Tuesday, May 4, 2010

Early American Chrononauts

Patrick has won all four of our games of Early American Chrononauts (since I received it last week). We played two games last Friday and two games yesterday.

We've both enjoyed playing the original Chrononauts since I bought it last month. So far we both enjoy the Early American version more. I'm not sure if it's the game itself, the fact that we're understanding it better, or the fact that we're playing it with only two people.

Part of the reason I ordered it was to combine it with the original version for UberChrononauts. We haven't done that yet, but we're looking forward to trying that out.

Another reason Patrick is enjoying it is that he's currently studying many of the events in his 7th-grade history class. In the last few weeks they've discussed Andrew Jackson, the Trail of Tears and the Battle of the Alamo. All three are in the Early American Chrononauts timeline.

Monday, May 3, 2010

Sunday Descent

The boys and I finally had a chance to try out Descent yesterday. I had ordered the game back in March. We were all excited about trying it, but didn't really have a chance until yesterday. We had hoped to try it on Saturday with Al and Drew, but once Steven and Jeff were available, we decided to switch to another Fantasy Flight event game, Twilight Imperium.

Descent is a dungeon crawl game with 3D pieces that clearly owes a lot to Milton Bradley's 1989 classic, HeroQuest. Up to four players take the role of heroes, while another player controls the dungeon's monsters. I had picked up Heroquest in a trade in the fall of 2007 (in exchange for the WWI plane combat game Sopwith). The boys and I tried HeroQuest a few times and enjoyed it, but the copy I traded for was missing a few pieces. Descent also has more variety in terms of heroes, monsters and quests.

We had a good time playing yesterday. The game bogged down a little bit, as each of the boys was trying to control two heroes. This was probably a bad decision since we were still learning the rules. I think we will definitely enjoy the game once we're up to speed on the rules.

Sunday, May 2, 2010

Space ... The Final Frontier

The gang got together for some gaming yesterday. We had originally discussed attending The Geekway to the West gaming convention, here in St. Louis, but our schedules were a little full. We decided to save the money and check out the game room at Al's new place.

Since we had a full day, we decided to try out Twilight Imperium (3rd Edition) by Fantasy Flight Games. TI3 has become one of our favorite "event games" since Al bought it a couple of years ago. Al, Steven, Drew, Andrew, Jeff and Patrick played. (I helped Patrick out, since it was his first game, and I also served as "Rulebook Guy.")

The game is set in space. Each player represents a race of beings that builds ships, expands, takes over more planets, researches techonology and expands some more. It combines the stock mechanics of most "civilization" games, such as a technology tree and lots of plastic pieces representing lots of different types of units. It also has a few Euro elements, such as trading and strategy cards (that are similar to the role cards that are in various Euros).

The game is a lot of fun, but its downside is the time it takes to play. We started setting up at 4 PM, took our first turns about 4:45 PM, took a 45-minute dinner break about 7 PM and finally quit about 12:30 the following morning. The winner is the first to reach ten victory points, and we had a three-way tie for six when we called it. We've only finished one game -- ever -- and that took about twelve hours. We might be a little slow. (After all, our group does have the person who invented "fake thinking.") But I can't imagine a group of five or six finishing this game in less than eight hours. I found a fun video on YouTube that is a a stop-motion video of a three-player game.

Thursday, April 29, 2010

Back to the Future

I taught Gillian how to play Chrononauts on Sunday night. The game had some good back-and-forth, and it didn't take long for Gillian to get the hang of it. I ended up winning in the end. It will probably take a few more tries before Gillian is ready to give it a thumbs-up or -down.

Patrick and I split two games Wednesday afternoon. The "feel" of the game was much less chaotic than in the past. I'm not really sure if we're getting better, or if two-player games are more structured.

I ordered the Early American Chrononauts from Amazon on Tuesday for $20. It's a stand-alone game using an American timeline running from 1717 to 1916. But my real interest is in combininig the two sets for UberChrononauts.

