Australian Games Expo (and Cancon), 2009
Up until late last year, like many others, I was not expecting the Australian Games Expo (AGE) to be running until June. But it came to pass that apparently for financial risk-related reasons the organisers of AGE decided to merge, or more correctly, co-locate the event with the long-running Cancon.
I remember going to Cancon a few times back in the late eighties and early nineties, when it was primarily a gathering of role-players, maybe with a few big counter-based wargames and/or some WWII miniatures off in a corner somewhere. ‘Family-friendly’ boardgames and anything resembling a Euro were not seen. (At least, that’s how I remember Cancon, although I’ll acknowledge that my memory may be a distortion of the reality…)
Things have changed since then. If there was any role-playing, it was nowhere to be seen. Instead the exhibition hall was crammed with tables covered with all manner of combat terrain, troops and armory, from ancient DBA/DBM, more recent WWI & II, and the fantasy of LOTR and WarHammer. There was also a large section dedicated to a Blood Bowl tournament, with our own Brad and Tommy taking part.
The late addition of the AGE apparently expanded the whole site of Cancon a little, with disjointed areas for exhibitor booths and another large room for some open gaming (not much) and the Settlers and Carcassonne tournaments. There was a Yu-Gi-Oh and some other tournament in this room as well, which were apparently associated with Cancon and not AGE.
Before proceeding further, I should acknowledge the picture contributions here. Mine are the one above of the Cancon floor and those below with the kids. But all other pics here were taken by Brian and I thank him for his contribution! The source of his set is here at flickr.com.
Canberra + gaming also presented the opportunity for catching up with old friends, namely Ed V., Ken F., and Mike K. It was good to get in a few games too, although when Mike turned up, Alex and I were standing in line for a fast cafeteria lunch of questionable nutritional value. After the exchange of initial pleasantries, Mikey joined us for lunch - “I came for the food,” he declared. Apparently Kransky trumps Kriegsspiele …
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Both Brian and Ed entered the Settlers tournament - some of Brian’s pics here show his participation - unfortunately, after four heats, neither were lucky enough to make the semi-final rounds. However, for years to come no doubt, there will be reference to and reflection on the infamous “Settlers incident of ‘09″ arising during that tournament. I shall not describe the details here, except to say that it demonstrated unfortunately that mature behaviour cannot always be assumed from all participants in our hobby, especially when there is a perception of high stakes (ie., a trip to Germany for the tournament champion).
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Much of our Canberra weekend was concerned with accommodating and entertaining children. In the games arena for us, that included first up a Pokemon miniatures combat thing. Our ‘host’ was the delightful Lucy, who I suspect was no more than a year or so older than our Mr. 6. She explained the game to him and me, before successfully dispatching our Pokemon team to the tanks in a cool 15 mins. The novelty of this game is the components - collectible figures that spin on bases as a proxy for attack and defense die rolls. Despite being a Pokemon fan, and also that Lucy very generously allowed him to take one of the figures away with him, Mr. 6 was not all that enamoured with this.
Later games included the simple but attractive Fruttirelli, and also Aquaretto, although Mr. 6 tends to get distracted and lose concentration when he plays this. The real surprise for me was Mr. 4, who sat happily for a good 30-60 mins with Make ‘n’ Break on Saturday and over an hour with aMAZEing Labyrinth on Sunday. He needed some minimal supervision for both of these sessions, and was only playing with the components for the most part, but both held his interest for far longer than I expected.
Most of the gaming for grown-ups took place after hours at the ‘Tradies’, but there were I few I could join in during the day. Here are some of the highlights:
Notre Dame: Alex, Brian and I were positioned for strong performances given this had not been played before by Ed or Mikey.
15 mins rules & setup; 51 mins game time.
Results: Alex (yellow): 73. Paul (green): 62. Brian (blue): 48. Mike (purple): 44. Ed (red): 40.
