Showing posts with label Pandemic. Show all posts
Showing posts with label Pandemic. Show all posts

Monday, June 8, 2015

Not bad for a single week.

In the first 7 days of June 2015, I played the following games:
  • Dark Gothic (semi-cooperative deck-building card game) x4 game sessions
  • Shadows of Brimstone (cooperative miniatures board game)
  • Pandemic: The Cure (cooperative dice game) x2 game sessions
  • War of the Worlds (home-brewed RPG scenario)
  • Ultimate Werewolf (8+ player bluffing/deduction party game) x7 game sessions
  • Shadowrun Crossfire (cooperative deck-building card game) x6 game sessions
  • Forbidden Desert (cooperative board game) x3 game sessions
  • Dead of Winter (cooperative survival-horror board game) x2 game sessions
  • Lego Avengers 1895 (home-brewed RPG scenario)
That's 27 plays total of 9 different games, with over 20 different people (ranging from as few as 2-3 in some of the games all the way up to 8-12 players per round of Ultimate Werewolf). Both RPGs were run by GMs I hadn't gamed with in four years or longer. Some of the games were pretty fast little things (Pandemic: The Cure can be pretty zippy), but there were several multi-hour games on that list (Brimstone, Dead of Winter, both RPGs). It's been a pretty great week in regards to restocking the fun after a recent gaming deficit. I actually had the opportunity to spend a little more time gaming than I did this week: I ended up cancelling an RPG session I was going to run on Wednesday because a player had a rough day at work and needed to call the night early. On top of all that, I spent 4 hours at an art museum this week, and took multiple long walks that added up to at least 10 miles.

I needed it, though. The past few weeks have been really stressful and exhausting (more about that some other time, perhaps). I really appreciated the chance to kick back and game my brains out for a few days.


Tuesday, June 16, 2009

Space Alert

As usual, I made this post way longer than it needed to be, so here's a to-the-point summary:
Space Alert is a fast-paced cooperative boardgame with a sci-fi theme. A single game of it is about 20 minutes, so you can cram in several plays in a night. It has some similarities to roborally, but the short length and real-time pressure means it is more tense and frantic. The short and exciting nature of it has promoted this to the slot of being my favorite cooperative game.
And now for the long winded raving:

My wife and I are semi-quarantined, so we spent the weekend (and last night) playing the new boardgame that I bought just an hour before the doctor said "It might be swine flu, so stay home, sleep as much as possible, and call me if your symptoms worsen".

That new boardgame is Space Alert, and man does it kick interstellar butt!

Space Alert is a cooperative game, where you are the under-trained crew of a "Sitting Duck"-class spaceship. You are exploring a new sector of the galaxy. You'll be attacked by enemy spacecraft and giant space amoeba, discover you're on a collision course with a comet, fight off boarding parties, contract exotic infections, try to manage your power core to keep fuel running to the shields and weapons, etc. It's good zany sci-fi fun.

And it's hectic and tense. The game comes with two CDs of 7 to 10 minute soundtracks. These soundtracks have the ships computer narrating events that happen in real time. You play cards, programming your actions like in Roborally, but instead of being in turns it's as you see fit in response to the events of the soundtrack. When the soundtrack is done, there's a 5-10 minute process of resolving the cards you'd played.

Like Roborally, if you played the wrong card, or a card in the wrong order, it messes up your later actions. That creates all sorts of craziness, where the whole crews plan hinges on the one character that goofed up. Picture the most dire Star Trek scenario, surrounded by an enemy fleet and barely enough power for shields and phasers if Scotty's working his miracles. Now make Scotty drunk and incompetent - that's Space Alert when you played the wrong card.

I've always loved Roborally, but I like Space Alert better. Roborally had problems with the "runaway leader" syndrome, where one player would get way ahead of everyone else. Clever track layouts could mitigate that, but not completely rule it out. If you made your track too hard, one person could be the clear leader for 30 to 45 long anti-climactic minutes. In Space Alert, the game is over in 15 to 20 minutes, the first 10 of which seem to pass in the blink of an eye. And you're so excited at the end of it, that you want to play again. Roborally is hard to teach to new players, as well, because it's a little overwhelming and they're guaranteed to lose the first two or three games. With Space Alert, you're working together, so the experienced players are motivated to coach the newbies, and can pick up the slack if someone's confused or making mistakes.

