GRIZZLY PEAR

written snapshots

Category: Games

  • Anatomy Fluxx, Andrew Looney, 2018

    Well, this game is just Fluxx, with body parts.

    So it’s educational. Did you know what the prostate does? Now I know why us boys got this feature in our system. It’s not just there to cause cancer.

    Speaking of which, this game is quite easy to censor if you are worried about getting sidetracked into a premature conversation about human reproduction. There are 4 keepers (testes, prostate, ovaries, uterus) and 4 goal cards (female reproductive system, menses, semen, puberty) that are related to the process of making more of us. None of these cards are remotely graphic, but they are easily removed with no noticeable detriment to the gameplay (for better or for worse).

    Having only played EcoFluxx and the Original, this was my first introduction to “Creepers” and “Ungoal” card mechanisms, but I don’t find them particularly compelling (again, for good or ill). So if you know anything about the extended Fluxx family, feel free to <insert your opinion here>.

    Ultimately, this game is just Fluxx, with body parts.

    However, there is one item I’d like to highlight – the illustrated hands on the cards. Looney Labs chose an olive brown tone, not an orangish spray tanned tone, but a natural dark skinned tone of someone who is not from of northern European.

    The ubiquity of pinkish white hands in board gaming is a reasonable phenomena for a hobby whose epicenter is in Germany. However, I was pleasantly surprised to see my hands represented in a game. In fact, I was surprised at how much I appreciated this gesture. I didn’t realize how deeply I had internalized whiteness as the only available normal in boardgaming.

    Kudos to the Looney’s and their graphic designers.

    This game is just Fluxx, but dang, it was nice to see my body parts.

  • Mottanai (again), Carl Chudyk, 2015

    I had originally written in early August as update to my original review, but I didn’t get around to posting till now in early October. Aside from one predictably disastrous game with my wife, Mottainai’s ease of setup and quickness of play continues to be perfectly suited for life with young children when even self-gaming is a rare and often short lived event.

    Damn this is one fine game.

    The analogy that floats in my head is that Innovation is a fencing duel, Glory to Rome is a raucous pillow fight, and Mottainai is a knife fight in a dark room.

    My opinion of the game had previously hit a high-plateau when I last reviewed it. In the intervening months I’ve made a concerted effort to get better at Crafting and Selling. Neither of these tasks are easily intuitive like to Monking and Smithing, but once I got a handle on those them, the game blossomed yet again. I’ve also developed a fondness for Tailoring since getting two covered tailor helpers is a devastating position, cycling through a sixth of the deck every other turn.

    I’d say that most of my games are still won via a quick race to 5 works, however, many more of these plays now assisted by crafting. I also need to work my personal inclination towards building and get better at making early sales. Even though it’s tempting to leave materials in the craft bench for future works, selling a couple items forces the rush-builder opponent reassess their strategy (even though it would usually still be best for them to end the game as quickly as possible since they have already committed to that path).

    As an aside, I have not yet tried the extended game with the endgame condition at 6 works on a side. With my big-builder tendency, I understand why people might prefer it, but I think the game is made great because of this fundamental tension of shooting for an quick ending versus selling goods. I should try it at some point, but I suspect it will bloat the play experience.

    I am also now much better at playing the individual cards, especially knowing if something is worth holding a couple turns so I can complete the work (very rarely). Most games where I spend such effort to complete a work will result in a loss. The opportunity costs are too high and cycling your hand is so critical that if you can’t shoot the silver bullet immediately, it is invariably better to use its task and move on.

    At this point, I’ve developed that ESP feel that comes with card games that I’ve played an ungodly amount of times (such as Tien Len or Ticket to Ride). My brain has wrapped itself around the deck so that I feel the shape of the game just by a few cues here and there.