Eketorp: A new title with the Queen Games logo, although I’m sure I picked this off the Rio Grande stand. (Update: After just looking this up on BGG I see that the publication date is 2002, so really not new. However, I believe none of our group here had ever seen or heard of this before…)
I picked this to play based on the Viking theme, as a nod to the rarely-seen Ken, an enthusiast of Viking lore.
In this game players compete for different value ‘bricks’ to build up to 15 segments of wall around their castle. In a 4p game we get 6 veeples (Viking meeples) each, which are secretly allocated to brick-producing spaces, attacking other people’s castles, and/or defending your own castle. Where there is no competition for bricks, you take them home for free. However, if you clash with an opponent in a brick field or at a castle, then one or both of your veeples will ‘die’ in a simple combat card mechanism. Actually your defeated veeples are sent to a ‘field hospital’ and will recycle back to you after a few turns. The game ends when someone has acquired 15 bricks or, as we found, after a fixed number of turns (10?).
The first turn produced amusing results and set the tone for the whole game. Competition and combat was intense, with what seemed to be about half of everyone’s veeple stock sent to the field hospital tanks. Although the simpler strategy may have been to go for the lower-value-lower-risk field bricks, we were to have none, or very little of that. Actually, I did finesse a few bricks this way, but let’s face it, this game is about flighting, and that’s the way we played it!
AGE is a great place to try before you buy (you can do both!) and certainly I was glad to try this and would even play it again. But one playing was enough to confirm for me that I don’t need to buy this one…
25 mins rules and setup; 60 mins game play.
Results: Ken (Triberga; yellow): 27. Paul (Ismantorp; purple): 24. Alex (Graborg; white): 23. Mike (Eketorp; red): 14.
Oriente: A (new to us) card game presented by Ed. This was as yet unplayed, and a briefing of the rules left us scratching our heads as to how it would play out. In fact, several turns of play still left us scratching our heads (or maybe it was just me?). This is a strange game that plays like nothing else I can think of, and maybe takes a bit of getting used to. However, my impression is that your character card at any given time (this can change from one turn to the next) simply determines the action you take and therefore the choices made do not seem that interesting (just confusing!).
Would I give it another chance? Maybe. But I wouldn’t be jumping all over it…
20 mins rules and setup; 47 mins game time.
Results: Paul: 27. Ed: 24. Brian: 21. Richard: 15 (Mike [retired]: 9).
Night gaming at the Tradies for me led off with Red November, a 2-8 player co-operative game explained to us by Giles. We are crew members on a Russian ‘gnomish’ submarine, besieged by various perils such as water leaks and flooding, fires, oxygen pump failure, etc., and even an attack by the great Kraken. The neat novelty is how the game time advance mechanism (like Thebes and/or Around the World in 80 Days) is used, to give players a feel for a race against time to fix stuff, balanced by the risk taken to fix it properly. So the usual score track around the board is replaced by a time track, counting down in minutes from 60. Eg., an event my appear that indicates the oxygen pumps are failing and we’ll be asphyxiated in 10 minutes, so a marker is placed at this point on the time track. If the pumps are not fixed by the time the last player has reached this point, we’re all gone! But, the longer a player spends attempting to fix the problem, the greater their chance of success – they first nominate how many minutes (up to 10) they will spend on a problem before attempting to roll below this number on a d10. As players spend time moving and fixing stuff, new event cards are drawn, thus introducing new perils that have to be fixed.
My peers know that I’m not the greatest fan of co-operative, goal games, but this one appealed to me, for reasons I probably can’t articulate well. Maybe it’s the compact little board, components and packaging, and the implication that it will play quickly (although I think this is deceptive!). Or maybe that the theme is a little lighter than the likes of Battlestar Galactica, Shadows Over Camelot, and Pandemic. Also, unlike the former two, there is no traitor hidden amongst the players. However, it is possible for an individual player to win by escaping from a doomed ship with the help of an aqualung. The risk is that if the remaining players manage to survive to the end, they theoretically hunt down and kill the deserter, who therefore loses individually!
