Why We Don’t Play Risk Anymore

September 21, 2009

Whenever I describe the particular flavors of games that I tend to play, people always ask, “Are they sort of like Risk?” This has got to be up there with, “You mean like Dungeons and Dragons?” a phrase commonly heard by roleplayers holding conversations with the uninitiated. The equivalent for a hardcore video gamer would be, “So you play games like Pong?” The answer in all three cases is a vague variation on, “Yeah…but the games I play are more fun than that.” I think what gamers mean to say is, “The games I play are more elegant than that.” These hobbies develop, and the mechanics of the past feel cumbersome to regular enthusiasts.

All of this does lead to an interesting question: why don’t I play Risk anymore? It’s sitting upstairs on my game shelf, but it has been banished to the bottom of the pile alongside Clue and Monopoly. I played a decent amount of Risk between 2004-2006, perhaps four games a year, but as my interest in gaming grew, it fell by the wayside. This is due, in large part, to the mechanics.

Risk is, quite obviously, a dice fest, and one in which I don’t feel the better player comes out on top. Simply put, it has a high degree of randomness to it which detracts from the play experience. In a shorter game, this wouldn’t be as much of a problem, but Risk sessions do have a tendency to stretch past the four hour mark.

In addition to this, the reinforcement mechanic is just plain whacky. I can’t think of another game in which you get greater numbers of reinforcements as the game progresses. This means the game actually slows down as you play! You think you’ve got your opponent cornered when he turns in a set of Risk cards and suddenly he’s laying out 50 new armies. “Congratulations,” I always think to myself, “You have just extended our play time by another hour…”

Last, this game suffers from a defect most older wargames share: players can get knocked out early on in the game. This means one of your buddies faces the awful choice of a) watching over your shoulder for two hours, b) channel surfing while you finish, or c) driving home hours before everyone else.

Risk isn’t a terrible game by any means, but game design has moved beyond it. I think the best thing it offers us hobby enthusiasts is a way to identify people who might be interested the newer games we’re playing. If ever I hear a person say, “We pulled Risk out over Christmas and had a blast,” I know I need to invite him or her to our next gaming get-together. And every niche group needs something to play the role Risk does–it’s a small piece of the hobby that is recognizable by the public and serves as a gateway to more enjoyable and rewarding games.


Hiding the Resources/VPs

September 3, 2009

I apologize for the lack of activity here on the blog lately. I’m in the process of moving right now (stay tuned for pics of my new game room!). Once things settle down, we hope to create a backlog of posts we can draw on during busy times.

After playing a relatively high number of Euro games this summer, I’ve been thinking about hiding resources and victory points. Three games in my collection have this written into the rules: Power Grid, Settlers of Catan, and Small World. In Power Grid, you are told to keep your cash secret from the other players. As we’ve learned the game at home in recent months, we’ve usually kept money faceup so the other players can see if someone is sitting on a big stack of cash. Playing with the hidden money rule at the WBC tourney gave the game a very different feel; tabletalk was significantly cut as a result and we could only guess at people’s bank accounts. In this game, I confess I don’t understand why this rule exists. If you’re really playing a power company, then your resources should be public knowledge, right? Also, trying to keep track of other people’s cash flow is just another distraction in a game that already involves a lot of mental math.

In Settlers of Catan, you keep your resources secret. Again, we have often played with resources faceup, but that’s primarily because we’ve got new players at the table. When playing with Joe and other more experienced players, we’ve played with resources hidden. Again, I’m not quite sure why this should be the case. If it’s a game about resource trading, then you’d think it would be beneficial to see what people have so you can make offers or know who to target with the robber. Like Power Grid, hiding the resources adds a layer of complexity that doesn’t enhance the game any; it just makes things more complicated. However, I can see keeping development cards hidden. They do represent choices you get to make, and are much like the strategy cards in Conquest of Paradise or other games that involve buying cards.

In Small World, you keep your victory points hidden until the game ends. Considering how light the game is, I rather like keeping them hidden. Because you must count up your VP at the end of every turn and take them from the bank, it’s pretty obvious who is having a good turn (14+ VP, for instance). You can easily discuss it at the table and then turn on the current leader. It’s not a very complex game, and unlike the two mentioned earlier, hiding the VPs doesn’t add an annoying level of complexity.

