Pigeon coos
Baby squawks
Computer hums
in the gray dawn light
GRIZZLY PEAR
I hang out a lot on the Boardgamegeek.com forums. An interesting situation came up which made me think about expertise and authority in relationship to mistakes.
I recently had a forum conversation with a member that I used to hold in high regard. He was a very distinctive personality but I always deferred to his opinion on games. In this situation he came in and dropped an authoritative line with little explanation. When questioned, he threw off a couple trite cryptic responses. When directly challenged, he went silent.
I get the sense he wants to be respected for his ability to analyze games at their core. But in this case the best move for him would have been to just admit he made a mistake and explain how the mistake came about. We are all human, mistakes and misunderstandings happen. Even though we want to be right all the the time, we all know that just isn’t going to happen, especially in the free flowing and often confusing conversational environment that exists on the forums.
While its not easy to admit you made a mistake, the paradox is that such a moment is the perfect opportunity to cement your authority as expert. Obviously, you must be right most of the time to be considered an expert, but that’s the easy stuff. The rare moments of error are the times when you can prove you are truly secure in your expertise. This is when you prove your desire to always get the right answer over being “always right.” This is when respect is earned.
But instead, I now see this guy in a new light. I’ve always assumed his distinctive personality was a consequence of his logical approach to games, but now I wonder if its there to mask some insecurity, trying to preemptively keep people from challenging him. The internet lets you be whoever you want to be because the means of interaction are so constrained. Unfortunately we all know this, so missteps are given more weight by those around you. You can hide for only so long, who you are will leak out by your actions and inactions. You can try to maintain a facade, but we’ll wonder what’s behind the that edifice.
Standing in the early morning light
Swaying my child to sleep
A bird chirps alone in the dark
Here is my new profile on boardgamegeek.com
I’m an architect in Las Vegas, with my wife and daughter.
I like asymmetry and systematic variety. A saber and a box of chocolates.
This is the old one, a big sprawling mess and in serious need of editing.
I’m an architect now living in Las Vegas. I used to think I was into intense games, but I’m starting to make peace with the fact that I’m more of a fluffy gamer. I like games that become relatively mindless with practice (such as Tien Len or Mah Jong). I enjoy heavier games, but they aren’t “relaxing” in the same way (duh?). I can put up with a lot of luck in my games, most likely why I don’t mind Risk or Monopoly (played per original rules).
For what its worth, I just switched my rating system to the BGG standard. I don’t like the 10 point granularity, but I’ll live with it and I’m tired of trying to keep track my own stupid system. The only difference is for expansions, which are judged in how well they enhance the base game — which means I am kind of liberal with 10’s, even if I might not like playing the game or expansion all that much.
It has been was kinda rough over the years…there are games that I’m supposed to enjoy that have dropped down lower and lower. On that note, my Top 10 list takes “nostalgia” into account – I’ll acknowledge the fact I don’t think it’s a great game in my ratings. However making me feel warm and fuzzy inside is part of the top 10 calculus.
I have typically enjoyed elegant, streamlined, lighter games, but lately found myself interested in heavier games. I don’t mind a bit of randomness and chaos in my games, but I find myself liking it less and less. What I really love is controlled chaos, instead of pure strategy, I like directed improvisation. I think that is why I have enjoyed Troyes more than Caylus (I learned both games this year). A better example may be my love of climbing games such as Tichu and Tien Len. There are definitely times when you get dealt a crap hand and there’s nothing you can do about it, but in most games there is something you can do, even with a weak hand…or something you can screw up, even with a really strong hand. One thing I absolutely really dislike is having to plan too far into the future, chess being a prime example. This also includes most worker placement games such as Dungeon Lords, Glenn Drover’s Empires: The Age of Discovery, and Dominant Species all of which utilize the “place a bunch of workers first, then resolve everything at once” mechanism. Caylus gets a pass because of its elegance.
Things I dislike in games: lots of moving parts, memory, and simultaneous action selection where there are dire consequences for guessing wrong (ala Witches Brew or Dungeon Lords). I suspect that I like auction games way more than I ought and dislike worker placement games more than necessary. I appreciate games with a strong spatial quality…maybe something coming from my architecture background – and I certainly love sleek “elegant” game mechanics and interesting graphic design.
10 – I love it love it love it!!
9 – I love it love it!!
8 – I love it!
7 – I really like it!
6 – I like it!
5 – Meh.
4 – I don’t like it!
3 – I really don’t like it!
2 – I really really don’t like it!
1 – I HATE it!
After my daughter was born, I have not had many opportunities to attend gaming events, so my life is now centered on two player games. This made me rediscover some old games and look at them in a new light. It might not be the same experience with two, but they can be fine games in their own right.
This past week I drafted a conceptual toolkit for retrofitting multiplayer games to play well for two players. Not all the examples are super successful, but they were all successful enough for someone to propose on a forum, if not publish in the rulebooks.
The toolkit can be broadly divided into two categories, SETUP CHANGES and MECHANICAL REVISIONS.
SETUP CHANGES
One Less Chair: This most basic of this category, almost not worth mentioning, is to just deal one less hand, such as in Poker…or Glory to Rome, Dominion, Hanabi, etc.