Despite the fact that in our game we all died of asphyxiation before the halfway point, I liked this one enough to actually buy a copy. Obviously I’m keen to bust it out maybe at the next Sunday night session I make it to.
12 mins rules, 60 mins game time (which is probably about half of a game that would play out to a full and successful conclusion with this number of players (7)).
Dead submariners: Mike K, Richard, Lin, Giles, Ed, Brian, Paul.
The Three Commandments: This is a new take on the inductive reasoning style of game (eg; Eleusis, Zendo), with a good dose of silliness thrown in. In fact Alex (who had played earlier with others) described it as a cross between Zendo and Quao. The central board consists merely of a number of radially symmetrical segments, upon which are placed about a dozen or so ‘artefacts’ (simple wooden rods) in 3 different colours. Players take turns to be a spell-caster, in which they draw four (keep three) secret rules cards from two decks. One set describes the scoring rules for moving rods on the board (eg; 3 points for moving a brown artefact), while the other describes the scoring for various actions and gestures that the active player might perform during their artefact move (eg., 4 points if the player touches their nose). The spell-caster fixes upfront whether each card will score positive or negative points.
The other players take a turn each, then a second, to move one of the artefacts on the board. The spell-caster then indicates to all which, if any, of the rules cards have been satisfied and scores them accordingly on a hidden score-sheet. The other players, all watching intently, attempt to guess which moves and actions to perform (or avoid!), in order to score positive.
When we started, Richard explained excitedly that actions could include crazy stuff like singing and dancing, and you could just tell that he was waiting on those cards to come into play. In fact, I think he didn’t wait, and may have tried singing and dancing on every other player’s turn anyway, just because he wanted to…
Eventually, on Ed’s turn as spell-caster, a dance by Alex seemed to score and therefore everyone was performing a routine during their moves. After much hilarity and embarrassment it was revealed that the required gesture was merely to stand up.
Anyway, funny and fun for a party of gamers, and I suspect the more players the better - it went well with our 7.
13 mins rules; 87 mins game time.
Results: Alex: 20. Paul: 19. Ed, Brian: 18 each. Lin: 15. Mike, Richard: 13 each.
Fast Flowing Forest Fellers: We tried this Friedemann demo offering as a night cap, playing the simple 2-board intro scenario. Players control two figures each and attempt to race them down river. This was immediately reminiscent of Mississippi Queen, although movement is controlled through a fixed set of movement cards, a la Ave Caesar, et al. The interesting feature is the bumping of figures and log hazards as you go - a kind of simple physics simulation, although I expect this has probably been explored in other games somewhere. You can get some interesting effects by riding on river current spaces and nudging your opponents onto them too.
I thought this was an OK game. But by the end we were wondering if we’d missed something in the rules, since there didn’t seem to be all that much to it - if you’ll forgive the river puns, it was rather dry and shallow…
However, it could be given another chance, if played with more interesting river segments.
15 mins rules and setup; 30 mins game time.
Results: Mike (green): win. Brian (black): 2nd. Paul (blue): 3rd. Ed (red): 4th.
Moto Grand Prix: This was the first game I played on the Sunday night, although I can only claim 2/3rds – I came in late and took over from Kylie, who preferred not to have to deal with the additional complexity of the lap 2 rules. Anyway, motor cycle racing, if you like that sort of thing. Race games rarely get me all that excited, and on the whole this was not a stand-out exception. But there is some careful tactical planning required in responding to the cornering changes, and risk-taking with braking and using up extra engine power. Importantly, you get little motorcycle racing figures, that are supposed to bank into corners and even do wheelies, which have an impact on the behaviour of your racer and the others. A minor quibble is that in this brand new set belonging to Giles, the little plastic mountings were a bit loose in most of the figures, which meant that your posing of them wouldn’t necessarily hold. I suggested that he add a little bit of chewing gum to the base to help stabilise them…
Paul M. (taking over from Kylie): 1st. Brian: 2nd. Giles: 3rd. Neil F: 4th. Paul X (ie., ‘the other Paul’): 5th.