Speaking of "easier to teach new players", I feel Space Alert also compares very favorably to the Battlestar Galactica boardgame. It's got just as much going on (It feels like more is happening in Space Alert, but that may be an illusion because of the time pressure), but each individual component is a less complicated. You feel like your choices and actions have more impact, and there's less randomness. Space Alert is like the most tense critical moments of BSG, wrapped up into 15 lightning-fast minutes. It lacks BSGs long pregnant hours of sizing up the other players, trying to decide which challenge is worth spending which resource on, and regretting every action. So, if you were buying BSG because you wanted a game about space ships, Space Alert is probably the better choice. If you were buying BSG for the specific Galactica branding/flavor/characters, however, then stick with BSG. If you wanted a long, slow, cerebral puzzle, BSG is your ship. (If you were buying BSG because of the "Who's the Traitor?" element, I'd say get Shadows Over Camelot instead, as it's got that same feel with a lot less arbitrarily fiddly mechanics than BSG.) If you want decisive action and an adrenalin rush, Space Alert is definitely the better game.

And speaking of other cooperative and team games, Space Alert has replaced Pandemic as my favorite (which replaced Shadows Over Camelot, which replaced Lord Of The Rings). In that chain of replacements, there's a noticable theme. Space Alert is shorter than Pandemic which is shorter than Shadows which is shorter than LOTR. So, again, it never gets long or anticlimactic, and you can squeeze in an extra play or two into the evening. As far as complexity, though, Space Alert occupies a place somewhere between Shadows and Lord of the Rings, being much more complicated than Pandemic. If there wasn't the real-time element, you might overthink all the fun out of Space Alert, as every scenario is mathematically solvable - but you just don't have the time to do so, and it maintains its fun as a result.

As my last game comparison, it reminds me of one of my favorite computer games - Weird Worlds: Return To Infinite Space. It has that same goofy feel, and same quality of lasting just 20 minutes to a play. If you liked WW:RTIS, I think you'll get a kick out of Space Alert. Play WW:RTIS when you're alone, and Space Alert with a group.

The one worry I had about Space Alert prior to buying it was the soundtracks. I feared that they might limit the replayability of the game, because I thought they were entire scenarios unto themselves, and that you'd only want to play each one a finite number of times. Instead, the soundtracks don't tell you what's attacking, just what category of threat it is, when it shows up on sensors, and what trajectory it's approaching on. Something like "Alert! Time is T+3. Serious Threat detected in Red Sector." Then you flip over the top card of the Serious Threat deck, and discover it's an enemy stealth fighter, which you can't get a weapons lock on until it reaches the midpoint of it's approach vector. Or it's a giant "Space Octopus", that has to be destroyed from far away or else it will become enraged and rip your ship apart. Or it's a malfunctioning warhead in your missile bay, which has to be jettisoned before it explodes. As you can imagine, those three problems take very different solutions. Thus far we've mostly played soundtracks on the first disk, which typically give you about three such threats to deal with. Judging from our one play on the advanced disk, it gets much more frantic. In this one weekend of being ill, we've more than gotten our $60 value out of Space Alert, and we still haven't played three quarters of the soundtracks or seen half the cards.

One warning, however. My copy came with two production errors.
  • A misprinted card, which they detected at the factory, and tucked a corrected card (and an explanatory note) into the box. Kudos to Rio Grande for catching and solving that problem.
  • The other error was the swapping of labels on the two CDs. This they didn't catch. The Tutorial disc was labeled Mission, and vice-versa. So we played our very first game with the hardest difficulty soundtrack, which referenced all kinds of events that weren't covered in the introductory rules. Man, was that ever confusing. Your very first game should be one of the 7 minute tracks. If it runs 10 minutes or mentions an "Unconfirmed Report" or "Internal Threat", you're on the wrong disk.

Tuesday, March 10, 2009

6 of one, half a dozen epidemics

My wife and I picked up the boardgame Pandemic in early February. It's a cooperative game where you play the CDC, attempting to save the world from several simultaneous outbreaks. We enjoy it quite a bit, though I've wondered (even before we bought it) if perhaps it didn't have enough complexity. Game play is a little repetitive, but it turns out it's fun even on the 27th play.