Setup Mechanical Twist: Sometimes a game uses the same components and plays the same as the original game but includes a slight mechanical twist in the setup, for example, Spades for two which adds a drafting mechanism. Another example (though not for two) is in three player Tien Len where the last card dealt is thrown face up on the table and the player with the lowest card may trade for it.
More or Less: Some games pretty much use the same components but deal out a slightly different amount of goodies, such as money in Caylus or the amount of available goods in Puerto Rico. Pandemic:OTB reduces the quantity of event cards. Hanabi changes the quantity of hand cards between 4/5P games and 2/3P games.
Reduce Components: Sometimes you take out specific items from the multiplayer games as in Agricola, or in Hansa where you remove some colors of goods altogether.
Add Components: And sometimes you add something totally new, such as in China: Das Duell. The original Mamma Mia! plays fine for two, but I’ve found the game greatly improved by playing Mamma Mia Plus, where the the expanded card mix compensates for the reduction of players.
Modify the Map: And sometimes you change the board. Ticket to Ride does this by disallowing parallel track lays. Ra reduces the Ra Slot, TransAmerica only deals out the cards with the border. Power Grid reduces regions. Only one of each violet building is available in Puerto Rico.
MECHANICAL REVISIONS
Dummy Player: Though much reviled in general, it seems to work fairly well in some games. Dirk in Alhambra with is a primary example. Its also been proposed with positive reactions for Trias. And its been way too long since I played Nefertiti to comment knowledgably, but the official 2P rules in the expansion include a Dummy player. This unofficial Niagara variant proposes adding a third paddle (along with reducing the gems in the setup).
Play Two!: This is the other obvious drastic mechanical revision fro 2P games. There are some strong proponents of playing Puerto Rico with two boards and its even been tried in Chudyk’s new game Impulse. The official Hare and Tortoise variant also does this (in my opinion it is brilliant, but it is not liked on BGG). This was also proposed for Trias, as well as High Society with a slight twist when a bad card comes up. I guess you could say this is also the way you would modify the number of players in Scotland Yard, though its core essence is a two player game that was designed to accommodate multiple players.
Remove Mechanisms: Sometimes a mechanism is just unnecessary, Caylus dumps the turn order Mechanism.
Add Mechanisms: I don’t think its particularly successful in Bohnanza, Uwe essentially added a new phase in the game to simulate trading. Also not particularly successful is the variant of Acquire where you draw a tile during a merger to simulate a dummy banker (this differs the main “Dummy Player” tool because it is random and is an instant non-permanent effect). I haven’t played it myself, but a promising Dixit Variant has the storyteller selecting a card, drawing five more off the top of the deck and adding three to the tableau along with throwing in a random card. And I’ve heard two player Niagara is playable by merely adding the Beaver Mechanism that comes with the Spirits of the Niagara expansion.
Tweak Existing Mechanism: Fairy Tale has a billion variants proposed because the base two player game is unsatisfying. Most of them tweak the number of cards drawn and almost all of them involve discarding a card during each phase of the draft before giving the hand to your opponent. The most recently proposed Fairy Tale Variant involves drawing cards off the top of the deck each round. This unofficial variant for Basari (along with modifying the length of each round) does this by conflating the Jewels and Points actions to force more bartering.
Action Quantities: The official rules for Trias reduces the number of actions a player may take from four to three. And Puerto Rico gives each player multiple actions before the round ends (and the official variant is structured to create a particularly significant change by removing the craftsman angst).
Modify the Game Length: This was a simple variant proposed for Fairy Tale. And is also the source behind some of different variants for Puerto Rico, since the quantity of Colonists and VP’s affect the length and thus balance of the game. Love Letter changes the number of hearts you needs to capture before victory. And Troyes does this very neatly with their event card reveals.
Change the nature of the game: Dixit isn’t really that competitive so someone decided to make it fully cooperative.
I’m not particularly versed in boardgame theory so I’m certain there is a lot rough edges and maybe even a complete conceptual realignment in order before everything is said and done.
If I’m going to be playing primarily two player for the next few years, this might be fun to explore. I know there is a good two player game in the Bohnanza deck, just waiting to be designed.
The spoon was quite a luxury. I bought it on my wife’s fake birthday and it was a pricey little fellow hand carved from a tree in Jasper, Texas that had been taken down due to Hurricane Ike. It was a brutally hot July noon in Houston at the farmer’s market at City Hall, but an interesting conversation and a memory worth way more than $50.
Seems that an autofocus lens and a bounce flash can make you some decent food porn.
Thanksgiving had a duck, cheesecake, mashed potatoes and minestrone soup.
Saturday had porkchops with apples and portobello mushrooms. The recipe came from Mark Bittman’s Basics – which is really a nicely structured book – with a couple modifications, instead of onions I used mushrooms and in lieu of wine I just used apple juice. I was surprised how all these came out. Maybe I’ll be getting into cooking or something now. I think my wife would appreciate it!
It seems that our house hunt has been a balancing act of Price, House (lot and building), and Neighborhood (schools, etc).
Its hard enough to get 2 out of 3, but seemingly impossible to get all three. This conundrum seems to be common, as an architect the saying is price, quality, speed. And for my health care management friends its affordability, quality, accessibility.
I wonder how we can break out of this slump.