    I might be overly cocky (especially since I’ve only once played another human), but I think it would be virtually impossible to lose a game with a first time player. Extending this completely untested hypothesis, I would conjecture that I would win 9 games out of 10 with a new player, which should be a ridiculous claim for such a high randomness game. The fact I would dare to make such a conjecture shows the level of skill that is embedded in this design. After these initial plays with a hypothetical opponent, I think the the disparity would quickly level out to two thirds of the games until it flattens out to even.

    The hard part would be to get a new player to get past the initial introduction to the game. Mottainai is an intricate, counterintuitive duck. Glory to Rome is equally convoluted, but this experience feels counterbalanced by its silliness and patently broken combos. Innovation is a bit more methodical and forgiving than either game. Mottainai uses the insane flow chart of Glory to Rome to recreate Innovation as a sprint. Accelerating the byzantine mechanics of Glory to Rome creates a bewildering experience, hiding the vast opportunities for skilled play.

    After 180 plays, I still feel there is room for improvement, though I most likely need to start find opponents who aren’t myself to get there.

    Not surprisingly, I now rate this game a 10.

  • Mottainai, Carl Chudyk, 2015

    Carl Chudyk is a minor deity in game design. I absolutely love his chaotic, tactical games.

    However, my wife doesn’t like games with lots of words, and the kids are still too young for such insanity. So that has left me to play against myself in this time of fatherhood and COVID-19.

    I first started playing his games against myself with his second classic Innovation, but a couple weeks into quarantine I received my copy of Mottainai and I’ve played it about fifty hands. Over the past few months, I’ve played it it slightly more often than Innovation, partly because Mottainai new to me, and partly because of its easy setup and quick play.

    In my solo games, I play the rules as written, dealing out two hands and just dueling each other. I tried a 3 handed game once, but that was too much chaos for my single brain to handle. (Along with Innovation, this solo-play method also works well for Chudyk’s Impulse.)

    After these plays, I feel like I’m finally starting to grok Mottainai and accept the game on its own terms. And I think the most important word is “quickness”. This game is similar to Race for the Galaxy. At first it seems like this game is all about building up a powerful engine, but it is actually about ending the damn game as fast as possible in your favor. It also has a bit of a Donald X Vaccarino (Dominion, Nefarious) feel to it – set your strategy in the first few turns and push that selected strategy as hard as possible. If you try to branch out you’ll be a muddling mess of mediocrity.

    In my initial games, grabbing monks as helpers was a dominant strategy. However, I would attribute it to “groupthink”, especially since I have a natural tendency to prefer strategies that revolve around “slow and steady, engine building”. After my first twenty plays, I learned to effectively implement the quick-build strategy to end the game by constructing five works. However, I still need to thoroughly explore a sales strategy, which I suspect will be quite powerful, but will take some practice to master, especially since multi-step processes don’t align well with in my personal playing tendencies.

    To be honest, “strategy” is seems overwrought for this game. For a game this short, even the grandest strategy is really just a tactic. With the swingyness of the cards, it really is a tactical game made up of even smaller choices. You can afford a couple half hearted feints, but if you try any more than that, you’re toast.

    One key in playing this game well is to be be thoughtful before playing a Task, just pulling a Prayer is often the best choice. It seems paradoxical in a game this short that “passing” may be regularly be the better move, however, it is the only action you can take without sharing it with your opponent, grabbing you a card without feeding their engine. In other games such a dynamic might be a design flaw, but Chudyk has been designing for a while and it is genius.

    I should mention that the first couple times I tried Mottainai were an utter disaster. This game is obviously a descendent of Chudyk’s first classic Glory to Rome, but to appreciate Mottainai you need to completely erase its father out of your mind. The even though the mechanics are similar, the dynamics are so different you will be unable to grok Mottainai as long as you have Glory to Rome bouncing around the back of your head.

    Even though Mottainai is noticeably shorter, the more apt experiential comparison is to Innovation. Like Innovation, several opportunities for nifty cardplay will spring up in front of you during the course of the game that will give you an undue advantage. However, when such an opportunity arises in Mottainai, it is critical that you take that advantage and immediately end the game in your favor.