I’m curious if there are other games out there that have you hide resources or VPs. This is a big component of Euro games–even  in Ticket to Ride you’re hiding your routes. Do you find this an interesting mechanic in some games, but not in others? Why?


Virgin Queen Sneak Peak Pictures

August 23, 2009

Ed Beach, the designer of Here I Stand and Virgin Queen, was kind enough to forward these pictures onto us. They are from his forthcoming game, Virgin Queen:

The map is a cartogram, which allows more space in countries like France. Note the prevailing wind markers in the New World.

The map is a cartogram, which allows more space in countries like France. Note the prevailing wind markers in the New World.

This is a mockup for the Elizabeth card. The number on the left is her eligibility rating, which declines as she ages.

This is a mockup for the Elizabeth card. The number on the left is her eligibility rating, which declines as she ages.

Here's another "princess card" to be using in diplomacy.

Here's another "princess card" to be using in diplomacy.

Jesuits


Virgin Queen Sneak Peek

August 13, 2009
Queen Elizabeth's coronation portrait.

Queen Elizabeth's coronation portrait.

Last Friday, Russ and I had the unique opportunity to attend a seminar at the World Boardgaming Championships, entitled “Snapshot of a Card-Driven Game Under Development.” The presenter was Ed Beach, and the game was the forthcoming Virgin Queen, a card-driven game about Queen Elizabeth and her era. You probably already know we are huge fans of Here I Stand, Ed’s 2006 game about the Protestant Reformation. Virgin Queen follows right on the heels of that game, picking up where it left off. I’d say about 30-40 people attended the talk. Ed highlighted four major topics, and I’ll take each in turn:

What will stay: Looking back at Here I Stand, it seems that several elements will remain the same in Virgin Queen. The new game will retain the card-driven element, the same basic combat system, and the same basic feel. One of the huge successes of Here I Stand is that each player can gain victory points in slightly different ways: for instance, the French get points for military conquests, New World exploration, and building chateaus. Virgin Queen will have similar “unique VP” mechanics.

What will be tweaked: Ed highlighted a handful of elements that will be improved in Virgin Queen. The first is the religious subsystem. Right now, it sounds like players flipping spaces to Catholic or Protestant will be rolling one die with modifiers, not multiple dice. One common complaint about the older game is that the religious side bogs play down quite a bit. Another tweak will change diplomacy. Ed expressed frustration with diplomacy in the old game, especially in new players being unwilling or unable to wheel and deal effectively. To get new players into diplomacy right away, Virgin Queen will feature a “diplomatic marriages” sub-system. Some players will begin the game with a number of princes/princesses they will be able to marry off to other players in exchange for diplomatic benefits. Essentially, you match up a prince with a princess and end up rolling dice and adding modifiers to see how successful their marriage is. They could divorce, have no children, or found a new and powerful dynasty. The last major tweak is the addition of a two-player tutorial to introduce new players to the game. Right now, it looks like a scenario pitting the Turks against the Spanish in the Mediterranean Sea. This will introduce some basic mechanics.

The map is similar in style to History of the World.

The map is similar in style to History of the World.

What’s new: Several elements have either substantially changed from Here I Stand, or are completely new. What excites me the most is the map itself. The map designer has drawn the map as a cartogram. Ed has described it as “the world according to Philip II.” This allows many more spaces in the Netherlands to simulate the Dutch Revolt, while keeping some areas (like the New World) small. It’s a truly beautiful map, and I think it will draw the eye at conventions and the like. Another major element is the New World. Unlike Here I Stand, players will be interacting with it a little more. For instance, you’ll be able to send raiders there to harass enemy colonies a la Sir Francis Drake. Also, prevailing wind markers will allow you to move more quickly or take attrition depending on which direction your pirates are headed in. The New World also includes the Philippines, China, and India this time around. Last, Virgin Queen will feature a robust espionage sub-system to simulate assassinations, sabotage attempts, etc. (Jesuit agents infiltrating England? You bet!) The Pope is also reduced to a sub-system. Interested players can pay cards to gain Papal influence. The new game will also feature a patronage sub-system, where you can gain victory points for hiring important artists, writers, and scientists to create lasting works.

