Mammut, players are cavemen determining how to share the spoils of a hunt. The hunt is composed of 31 tiles, of varying values and importance, and each player in turn can take as many of them as they want from the spoils in the middle or all the tiles from one other player. The key is that if you take the tiles away from someone else, you have to return at least one back to the center (they were being "too greedy!"). This back and forth of stealing and returning continues until everyone has tiles. The round then ends and a scoring occurs similar to Knizia's classic Ra. 4 or 5 rounds and the game is finished.
This game is brilliant, loaded with strategy, and helluva lot of "take that" nastiness. No other family game this year has made me think so differently about how to play well. For more details, see my full review here. Or just go out and buy the damn game. It's wicked, tense, strategic fun.
Second Place Favourite - Asara, by Michael Kiesling and Wolfgang Kramer (Ravensburger)
This one may come as a surprise to you (it sure did to me). It also may be from 2010 but I don't care. When I first read the rules to this, it seemed like there wasn't a single original mechanic. And maybe there isn't. But after playing it I found the game so well-balanced, so interesting, and so easy to explain, it's worth every second. On paper, it's just a worker-placement game about building the tallest towers in five different colours. But it's gorgeously produced and the worker-placement is cleverly handled with cards where players must follow suit to take certain actions after others. It's an extremely fun family strategy game that is super-tense right through to the finish. Kramer invented Princes of Florence, one of my all-time greats, and his masterful touch is quite evident here, although Asara is a slightly more relaxed affair. But only slightly. A very, very pleasant surprise.
Runners-up -
Airlines Europe, by Alan R. Moon - It's a quicker, slicker version of Moon's Union Pacific/Airlines system and the tension in the game sneaks up on you. Imagine Acquire meets Ticket To Ride and you're starting to get the idea. But you gotta play it with the flight ban rules which can be found here. It adds some nastiness and clogs the board up quite nicely.
Fauna, by Friedemann Friese - Definitely my favourite party game this year and it was republished in English this year by FoxMind Games. This is a trivia game about animals - where they live, what they weigh, how tall they are - where you can win points by still being close to the answer and not exactly on it. Sounds dry but it's actually shockingly fun.
Black Friday, also by Friedemann Friese - Once you get past the god-awful ruleset and make sense of how to play, you'll find yourself immersed in one of the cleverest stock market simulations ever put to board. It's tense and strategic but still chaotic and a bit number-crunchy. Maybe not for everyone but my math friends and I love it.
Mord Im Arosa, by Alessandro Zucchini - I love this game of dropping cubes in a tower and listening to which floor they fall to. It's simple, hilarious, and nasty. This is the most enjoyable game I've played all year and also one of the cleverest.
Water Lily, by Dominique Ehrhard - This little race game was brought to my attention at Origins this past year and I'm glad we picked it up. It's a very simple race game that's made quite tricky by the memory element of the scoring. Excellent, suspenseful, and so quick. It's also one of the nicest productions I've seen in years where the box becomes the board. Just lovely.
(Aside: I haven't played my copy of A Few Acres of Snow yet but it may jump on this list pretty quickly. Deck-building, Canadian history, and Martin Wallace - sounds like an amazing combo.)
Showing posts with label Black Friday. Show all posts
Showing posts with label Black Friday. Show all posts
Wednesday, January 4, 2012
Tuesday, November 15, 2011
A review of Fauna...
Okay, everyone, who wants to play a trivia game about guessing the weight, height, length, and natural habitats of various wildly obscure species of animals? Oh. No one? Right. Well, what if I said this animal trivia game was invented by Friedemann Friesse, the brilliant man behind Power Grid, Black Friday, and other modern classics of Euro-gaming. And maybe I should also mention the gameplay bears some similarities to that other great trivia game Wits and Wagers. Would that convince you? Still no? Perhaps you should read on and learn more about what I think is one of the most enjoyable trivia games to ever be published. And it just happens to learn you tons about animals while you play it.
The version of Fauna we have been lucky enough to play is the latest from Montreal game company FoxMind and is the English-language version of the original German game from 2 years ago. The components are simple, excellently produced, and do exactly what they need to do. The board and cards are well-illustrated and I really can't complain about anything. This is a high-quality production of the kind you'd expect from Days of Wonder or Queen. The rules booklet, too, is quite well-done and covers a lot considering how simple the game really is.