    Even though Mottainai is a short game, it is much too complex to be called a filler. For something that can be played in 7 minutes this is a meaty little card game which has not yet gotten stale after fifty plays (or more than a hundred since I’ve always been my own oppopnent).

    Not that my faith has ever waivered, but I am happy to attest that my devotion to Carl Chudyk has been renewed afresh. I strongly recommend this game, which is available with free shipping on the publisher’s website.

  • Innovation, Carl Chudyk, 2010

    I consider Carl Chudyk a minor diety in gaming. Of all his games, the one I have come to love the most is Innovation.

    I had a rotten introduction to the game, a 2v2 team game where it just seemed utterly uncontrolled random and chaotic.

    Which as any Chudyk enthusiast would recognize is pretty standard impression by the uninitiated.

    The second time wasn’t much better, a 5 player game with one of the expansions. Even now I couldn’t recommend such an experience.

    So I just ignored the game for a few years until I listened to an in-depth podcast extolling its virtues. I also had come to know too many respected gamers who spoke highly of the game. And by then, I had also finally come around to enjoying his other classic, Glory to Rome.

    So I bought myself a copy and the third time was indeed the charm.

    Chudyk excels at creating games with tight tactical play masked in a sea of seeming chaos. His games can require high skill to consistently play well, but the outrageousness of his card combos result the appearance of blind randomness.

    There are a lot of moving part to keep track of. It is cards, but it isn’t random. Chudyk gives you a lot of levers to dance with the crazy. All this takes a moment to grok.

    And when you do, it becomes beautiful.

    Once you know the landscape, moments of brilliant tactical play reveal themselves. Surprise and delight await you around the corner.

    Or sometimes you draw badly, and frustration gurgles in your chest as the draw hinder your progress.

    But experienced Chudyk fans would note, somehow it is the n00bs who always end up in an extended run of useless cards.

    There’s an awful lot of game here. You just need to learn to go with the flow. Of course, you will plan ahead. But the beauty of the game is found when you’re forced to change your plans. The fun starts when your well laid plan falls apart one turn later.

    It is not easy to thrive in this chaos. But if you enjoy such a challenge, Innovation gives you both in spades.

  • MaNiKi (Crazy Car variant), Dominique Ehrhard, 2002

    This morning I slammed together a DIY set of MaNiKi (also called Jungle Smart and Crazy Circus) using Duplo Blocks.

    I made three different colored cars (green, blue, and yellow) and put them on red and orange Duplo Houses. I wrote up a cheat sheet using the MaNiKi commands.

    So the only thing that didn’t match the published game was determining the goal for the round. Instead of having the 24 cards as in the published game, I took 5 pieces and put them in a bag, green, blue, yellow for each car with red and orange for each of the houses.

    To set the goal, I draw one piece at a time. All of the car color tiles are stacked in order and then placed on the first house tile that came up. After the second house tile comes up, any further car tiles (if any) are placed on that second house.

    This system worked well enough, though the cards in the published game make for better gameplay, since the goal is immediately revealed and the game can proceed without the drawing process.

    That said, this makeshift set worked quite well in teaching my five year old the game. She’s not ready to play competitively since she can’t work out the order of operations in her head, but she caught on surprisingly fast.

    It’s definitely a sharp little game, one worth trying, and possibly buying as well!

    One last note. In the photo, you will see a little tower to the right. I used that tower to keep track of the starting setup for a round. If there were any mistakes we could easily go back to the beginning to work out the correct answer. It’s not necessary for the rules as written, but a nice accessory for beginner games.

  • Kingdomino, Bruno Cathala, 2016

    With the two little ones, I haven’t been gaming much. In this time away, I’ve allowed theories kind of harden into preferences, and one of my favorite things to hate is multi-player solitaire.

    So let’s say you make a game of four people building their own little board with zero interaction outside of drafting tiles.

    Yeah f’ that…and the committee who gave this game THE award.