Current progress: I was surprised to learn that Ed has been working on this game since Here I Stand came out. Right now he’s reporting that the two-player tutorial, New World, Papal influence, and diplomatic marriage mechanics are all working very well. The patronage and religious systems need a bit of tweaking, as does the mid- to late- game feel. It also sounds like the powers are up in the air. The current powers include England, Spain, France, New Protestants (with separate Huguenot and Dutch counter mixes), Turks, and Austrians/Holy Roman Empire, but there are some balance issues with the Austrians as of this writing.

Throughout the presentation, I was able to spot a few specific elements. These included two cards, Paris is Worth a Mass and Iconoclastic Fury. I also spotted a “Jilted by Elizabeth Table.” Playtesting will begin in earnest this September, with various people around the world trying out the two-player tutorial via email. Stay tuned for updates: Russ and I are both on the playtest list. While it looks like there’s a lot of work to be done on this game, I am excited to see it in print in the next few years!


Play a Better Game: Know the Rules

July 22, 2009

For anyone that has worked an IT help desk you are probably intimately familiar with the abbreviation RTFM. And like a frustrated computer user, I was all ready to rail against the Space Race in Twilight Struggle until I popped open the rules and read the following section.

6.4.4 Special abilities are granted only to the first player to reach the space [on the Space Race track]. The special effect is immediately canceled when the second player reaches that box.

Apparently, John and I have missed the last sentence about the special action going away. Instead it always was played that it sticks around, so whoever got an animal in space first had a huge bonus and much easier time of dodging bad cards and landing on the moon.

While I’d like to declare my three losses to John null and void (I’ll keep the two wins!), part of this is my fault. I relied solely on John to teach me the game and never went and read the full rules myself. Suffice to say, this has taught me a valuable lesson never trust John know the rules yourself and have them available at the table.

But sometimes even the rules aren’t enough to clarify the situation, so what should you do?

  1. Check to see if there is an updated version of the rules. For example, going to GMT’s website, I find that Napoleonic Wars is up to version 1.3f of the rules. If you have an older first edition box, you’re playing with old rules.
  2. Search for a FAQ or clarifications document. Some of the strange scenarios John talks about in his DEFCON conundrum post are explicitly identified in the excellent Twilight Struggle FAQ. A US player that has read the FAQ is will know better than to play Lone Gunman when DEFCON is at 2.
  3. Ask at Board Game Geek. BGG has a number of excellent forums where rule text can be explained by experienced players.
  4. If all else fails, go with the interpretation that best seems to fit the theme of the game. For example, if the game is about building railroads, choose the interpretation that errs on the side of building more railroads.

Twilight Struggle and the DEFCON Conundrum

July 21, 2009
U.S. schoolchildren practice a duck and cover drill.

U.S. schoolchildren practice a "duck and cover" drill c.1950.

One of the constant questions that I have in GMT’s Twilight Struggle (10 wins, 3 losses) is how to use the DEFCON track to my advantage. Put simply, the DEFCON track is a method for tracking how tense the Cold War is at a given moment. If you attempt coups in key areas, called “battleground countries,” you drop the DEFCON status by one point. This has the effect of putting one region out of play–that is, you and your opponent may not make coup attempts or realignment rolls in that section of the map. The DEFCON track goes from 5 (Peace) down to 1 (Global Thermonuclear War). If at any point in the game a player takes an action that causes DEFCON to go to 1, he loses the game.

The thirteen times I’ve played this game in the past seven months, we have usually been pretty lenient on this last point. If someone tries to do something which will drop the DEFCON status to 1, the other player reminds him, he chooses to do something else, and play continues. But after a recent game with Russ, we have both realized that there are certain situations in which the phasing player can actually force their opponent to drop the DEFCON track to 1 and subsequently lose. There is an even greater chance that, at DEFCON 2, the phasing player makes a move that leads to an accidental DEFCON drop, causing them to lose!