So how does it work? Well, players have six betting cubes and play a series of rounds until someone reaches a pre-determined amount of points dependent on the number of players. Every round starts with a new player and an animal card is revealed by that player. Well, really only partially revealed as the top half of the card shows a picture of the animal and states how many areas on the board are the natural habitat for the animal and whether you can bet on it's weight, height, length, and/or tail length. The bottom half contains all the answers to these questions and so stays hidden until the end of the round. Once players know what they're betting on, each person in turn places a cube either on the map where they think the animal resides or on one of the squares corresponding to wight, height/length, or tail length. This goes on until all players do not want to play any more betting cubes and have passed. And then the answers are revealed and this is where the real cleverness begins.
Every player who placed a cube in the correct natural habitats of the animal score points (more or less depending on how rare the animals habitats are) and the players who are in a region adjacent to one of the natural habitats almost always score points as well. Similarly, players who guessed the right characteristics score big points and those adjacent to the correct answers on the scales also score some points. So it seems like you should just throw down all 6 of your cubes in as many spots as possible, right? But here's the tricky part - any cubes which don't score (on or next to a correct answer) get taken away temporarily and you only get one back at the beginning of every round, given that you'll always have a minimum of 3 to bet with. Oh, nasty. So now one wants to be a bit more careful with their betting cubes as they could lose half their cubes on a rather obscure animal on one turn and then not have the cubes to bet when they know all the correct habitats of the animal in the next round.
So what seems like a rather childish game of animal trivia ends up turning into a tight little game of pushing-your-luck, betting wisely, and still knowing a bit about animal biology. It's not deep but with 4 or 5 players (the sweet spot, in my mind) a player has to decide the most important places to bet before the spots get taken by other players. The tension in choice can almost feel a bit like during the worker placement phase in Caylus, although much, much less painful. So there is some strategy to the placing of the bets but knowledge plays a factor as well. The game has the same lovely feeling that Wits and Wagers gives, of not needing to know every answer to be able to play well. In fact, you can often bet cubes close to the "smart" player and score at least for adjacency points. Of course this backfired in our last game when the world traveller amongst us had us all convinced that jaguars roam the savannahs of Africa and we all ended up losing our cubes (they reside mainly in South America, dontcha know!) She was thinking of cheetahs.
I can't say enough about this game. I've played it a few times now and every game has been a lot of fun. The rules are simple, the betting and revealing of answers is suspenseful, and you end up learning more then you ever needed to about the common garden snake. There are two levels of difficulty (obscure vs. RIDICULOUSLY obscure animals) although we haven't bothered with the tough ones yet nor will we anytime soon. I have had one or two people not so impressed with the game due to the trivia aspect so this may not be a hit for everyone. But if you like Wits & Wagers or random trivia or even just the occasional episode of Planet Earth, I think you will love this game. It only takes about 45 minutes, plays great with up to 6 players, and it's a total joy and if I had my way, it would be in every classroom across the country. It's the type of game with major mass-market appeal that actually deserves to be flying off the shelves of every department store because it's so good. And it's definitely one of my top games so far this year.
The version of Fauna we have been lucky enough to play is the latest from Montreal game company FoxMind and is the English-language version of the original German game from 2 years ago. The components are simple, excellently produced, and do exactly what they need to do. The board and cards are well-illustrated and I really can't complain about anything. This is a high-quality production of the kind you'd expect from Days of Wonder or Queen. The rules booklet, too, is quite well-done and covers a lot considering how simple the game really is.
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| This is an easy card?!?!? |
Every player who placed a cube in the correct natural habitats of the animal score points (more or less depending on how rare the animals habitats are) and the players who are in a region adjacent to one of the natural habitats almost always score points as well. Similarly, players who guessed the right characteristics score big points and those adjacent to the correct answers on the scales also score some points. So it seems like you should just throw down all 6 of your cubes in as many spots as possible, right? But here's the tricky part - any cubes which don't score (on or next to a correct answer) get taken away temporarily and you only get one back at the beginning of every round, given that you'll always have a minimum of 3 to bet with. Oh, nasty. So now one wants to be a bit more careful with their betting cubes as they could lose half their cubes on a rather obscure animal on one turn and then not have the cubes to bet when they know all the correct habitats of the animal in the next round.