    But Kingdomino is an SDJ and it was being sold at half off at Target.

    So I picked it up.

    And damn, it’s a nifty little game.

    I still doubt I would enjoy its more complicated sibling Queendomino, but the committee still knows what it’s doing.

  • Visit from the sister (games!)

    My sister and brother-in-law visited Vegas this week so it gave me a chance to play some games between chasing the kids around.

    Innovation (twice)
    Circus Flohcati
    Aton
    No Thanks (twice)
    Times Square

    When you have a limited time budget, it’s interesting what came out to be played.

    I’ve always acclaimed Carl Chudyk, the designer of Innovation, as a “minor deity”. And this assessment hasn’t changed. His ability to have a completely chaotic game result in a memorable gameplay experience, is really something to behold.

    As for the other games, Aton and Times Square are both excellent, albeit slightly 2 player fussy games.  Aron is a gridded area control game and Times Square is a linear tug of war, but both games have multiple levers to push and pull constrained by the card draw making for great 2 player experiences.

    It was also a lot of fun to introduce No Thanks and Circus Flohcati to my sister and brother in law. Just fun light fillers, easy to teach but with meaningful decisions.  Both well designed games, also by Thorsten Gimmler and Reiner Knizia respectively. My daughter even joined in for No Thanks and enjoyed it well enough.

    Interestingly, all of them were card games, as were almost all the other games I would have thought to pull out. Amongst the board-dice-cards categorizations, I definitely lean towards cards.

    But honestly, my daughter had the most fun of all when we played hide and seek in the house.

  • Weiqi (Go)

    No that I taught my girl Xiangqi (Chinese Chess) I’m getting greedy and I want to teach her Weiqi (Go).

    I guess I need to be careful that I’m not transmorgifying my general acquisitiveness for games into forcing her to play different new games all the time.

    That said, I think she did enjoy playing Xiangqi. She didn’t really enjoy the initial teaching part, but she did like moving pieces around and eating my pieces that I offered up to her by purposely bad plays.

    Even though I’m naturally quite bad at Xiangqi, at least I’ve played it quite a bit and know how it works. But Weiqi is not a game I’ve played much, so I guess I need to play a bit online and then once I’ve at least gotten the rules worked out, then I’ll drag out a chess board (9×9 vertexes) and we’ll see where it goes.

  • Xiangqi

    A few weeks ago, we went up to Mount Charleston. On the way there we picked up some sandwiches at Dakao while my wife and daughter got veggies at the little grocery store next door. When I mentioned that there were some guys playing Chinese Chess at the sandwich shop, our daughter really wanted to watch but we were already on the road. So I promised I’d teach her the game instead.

    The next day I picked up the set at my parents house and we sat down to play. She played in her usual silly, amusing way. I’m not even so sure she played as much as moved the pieces according to my advice. But even so, I think we had fun messing around.

    My philosophy is that games are for playing, not winning, so I’m OK with that.

    When she was born five years ago, I had two games I wanted to teach her – Xiangqi and Mahjongg. I’ve played MJ with her a couple times, and now I’ve introduced her to Xiangqi. Who knows if she’ll really get into either game, indeed I would prefer that she doesn’t become super serious about either game.

    But at least this pair of games have now been given flight. Now I’m the one along for the ride.

  • Kahuna, Günter Cornett, 1998

    We bought the game Kahuna on a sale the other day.  I had not researched it thoroughly but the price was right and I had heard good things about it.  Even if the game itself is a little to complex for my daughter’s age, I knew the rules were very simple so we started playing it anyways.

    A few plays in, a chain reaction revealed itself on the board.  At that moment, I was reminded why I love boardgames, especially the old german style games that was popular in the late 1990’s and early 2000’s.

    For me it’s not about winning, even though the fact it is a competition does sharpen the mind.  The true joy in boardgaming is found in these moments where the game mechanics come together to create an emergent moment you couldn’t easily envision after a straight reading of the simple rules.