The game has three levels of difficulty: Introductory, Normal and Heroic. The only real difference is the number of Epidemic cards in the deck. It'll be 4, 5, or 6 depending on the difficulty. Looking at that, you'd expect the jump from Introductory to Normal (a 25% increase in the number of Epidemics) would be bigger than the jump from Normal to Heroic (only a 20% increase in the number of Epidemics).

The game is pretty fast, so we typically get in about 3 plays on the nights we break it out.

The first two nights, we played on Introductory level, and we won. That wasn't nearly challenging enough, and the second night felt like there was no real danger of losing. So we switched to Normal difficulty with a record of 6 for 6.
At Normal, the game was a bit trickier, but we still won 12 games without losing. A few of them were close, but we were 18 for 18, and felt like it was time to step it up again.
Since switching to Heroic, we haven't won a single game. 0 for 9 on Heroic, 18 for 27 overall.

I can't figure out what we're doing wrong, why we can't even get close to beating the Heroic difficulty. We've tried a variety of tactics, and refined our methods with serious analysis between games. The 26th and 27th games, we even cheated a little. We picked the two character roles that we felt were the most powerful (and which combo very nicely as well), instead of assigning them randomly. We even looked at our opening hands and the initial infection placement before choosing which of us would go first.

In the 27th game, we'd not only cured, but actually wiped-out all trace 2 of the 4 pathogens, and had nearly cured the 3rd. It was the closest to a win we'd managed on Heroic. We weren't going to cure the 4th anytime soon, but it was manageable with no more than 2 cubes in any city (and 0 or 1 in most), and the medic was in that area. Half the cards in the deck were now safe, and it looked for sure like we were going to win. Then the 5th Epidemic card was drawn. A new city was drawn, and wouldn't you know it was that 4th color? The discards got shuffled and put atop the deck, and the new city came up again. It "outbroke" into 5 other cities, some of which already had 1 or 2 cubes in them. Drawing the rest of the cards for the turn lead to a total of 4 outbreaks - just exactly enough to make us lose the game via the outbreak meter.

From the verge of victory (with no sense of danger!) to utter loss in less than half a turn. It was awesome to see, just once, but painful to reflect upon.

Thursday, January 8, 2009

Is Pandemic Not Complicated Enough?


In addition to BSG and Dominion, we also played Pandemic last weekend. Since I kinda panned the other two, it just seems fitting that I smash Pandemic as well.

But I can't.

I guess I can criticize it for being a little too simple. It's rules light, and pretty elegant. It was easy to learn. Once we'd removed the accidentally duplicate cards from the deck, it felt like we had a shot at winning. We lost, but not by much, and I could see things we could have done better. Those are all good things. Due to that simplicity, however, it might possibly grow stale after repeated plays. Possibly, down the road.

That's it, though. I enjoyed it quite a bit. Nothin' else bad I could say about it.

Well, I suppose some might feel it's kinda morbid. Personally, I found a game about the CDC fighting multiple outbreaks (that are threatening global catastrophe) a fun change pace. I could however, easily imagine any number of real-life scenarios where that stops being fun. Then again, aliens could invade tomorrow and make all my sci-fi games take on a not-so-fresh feeling.

But that's it, that's all the gripes I can field, and one of them half-heartedly.

Okay, the random element feels kinda high...
...but as I type that I realize it isn't really. Not any more so than most games. Any game with a die or a deck of cards is at least (and probably more) random then Pandemic. It may feel randomization-heavy and luck-dependent, but it really isn't. Once you get the rhythm of the game under your belt, you'll be able to intuit the rough odds of really bad stuff happening, and plan accordingly. That's pretty cool.

The random element most likely to swing a game is determining which character you play. I'm not sure they're all balanced terribly well. But, it being genuinely cooperative, that probably doesn't matter. Unlike Shadows Over Camelot and Battlestar Complexica (and certain Lord of the Rings Variants), you aren't secretly competing with anyone. Therefore, as long as all the characters have something fun to do, they don't need to be terribly-well balanced.

Between the relative simplicity and the cooperative nature, Pandemic makes it a good intro game. You could easily teach it to anti-competitive, non-gamer types. I may end up picking up a copy. It wasn't as much pure enjoyment as BSG, but it was quick and easy, short and sweet.

Honestly, it's just a solid game. One that could use an expansion, somewhere down the line - but not till after I've played it a couple more times. :) It didn't "wow!" me as much as BSG and Dominion while I was playing it, but I also didn't feel like it had any major flaws when I reflected back on it the next day - and I tried.