So what seems like a rather childish game of animal trivia ends up turning into a tight little game of pushing-your-luck, betting wisely, and still knowing a bit about animal biology. It's not deep but with 4 or 5 players (the sweet spot, in my mind) a player has to decide the most important places to bet before the spots get taken by other players. The tension in choice can almost feel a bit like during the worker placement phase in Caylus, although much, much less painful. So there is some strategy to the placing of the bets but knowledge plays a factor as well. The game has the same lovely feeling that Wits and Wagers gives, of not needing to know every answer to be able to play well. In fact, you can often bet cubes close to the "smart" player and score at least for adjacency points. Of course this backfired in our last game when the world traveller amongst us had us all convinced that jaguars roam the savannahs of Africa and we all ended up losing our cubes (they reside mainly in South America, dontcha know!) She was thinking of cheetahs.
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| Honey badger don't give a #@%$! |
Labels:
best of 2011,
Black Friday,
Fauna,
FoxMind,
Friedemann Friese,
Reviews,
Wits and Wagers
Thursday, September 29, 2011
On The Horizon: Fauna (in English!)
Friedemann Friese has become one of the most prolific (and eccentric) game designers alive today. Luckily for us, his games, whose German titles always start with the letter 'F', tend to be extremely good designs and have become some of my favourites - Power Grid (Funkenschlag), Black Friday (Freitag), and Famiglia are just a few.
Well, a couple years ago Friese made a trivia game Fauna about betting on facts about animals, specifically on where they live and how big they are. Like Wits & Wagers before, in Fauna you can win without knowing the exact answers but scoring for playing strategically and guessing close to the answer. Fauna has been quite well-received but suffered from a bit of a translation issue (who wants to play a trivia game in a language they don't know?) The great news is that FoxMind, a Canadian game company based out of Montreal, is bringing the English version to us. Looking forward to it.
Well, a couple years ago Friese made a trivia game Fauna about betting on facts about animals, specifically on where they live and how big they are. Like Wits & Wagers before, in Fauna you can win without knowing the exact answers but scoring for playing strategically and guessing close to the answer. Fauna has been quite well-received but suffered from a bit of a translation issue (who wants to play a trivia game in a language they don't know?) The great news is that FoxMind, a Canadian game company based out of Montreal, is bringing the English version to us. Looking forward to it.
Labels:
Black Friday,
Famiglia,
Fauna,
FoxMind,
Friedemann Friese,
On The Horizon,
Power Grid
Friday, March 11, 2011
A rather positive review of Black Friday...
Black Friday, the new game from Friedemann Friese, has been getting some real flack in gaming circles. And rightly so. The rulebook is one the worst I have ever read or seen. Horribly organized, full of useless examples, and missing tons of information that is required to fully finish a complete game. And yet for this game, I've ended up going to the trouble of typesetting my own FAQ with information gleaned from the net and BGG. This is something I have never bothered doing for any other game. And there's a reason - it really is worth the effort. Where Friese's classic Power Grid is a brilliantly stark and analytical economic/auction game, Black Friday is what I would call the stock market equivalent. And although it's lighter and shorter than PG, or maybe even because it is, I think it may be an even better game.
So what do you do in Black Friday that makes the game so interesting? Well, you basically have 4 simple options each round - buy stock, sell stock, buy silver, or pass. The prices of stock and silver are evident on the board so these actions resolve very quickly. In addition, you can take government subsidies up to the current limit, which you'll have to do as all players start with zero cash. Purchases and sales of stock move directly to and from the market ("pile of briefcases beside the board") so certain colours of stock will be more or less available at various times during the game.
What drives the brilliant market engine is what you do after you pick one the four actions. It's a bit hard to describe here but in play it's quite simple and quickly makes sense. There are essentially three tables active at any time - the stock purchase table, the silver purchase table, and the current sales table. When stock is purchased from the market, a corresponding briefcase, usually of one of the colours purchased, is placed FROM the market on to the stock purchase table. When stock is sold, the price in that colour is moved lower and a briefcase is taken from the sales table and added TO the market, thereby flooding the market with more of that stock. Get it? When silver is purchased, the player can pick any coloured briefcase they want and add it to the silver purchase table. In addition, when any colour is completely removed from the market or 3 of that colour show up in a sales table, the value of that stock increases. So the choice of what briefcase to move after your action is an important, albeit relatively simple, decision.