We'll probably give Chrononauts another try Friday night at Mom's.

Wednesday, April 21, 2010

More time travels

Patrick and I split two games of Chrononauts today. I'm still liking the game a lot. It's a good sign when you play a game four times in one day, and then want to play it again 48 hours later.

I'm keeping an eye on the price of Early American Chrononauts at Amazon. It's currently $20 (including shipping). If it drops a few dollars I'll order it. I think that doubling the timeline will reduce the feeling that "any card I play will help someone else more than me."

Monday, April 19, 2010

Playing with time

I'm continuing to listen to the old episodes of Game On! with Cody and John. Last week I listened to Episode #31, featuring an interview with Andrew Looney -- the cofounder of the game company Looney Labs. The interview discussed several games, but I was especially intrigued by Chrononauts. I had recently received a $25 Amazon certificate (from a publisher), and the game was on sale at Amazon for $18.40, so I ordered it. It arrived today, and Patrick, Andrew and I played four games.

The game was originally published in 2000, but the edition I bought is from 2009. It starts with a set of 32 cards representing important world events laid out in chronological order -- starting with the Lincoln Assassination (in 1865) and ending with the Columbine High School Massacre (in 1999). Players represent time travellers attempting to change the timeline. Each player randomly draws a card describing the two events that must be changed and the one that must be preserved in order to set the timeline so they can return home. For example, one card (for a time traveller named Yuri) requires the player to (1) change history so that a cosmonaut (not an American astronaut) is the first to orbit the moon in 1969, (2) change history so that Communism re-invents itself in 1991, rather than having the Berline Wall fall and (3) make sure that the Oklahoma City Bombing continues to occur in 1995.

How is this accomplished? Players draw and play cards, some of which include the ability to "flip" certain events. For example, some cards allow a player to prevent or complete an assasination. Yuri can use these cards to change history so that Kennedy is only wounded or Reagan is killed. These events then "ripple" throughout the timeline, as indicated on the cards. Saving Kennedy will slow the Apollo Program enough to prevent the Apollo landing in 1969. It will also prevent RFK and MLK from being killed. The Apollo landing can also be sidetracked by playing a sabatoge card to explode Sputnik. Of course that will ripple as well, in different ways.

Players can also win the game by collecting a list (that differs from player-to-player) of particular artifacts from the past and future ... everything from a live dinosaur to a Beatles reunion album (which will only exist if someone stops John Lennon from being killed). Looney Labs has placed the rules online, for those curious about more details.

We had a good time with the game. Both boys liked it. (Andrew and Patrick each won twice.) Despite the serious nature of some of the cards, the game shows a lot of humor. Several cards have blurbs on them that play upon the theme. For example, the "John Lennon Nearly Killed" card says that a "mysterious hero intervenes in street attack on rock star, then disappears into Central Park." My favorite is the "Titanic Avoids Iceberg" card's blurb -- "We almost hit that." The main flaw that I see in the game is that in 90% of the turns that I took today, I didn't have any cards that would move the timeline in my favor. Thus, I spent most of my time asking, "which of these plays is most likely to help someone else?" I don't know if this was bad luck, bad play or bad game design, but it knocks the game down a couple of ratings points.

Looney Labs has published a couple of expansions. Early American Chrononauts covers America from 1760-1916, and The Gore Years extends the timeline to 2008.

Friday, April 16, 2010

Ican Gold Discovered

Amazon marked Incan Gold down to $18.40 earlier this week, so I went ahead and ordered it. We were able to give it a try at Mom's tonight. Since the game works best with five or fewer, I sat out -- acting as dealer and banker. Andrew won the first game, and Gillian won the second. Also playing were Patrick, Mom and Non. Gillian liked the game, but the rest of the group had a mixed reaction.

The game is a basic "push your luck," with the setting of an Incan temple. I can't possibly describe it as well (or as entertainingly) as the Playmobile Legions review posted in February by EmeraldYam at BoardGameGeek.