Before this, we often saw the USSR player drive the DEFCON to 2 as early as possible. This did a few things: first, it allowed him to maintain any early gains he had made in certain regions. Second, it meant that after a new turn started and DEFCON bumped up to 3, the USSR player could use his first card play to coup a battleground country and drop DEFCON back to 2 without the US player being able to do anything about it. For instance, in Sunday night’s game, I took an early lead in the Middle East and Europe, while Russ locked up Asia. Later on, I was able to take several battleground countries in Africa, and by keeping DEFCON at 2 throughout most of the game, I was able to cement my lead in three regions while ceding one (though rich VP-wise) to him.

The Cuban Missile Crisis was one of the few times the US military went to DEFCON 2.

The Cuban Missile Crisis was one of the few times the US military went to DEFCON 2.

Now, after a quick analysis of the deck, I’m wondering if this is such a good idea. By my count, there are 13 out of 110 cards (almost 12% of the deck) that deal with DEFCON. Three are US (Duck and Cover, Nuclear Subs, and Soviets Shoot Down KAL-007). Two are USSR (“We Will Bury you!” and Glastnost). The remaining eight are usable by either player. These include the following: Olympic Games, Nuclear Test Ban, Cuban Missile Crisis, SALT Negotiations, Summit, ABM Treaty, Wargames, and “How I Learned to Stop Worrying and Love the Bomb.” Seems like a lot, doesn’t it?

The question is this: how dangerous is DEFCON 2? Does it actually do more harm than good? For instance, think about this example: USSR player has dropped DEFCON to 2. He plays Missile Envy, which means the US player has to hand the USSR player the highest-value card in his hand. If he hands him a USSR event or an event that can be played by either player, it is triggered. If this card is “We Will Bury You!”, it drops DEFCON to 1. Because the USSR player is the phasing (or active) player, he loses the game. Even if it’s Olympic Games, all the US player has to do is choose to boycott, which also degrades DEFCON. Again, the USSR is the phasing player, and he loses. Whoops! Or take another example: DEFCON is at 2. US player plays Lone Gunman. The USSR player gets to look at the US hand, and then use the point to “conduct operations” at that moment. He decides to start a coup in a battleground country. This degrades DEFCON to 1, and because the US player is the phasing player, he loses.

In the examples above, you’ll note that there are a few cards which give immediate ops points to the other player, or read something like, “Pull card out of opponent’s hand. If it’s an event for your side and/or an event for both sides, the event occurs.” From my count, these include the following: Lone Gunman, CIA Created, Five Year Plan, and Missile Envy. (Note: I’d include Grain Sales to Soviets, but that does let you pick a card and return it to your opponent’s hand if you don’t like it.) If you’re keeping track here, this means there are a total of 18 cards that can mess with DEFCON and/or spell disaster in that situation. That’s 16% of the deck! I know that some will say, “But John, you can shoot a lot of those cards into the Space Race.” My response to that is…sometimes. A lot of the cards we’re talking about are 2-value, which means they can only be played into the Space Race on the first four boxes. And CIA Created and Lone Gunman? Those are 1-op cards.

I thought Twilight Struggle was intense before this, but now…well, let’s just say after doing a bit of research into the potential, I’m a bit stunned! How can a player protect himself against such disasters? A couple of things come to mind:

  • As a turn begins, think about where you want DEFCON to protect your holdings and/or encroach on other regions. In addition, think about how your opponent might use the DEFCON track to his advantage.
  • Especially in the Mid-War, when Bear Trap and Quagmire are in the deck, ask yourself whether or not it is too risky to have DEFCON at 2. Without The China Card and a few bad Quagmire/Bear Trap rolls, you might be required to play an event which degrades DEFCON or allows your opponent to opportunity to do it.
  • If you have The China Card in your possession and DEFCON is at 2, think about playing it (even if it’s not an optimal play) in order to hold a card like CIA Created or Lone Gunman over until next turn, when DEFCON will go to 3 for at least one card play.
  • Keep in mind that a lot of cards actually improve DEFCON. While doing this can expose you to unwanted coup attempts, it can also get you out of a tight jam.

Do you have a good story about losing/winning the game over DEFCON? Or do you have other thoughts on the “DEFCON Conundrum”? Leave a comment!

[NOTE: Cross-posted at Board Game Geek]