Eventually one of these tables grows to 5 briefcases or drops down to 5 which causes a price adjustment. This is the fun part. Players must pay interest on their subsidies and then the active player draws a certain number of briefcases from the bag. Depending on how many of each colour get drawn, prices can increase or decrease. These price changes can also cause the game to reach new levels which allow players to purchase and sell more, take more subsidies, and draw more briefcases out during the next price adjustment (which, of course, causes the market prices to swing more wildly for good or bad). The pulled briefcases then go into the market and the briefcases from the table which caused the change are thrown into the bag. In addition, a few black briefcases may be tossed in as well. These are always bad. They cause the price of silver to increase as well as possibly lowering the prices of stock when they are pulled.
Okay, so what's the point? The point is to buy as much silver as possible because in the end that is all that counts. Unfortunately as the game progresses, the price of silver only increases. Ideally, you've invested early in cheap stock, sold the stock while the price is high right before the market crashes, and then grabbed as much silver as possible. The one who's manipulated the system the best wins. It's all rather cynical, I must say, especially since you don't have to pay back any subsidies at the end of the game.
In terms of mechanics, the game is very different than Power Grid. But the comparison is interesting, I think, not only due them both being designed by Friese, but also since they are both very number-crunchy and timing plays such an essential role in strategy. Like PG, in Black Friday you really need to wait it out for the exact right moment to attack. Sell stock too early and you get cheap silver but you've permanently invested your funds and they'll never grow. Sell too late and the price of silver may have skyrocketed. Just waiting the one extra price adjustment and watching the price of all your stocks bottom out is heartbreaking. And hilarious. And often foreseeable. Although the choices are simple, one can really pay attention and make the right purchases and sales at the right time. There is some randomness to the price adjustments but you know exactly how many coloured briefcases are in the market, on the tables, or behind your screen. The rest have to be owned by other players or are in the bag. And you can always count exactly how many of each black briefcase is in the bag so it really is possible to make informed, interesting decisions.
Having played with 2 players all the way through to 5, I can say this game works for every group although I'd say it's probably best with more than 2 players, 4 seeming to be ideal. And it's fun, a lot of fun, partially because it plays pretty quickly. But it's even more fascinating as the market is so responsive to the player's actions. It's enthralling to watch the slow growth of the stock prices when everyone cautiously buys silver or to watch everyone start selling off their stocks out of fear and seeing the prices hit rock-bottom quickly after that. The more silver that gets the sold, the quicker the silver price goes up. The more red stock is purchased, the more red briefcases end up in the bag for later price adjustments. It's simple and elegant and way too brilliant.
And it's this simplicity of play that leads us to the major complaint leveled at this game. The rules as explained in the rulesbook suck. They're awful. They take a fairly simple game and make it seem convoluted and overly complex. As well, there many situations not covered in the rules that have shown up in play. The worst thing for a game is to have it stall as no one knows how to deal with a rule. The players then argue about what should be done as we did or, in some cases, give up. Take a look at the BGG threads, if you don't believe me. It doesn't help the situation when the inventor and publisher suggest online to the players that they really should have figured it out. In Friese's defense, he seems to have changed his tone and is a lot more helpful now that he's realized that no one can play the game with the useless rule-set provided. This is the only game where I've had to read online references after browsing the rules the first time and saying, "What the....?" And I have three university Mathematics degrees (you think I'd win games more often...)
So where does that leave Black Friday? Well, it's a great game, brilliant even, and one of the most cunning market simulations I've ever seen. And it's surprisingly simple to learn once someone knows how to play and has covered their bases by reading the errata online. It's sad, really, because this game deserves a much wider audience and would be a great contender for the Spiel des Jahres (strategic but not too heavy, simple gameplay, plays in under an hour) but I think the shoddily written rules may disqualify it. If you like market simulations and extremely clean and elegant game designs, or if you just feeling like reliving the highs and lows of the recent economic crash on a smaller scale, pick this one up. It's worth it. Just make sure you do your homework before you dive into your first game so you've got your bases covered. Or email me your questions as I'd be happy to clarify, too.
We've played this 8 times now in the last month and will again tomorrow. Excuse the pun - but it's definitely worth the investment.
