Board Games

I have a weird relationship with board games. I recently played a number of them over the holidays with friends and family, and I was reminded of how much fun I can have with them, when played casually and as an accompaniment to conversation, rather than a primary focus. That having been said, however, I don’t often play board games, and it took me jumping back into Starcraft 2 to really think about and understand why.

Board Games

I jumped back into Starcraft 2 for the Legacy of the Void campaign, playing through the Zerg campaign in order to catch up with the story. I really enjoy the SC2 campaigns, because they do some interesting RPG things as you progress, and they showcase a lot of interesting mechanics that don’t come up in regular, standard matches. Having played through the campaigns, and feeling better about my Starcraft skills, I jumped into some multiplayer and vs-AI matches to try to extend the fun.

I played about ten or fifteen matches, total, before getting bored. I still know Protoss openings, and it didn’t take long for me to figure out how to adapt them to the new units in the expansion. What bored me was that every opening was the same, dominant strategies were already known and I either used them or lost, and there wasn’t really any room for creativity, because the first steps of each match were all very similar. If I were playing against players who weren’t as skilled as I was, I could feel free to experiment more, but because both the matchmaking and the AI tune themselves to keep up with my skill, I basically have to play at the top of my game all the time. I have to play competitively or I lose, generally badly enough to not have any idea if the strategy I was employing would have even worked, had I executed it more adeptly.

Board Games

This brings me back to board games. I have a number of friends who are extremely competitive board gamers, and playing games with them tends to be an extremely one-sided affair. It’s either a game I know well, like Agricola, or City of Thieves, or Galaxy trucker, or it’s a game I don’t know at all, or have played maybe once or twice. If it’s a game I know well, I basically don’t get to experiment because I have to play at the top of my game and focus hugely on competitive strategies. If it’s a game I don’t know, I lose. Often, in a game like Through The Ages or Race for the Galaxy, I can lose HOURS before I realize I’ve lost.

As a result, I tend to only really enjoy cooperative games, because unequal skill or experience doesn’t make the game one-sided. There are precious few board games I’ve seen where the experienced player won’t simply dominate a new player; it takes a few games before a new player can even begin to hold their own, much less try something creative. Similarly few board games offer a “catch-up” mechanic for players who fall behind– there is a reason why Mariokart is so popular a party game.

Board Games

On the other hand, I play minis games, where the experienced player tends to dominate the new player, where catch-up mechanics rarely exist, and where they’re purely competitive. It took me a bit to understand why I like competitive minis games, and why I don’t like competitive board games. It’s all in the opening moves. In a minis game, there’s a strategic layer that I take part in before the game even starts, where I pick my list and deploy it. The terrain, the starting player, etc are all akin to the randomization most board games have, but beyond that I have a level of creativity that applies before I even start playing, and that can be different, sometimes vastly so, from game to game.

It’s worth noting that I tend to check out of minis games that boil down to dominant strategies with same-y openings. I stick with Infinity because I can continually come up with different lists doing different things, and the variance in effectiveness between them is mostly determined by my skill, not the list itself. Conversely, I’d reached a point in Warmachine where I was playing lists that did virtually the same exact thing for the first turn of every game, which got boring quickly. Similarly, without the opportunity for strategy-layer customization prior to a game starting, I’m playing purely tactics in a board game, playing out the relatively similar first turns and reacting to the changing game state.

Board Games

I should pause a moment to describe the differences, as I see them, between strategy and tactics. This could be a post by itself (and might well be, later), but essentially, strategy is the planning you do before you take actions, and tactics are the actions you take in response to what’s happening in front of you. Nearly every board game is a purely tactical game– you don’t get to make decisions prior to the game starting; indeed, randomization often specifically blocks you from doing this. A game like Galaxy Trucker is actually predicated on you being unable to strategize effectively– you have to build a ship with what you can grab, rather than meticulously planning it out.

Pure tactics, as it turns out, kind of bore me. I tend to feel like purely tactical board games can devolve quickly into simply taking the optimal action at every juncture, and while this is a fairly complex web in most cases, it’s still a very solvable one. While it may take a lot of memorization and understanding of game mechanics to know what the optimal actions are, once you know them they aren’t going to change. With the strategic layer added in, it’s often possible to change your situation to the point where optimal actions (and sometimes the junctures themselves) may change, and I find that a lot more compelling.

Board Games

That having been said, I do find myself returning to board games that are played casually, or cooperatively. I particularly like games that defy being played more than casually– Codenames is a great example of a game like this, that’s technically a competitive team game but doesn’t have optimal strategies other than “be good at communication”. I don’t mind that there’s no strategic layer, because the competitive part of it is really just ornamental. Similarly, games like Shadowrun: Crossfire and Eldritch Horror aren’t heavily affected by one player being more experienced than the others (unlike, say, Battlestar Galactica, where one or two out-of-band players can dominate or destroy the experience).

On the whole, I’m somewhat reticent to jump into board games with friends I know are competitive. I have an automatic flinch reaction to the sentence “Hey, want to play [board game] with me? It’s one of my favorites!” because in a lot of cases I know that what is going to happen is I’m going to lose and, like in Starcraft, lose badly enough that I’ll have no idea if my strategy might have worked if executed well. Losing that badly– badly enough to learn next to nothing– doesn’t endear me to the game. Because I have no knobs to turn or levers to pull before the game starts, jumping back into that game just restarts the chain of optimal decision points, and maybe I’ll make the right ones this time.

