Gaming Weekend: Back to the Boards Edition
Sunday, May 11th, 2008I had a chance to play some non-video games for the first time in a while this past week. A friend from out of town came and infiltrated a local board gaming group that meets in the vicinity of my work so I obliged a two-birds-one-stone deal and swung by after work. They were wrapping up a game of Race For the Galaxy when I arrived and while I was a tad bummed that I didn’t get a chance to play, I didn’t have to wait long.
There was an odd timing issue with some of the other attendees so we opted for a shorter game and settled on Regenwormen, which is the Dutch version of Pickomino. It’s a dice game at heart, with each turn’s play mechanics resembling Yahtzee where you roll a bunch of dice and select a like group to keep. The idea is to get the highest total possible and claim tiles with values that range from 21-36. When you claim the tiles you stack them; opponents can steal your tiles by rolling their exact value but since you stack them they can only steal the top tile which makes stacking a sort of protective measure.
What’s exciting about the game is that the scales tip dramatically since people who don’t make qualifying rolls both lose their top tile and eliminate the highest remaining tile from contention. Combined with the steal mechanism, people who shoot out to an early lead often find themselves struggling to restore their early game glory later on when people start swiping their tiles (it’s often easier to stop on a matched value and steal than push for a better tile and risk losing the entire roll).
Later in the week my wife and I returned from a dinner and realized the majority of our friends had gone away for the weekend so we settled in for a quiet night and pulled out Carcassonne: The Castle. Having played so much Carcassonne on XBLA since the last time I gave The Castle a shot I was surprised at how some of the core mechanics had been changed for the enclosed two-player variant. For example, you score all of your unfinished units at the end of Carcassonne while you need a special tile to do that in The Castle. I think it actually works to the latter game’s favor since it encourages in-game scoring (I lost a lot of points because I underestimated how quickly the game’s end was approaching at about the three-quarter mark). I also think the limited expansion area forces each player to be a little more aggressive in how they place each tile; in vanilla Carcassonne you can easily end up concentrating on a remote corner of the expanding playfield, dropping roads and monasteries for quick, small scores. If your opponent(s) don’t mind you incrementally bumping your score they may ignore you and focus on their own castle building elsewhere. In The Castle, you can’t presume your strategy won’t be interrupted by someone else, even inadvertently.