So what do you do in Black Friday that makes the game so interesting? Well, you basically have 4 simple options each round - buy stock, sell stock, buy silver, or pass. The prices of stock and silver are evident on the board so these actions resolve very quickly. In addition, you can take government subsidies up to the current limit, which you'll have to do as all players start with zero cash. Purchases and sales of stock move directly to and from the market ("pile of briefcases beside the board") so certain colours of stock will be more or less available at various times during the game.
What drives the brilliant market engine is what you do after you pick one the four actions. It's a bit hard to describe here but in play it's quite simple and quickly makes sense. There are essentially three tables active at any time - the stock purchase table, the silver purchase table, and the current sales table. When stock is purchased from the market, a corresponding briefcase, usually of one of the colours purchased, is placed FROM the market on to the stock purchase table. When stock is sold, the price in that colour is moved lower and a briefcase is taken from the sales table and added TO the market, thereby flooding the market with more of that stock. Get it? When silver is purchased, the player can pick any coloured briefcase they want and add it to the silver purchase table. In addition, when any colour is completely removed from the market or 3 of that colour show up in a sales table, the value of that stock increases. So the choice of what briefcase to move after your action is an important, albeit relatively simple, decision.
Eventually one of these tables grows to 5 briefcases or drops down to 5 which causes a price adjustment. This is the fun part. Players must pay interest on their subsidies and then the active player draws a certain number of briefcases from the bag. Depending on how many of each colour get drawn, prices can increase or decrease. These price changes can also cause the game to reach new levels which allow players to purchase and sell more, take more subsidies, and draw more briefcases out during the next price adjustment (which, of course, causes the market prices to swing more wildly for good or bad). The pulled briefcases then go into the market and the briefcases from the table which caused the change are thrown into the bag. In addition, a few black briefcases may be tossed in as well. These are always bad. They cause the price of silver to increase as well as possibly lowering the prices of stock when they are pulled.
Okay, so what's the point? The point is to buy as much silver as possible because in the end that is all that counts. Unfortunately as the game progresses, the price of silver only increases. Ideally, you've invested early in cheap stock, sold the stock while the price is high right before the market crashes, and then grabbed as much silver as possible. The one who's manipulated the system the best wins. It's all rather cynical, I must say, especially since you don't have to pay back any subsidies at the end of the game.
In terms of mechanics, the game is very different than Power Grid. But the comparison is interesting, I think, not only due them both being designed by Friese, but also since they are both very number-crunchy and timing plays such an essential role in strategy. Like PG, in Black Friday you really need to wait it out for the exact right moment to attack. Sell stock too early and you get cheap silver but you've permanently invested your funds and they'll never grow. Sell too late and the price of silver may have skyrocketed. Just waiting the one extra price adjustment and watching the price of all your stocks bottom out is heartbreaking. And hilarious. And often foreseeable. Although the choices are simple, one can really pay attention and make the right purchases and sales at the right time. There is some randomness to the price adjustments but you know exactly how many coloured briefcases are in the market, on the tables, or behind your screen. The rest have to be owned by other players or are in the bag. And you can always count exactly how many of each black briefcase is in the bag so it really is possible to make informed, interesting decisions.
Having played with 2 players all the way through to 5, I can say this game works for every group although I'd say it's probably best with more than 2 players, 4 seeming to be ideal. And it's fun, a lot of fun, partially because it plays pretty quickly. But it's even more fascinating as the market is so responsive to the player's actions. It's enthralling to watch the slow growth of the stock prices when everyone cautiously buys silver or to watch everyone start selling off their stocks out of fear and seeing the prices hit rock-bottom quickly after that. The more silver that gets the sold, the quicker the silver price goes up. The more red stock is purchased, the more red briefcases end up in the bag for later price adjustments. It's simple and elegant and way too brilliant.
And it's this simplicity of play that leads us to the major complaint leveled at this game. The rules as explained in the rulesbook suck. They're awful. They take a fairly simple game and make it seem convoluted and overly complex. As well, there many situations not covered in the rules that have shown up in play. The worst thing for a game is to have it stall as no one knows how to deal with a rule. The players then argue about what should be done as we did or, in some cases, give up. Take a look at the BGG threads, if you don't believe me. It doesn't help the situation when the inventor and publisher suggest online to the players that they really should have figured it out. In Friese's defense, he seems to have changed his tone and is a lot more helpful now that he's realized that no one can play the game with the useless rule-set provided. This is the only game where I've had to read online references after browsing the rules the first time and saying, "What the....?" And I have three university Mathematics degrees (you think I'd win games more often...)