Tam Tries: Kingdom

A friend of mine recommended Kingdom to me, and another sent me a copy of it, so I wound up putting some time into it over the break. It’s a 2D sidescrolling strategy game where you play as a ruler who can collect money and drive construction, and you’re trying to build your kingdom in the wilderness.

Tam Tries: Kingdom

It’s one part Terraria/Starbound, one part Majesty (did anyone besides me play that game?)– essentially, you don’t have any direct influence and act entirely through your subjects. Your subjects can be found at camps and lured into joining you with money. Money comes from archers, who hunt game, and farmers, who tend crops. It appears as coins on the ground which you can pick up, and your subjects will pick them up themselves if you’re not around and hand them over if they see you.

Money is used to equip your subjects– you can spend money to make a tool or weapon and unequipped subjects will gravitate towards it and pick it up. It can also be used to build– upgrades, walls, farms, watchtowers, and so on. These will be staffed by appropriately-equipped subjects, and they’re built by builders, which is another tool type.

Opposing your progress is the Greed, bandits and monsters who continually harry your kingdom from the edges. They look to steal your money and tools, and will attack you and your subjects to get them. As the ruler, you have a crown, and if you’re hit and have no money to drop, your crown will get knocked off– if the Greed steals it or it’s otherwise destroyed, you’re done.

Tam Tries: Kingdom

The Greed comes at night, and in the night all of your subjects will rest and, with the exception of Builders (who will toil through the night heedless of the danger), will sit inside the borders of your kingdom– whatever the outermost wall is. From there, they’ll shoot at and defend your kingdom from the Greed.

Success is about expanding your kingdom while keeping yourself safe from the ever-escalating attacks from the Greed. Overextend and you’ll find yourself spread too thin to fend off the Greed, turtle up too much and you’ll be overrun. It’s important to venture beyond the borders of your kingdom, both to expand and to find important things to help your growth.

The whole game is a really interesting concept, but I ultimately found it somewhat frustrating. It ramps up in difficulty rather quickly if you’re not on top of things, and there are a number of mistakes you can make that will cripple you while seeming like sound decisions. I’ve talked about degenerative strategies before, and Kingdom suffers hugely from them– a lot of the things you can do or build are simply bad choices that you should never make, and since there’s no way to destroy buildings or manually command your units, you can find yourself stuck without realizing it.

Tam Tries: Kingdom

As an example of this, one of the structures you can build is the archer tower. If conveniently located, archers in an archer tower can shoot down at enemies over walls easily and more accurately, helping hold the line. Sounds great, except that your line is always moving, and archer towers don’t. Furthermore, archers won’t leave archer towers. As a result, you can easily get into a situation where your entire defensive force is spread thin, and a concentrated attack will cut a swathe through your entire kingdom where a focused defense would have kept everything safe. I rarely make more than two or three archer towers total in a winning game, usually just to hold against particularly nasty waves. Otherwise, massed archers handle themselves just fine.

In a similar vein, there’s a wandering merchant who, for four gold, will fill up one of your tools (to four); tools being bows to make archers, hammers to make builders, or scythes to make farmers. Considering that putting tools in costs 2-5 gold each, this seems like a good deal, up until you realize that you want a very tight control over the number of builders and farmers you have, and since both of those are likely to get picked up before bows, and you usually want more archers than anything else, that merchant is doing you no favors unless he randomly gives you bows. Again, in games I win, I basically never use the merchant.

Tam Tries: Kingdom

I understand that Kingdom is trying to be an iterative game, where you play it over and over and make better decisions each time. I theoretically like that about it, except that as I’ve gotten better at the game, I’ve mostly realized that the best strategy is the least interesting one and uses as few of the game’s mechanics as possible. I find this frustrating, because it’s already a fairly shallow game as far as complexity– having winning strategies use even fewer of the game’s limited mechanics is somewhat irritating.

That all having been said, it’s a game I had a good bit of fun with until “solving” it, and it’s a game I’m glad I picked up. It’s honestly probably worth it just for the pixel-art style and the music, which are both rather nice.

AggroChat #89 – The Fallout 4 Show

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In November AggroChat decided to try a new experiment.  There was a game coming out that month that all of us wanted to play, so when Tam went to make his choice he opted to go with Fallout 4.  That said we all agreed that we would need more than a month to play the game, and ultimately we spend a little over two months with the game.  Any Bethesda game is massive, and simply takes a sheer volume of hours to sift through the content… and even then there is pretty much no chance you will ever experience all of it.

For this show we once again pulled in Inkybrushes who we had on the recent Villians show, and called back a regular host from our early days Dallian.  The majority of the cast had beaten the game with at least one ending, and a few managed to get multiple endings.  The funny thing is… for a game that we all universally liked, we all had a bunch of negative comments as well.  I guess that is the nature of our podcast, that we end up focused on the things that frustrated us and often miss some of the things we really enjoyed.  This is a full spoiler deep dive into the storyline and various game elements, so if you have not played the game and intend to, I highly suggest you skip this show until a later date.