Mission Red Planet: Phyll C and Jeff from the Glebe group (who cross over with Neil F) invited Brian and I to join them in something, and quickly proposed this retro, Vernian-looking game about colonising regions on Mars (apparently inspired by, or related to to something called ’steampunk’, about which I know nothing). Points are gained at fixed turns of the game, based primarily on area majorities in the various states on Mars (just like El Grande). There are bonus points to be had by collecting the most singleton scoring tokens, and a few various mission bonuses that arise including one dealt out at the start). In a turn, you populate and launch spaceships from Earth, the rules being determined by the play of character cards from your hand (a bit like Citadels, although all players use an identical deck). The individual characters include plays like, ‘add two crew cubes and sabotage another ship’, or ‘add 1 cube and swap an opponent’s cube for one of yours’, etc.
Neat, and easy to play. If y’all care to indulge me a yet another quibble about component quality… I’m not a fan of the gloss-finish box, and the type of game board folds resulted in the board not sitting flat on the table (see Brian’s pic). The artwork was nice, but I thought they could have used more of it – that retro-Vernian (steampunk) thing only really came across in the character cards, and was hinted at with the rockets, but otherwise that was it. Nitpicking mode now off.
13 mins rules and setup; 57 mins game time.
Results: Paul (blue): 49 (+8). Brian (yellow) 39. Phyll C. (green): 19. Jeff (purple): 15.
NB: The (+8) here could be argued with, because I misunderstood and completed the requirements of my mission card (occupy 5 regions) in a photo-negative configuration of what was intended. Phyll and Jeff kindly conceded that I was entitled to the points, but since I had the highest score without them anyway, I can simply take the moral high-ground and not accept the bonus!
Felix the Cat in the Sack: At a nearly-ridiculous time of the night I agreed to participate in one last game if it was a short one, filler-style. It was OK with me since I only had to go upstairs to retire to bed anyway. So out came Felix. Brian and I needed a rules refresher since it was a long time between playings of this, but we managed to score overwhelmingly against our hosts anyway. In fact, this was the 3rd game in a row tonight in which I won and Brian came in second against at least two other opponents. Just thought I’d mention that.
5 mins rules; 19 mins game time.
Paul: 66. Brian: 59. Phyll: 31. Jeff: 30.
On the final day I arrived at the exhibition hall to see Alex just starting in a new game of Heads of State, one of the most recent items released in English by Z-Man (originally in German by Eggert-Spiele). The attraction here was the attendance and explanation by the game designer himself, Peter Hawes. I can’t make any significant comment on the gameplay except that it looked quite good and I look forward to having a go. It was great having a chat to Peter about his experience with the game design (the root of the idea in 3 days of isolation at Alan Moon’s house!) and the publishing offers.
Batavia: The last game of the weekend for me, played at midday on Monday. This was one of Ed’s new acquisitions (an Xmas present, maybe?), and looked quite nice. It was tempting me on the games vendors’ shelves, so I was keen to give it a try before committing to a purchase. The theme is European trading companies in the nineteenth century, working in the East Indies I guess. Players bid on, collect and play shares in up to five trading companies, in order to acquire scoring tokens and various commodity majorities. A disruptive ‘pirate’ arises every so often, to wipe out the majority played company, allowing the next player to potentially start it up again with a minimal ‘investment’. Share bidding and purchases, trading commodities and warehousing are all rather abstracted concepts in Batavia, although the game is easy to play and creates a true sense of competition and tension, especially as the game nears its endpoint. It is also looks nice, although the game play puts it fairly and squarely into the semi-abstract Euro category. I’d enjoy playing this again, but it’s not as meaty and ‘economic-y’ as I would have liked, so I decided to buy something else instead. (Knizia’s Lost Cities board game, to be precise)…
26 mins (interrupted) rules and setup; 58 mins game time.
Results: Richard (purple): 37. Ed (orange): 33. Brian (red): 30. Alex (yellow): 25. Paul (blue): 24.