So where does that leave Black Friday? Well, it's a great game, brilliant even, and one of the most cunning market simulations I've ever seen. And it's surprisingly simple to learn once someone knows how to play and has covered their bases by reading the errata online. It's sad, really, because this game deserves a much wider audience and would be a great contender for the Spiel des Jahres (strategic but not too heavy, simple gameplay, plays in under an hour) but I think the shoddily written rules may disqualify it. If you like market simulations and extremely clean and elegant game designs, or if you just feeling like reliving the highs and lows of the recent economic crash on a smaller scale, pick this one up. It's worth it. Just make sure you do your homework before you dive into your first game so you've got your bases covered. Or email me your questions as I'd be happy to clarify, too.
We've played this 8 times now in the last month and will again tomorrow. Excuse the pun - but it's definitely worth the investment.
Wednesday, February 23, 2011
Well, that's an interesting use for a meeple....
Opinionated Gamers, one of my new favourite blogs, has an interesting list of, er... "adult"-oriented, board game-inspired toys. Very funny. I think '7" Wonders' is my favourite. You've been warned.
At risk of losing a few readers, might I also suggest a couple of names? How about 'BIG Black Friday' and 'Not-so-Small World'? Okay. I'm done now.
At risk of losing a few readers, might I also suggest a couple of names? How about 'BIG Black Friday' and 'Not-so-Small World'? Okay. I'm done now.
Tuesday, February 22, 2011
Long weekend gaming pics...
Some great games played Sunday and Monday. I finally played Black Friday with the correct rules and can confirm that it is a brilliant game, elegant and tense. I learned what it's like too have way too much money in Dominion - gotta love it. And I found out that Wallace's London may be one of his best games yet and has something that a lot of his games often lack - fun! And I took two more off my February list of games I need to play... Doing good.
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| Black Friday makes for a very good Sunday |
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| A devastating loss in Pandemic... |
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| Serengeti - tricky little card game |
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| Space Alert took some getting used to. And my partner thought we were the biggest nerds ever while the CD played. |
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| Ah, more money and colonies...... |
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| Building casinos in Vegas Showdown |
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| London.... MUST play this again. Quite good. |
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| Empire Builder. Classic. They were on hour 4 when I left. Mathematicians.... |
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| Hansa Teutonica. Need to play this more. |
Labels:
Black Friday,
Dominion,
Dominion: Prosperity,
holidays,
London,
pictures
Tuesday, February 15, 2011
First Play: Buy Low, Sell High...
..er, oops, I mean Black Friday. And yes, that is what you need to do in this subtle, brilliant stock market speculation game. Like Friese's other big hit Power Grid, his design here is elegant, pared-down to the bare essentials, subtle, and surprisingly realistic. And boy am I bad at it. Buying tons of stock and then watching the market crash before you can sell any of it is quite a devastating feeling. And yet I'm hooked and want to do it again. This is pretty impressive considering that at times we needed to use calculators to determine the cost of our purchases and I had to download two different sheets of errata and rules clarifications before I understood how to play.
At least now I know that I should never invest.....
At least now I know that I should never invest.....
Saturday, February 12, 2011
Wow, what an awful rule-set...
...for the game Black Friday (Schwarzer Freitag) by the inventor of Power Grid, Friedemann Friese. Just sat down to try and make sense of how to play the game and I must admit that I'm quite confused. It doesn't even seem like it should be that complicated of a game but I have already gone on the Geek to try and answer a few questions I have that are not in the rules. Ugh. I also just discovered I'm not the only one having these issues, as is Brian Bankler at Tao of Gaming.
Well, at least I know I'm not crazy. But seriously, Rio Grande Games, did no one try to learn the game from the rule-set before you published it?
Having said all that, it looks like quite a bit of fun, if we ever get to play it correctly.
Well, at least I know I'm not crazy. But seriously, Rio Grande Games, did no one try to learn the game from the rule-set before you published it?
Having said all that, it looks like quite a bit of fun, if we ever get to play it correctly.
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