Playing Axis & Allies at FMG Con

Game Review: Axis & Allies

Playing Axis & Allies at FMG Con

Playing Axis & Allies at FMG Con

Key Designer: Larry Harris
Distributor: Wizards of the Coast

Axis & Allies is a World War II strategy board game. It has a long version history since its development in 1981 and a still-avid and active following. Axis & Allies is one of those games I heard lots about, saw copies of in hobby/game stores (and sometimes even in commercial stores), and yet was nervous to pick up due to the seemingly sprawling nature of the game and intense time requirement it’s rumored to require.

Ultimately, the game mechanics of Axis & Allies are simple. The game can have two to five players split up into two sides – one playing the Axis powers and one playing the Allies. Depending on the version you play, the board game is set up with the appropriate number of miniatures (ships, planes, artillery, naval bases, air bases and infantry) per country at the time that the game starts (for example, the 1940 game will have a slightly-different configuration at its start than the 1941 or 1942 game due to how Axis and Allied powers were positioned at this time). Turns consist of three parts:

  1. Purchasing units
  2. Making war/attack moves and playing out battle
  3. Making non-attack moves and placing the purchased units on the board

As previously mentioned, Axis & Allies still has an avid fan base, and I didn’t have to look far to find a participation demo where we could learn the game and play it for the first time. Since I was a bit intimated, I didn’t want to purchase the game myself and learn/teach game mechanics as a beginner.

My cousin and I attended this year’s annual Field Marshall Gaming Convention (FMG Con) for one day in Oshawa, Ontario. We had no clue what to expect after our adventure to the Amber Diceless RPG convention earlier this year and were surprised to drive out to Oshawa and find ourselves in a military aircraft museum – a fitting environment to learn how to play Axis & Allies for the first time. The building hosting FMG Con itself was quite small, but the feeling of being among people who shared a similar passion for tabletop gaming/pen and paper gaming was more than enough to make the environment a great one.

My cousin and I initially signed up for a four-hour participation demo of Axis & Allies Miniatures but, while waiting for our game to start, were invited to join a couple of guys who were interested in playing Axis & Allies: Global 1940. They gamely took us on despite our complete lack of experience and patiently explained game mechanics to us. Again, mechanics are simple, but the scope of playing out World War II was enormous. My cousin and I found ourselves playing for a solid eight-hours – taking a total of four turns before having to call an experienced gamer to assess the game and call the winner since we had to leave.

I left feeling the satisfaction of having learned something new, met a few great people in a friendly environment, and finding yet another game that was worth investing in. Though the initial investment to start playing is the cost of the board game (you can find decent boards online for about $150), the major investment is in time and energy – the game is certainly large scale and strategic and is not something you can complete in a couple of hours.

I can picture picking up Axis & Allies for myself if I were to find a dedicated group to play with over a series of weeks. In the meantime, if you’re into some serious strategic gaming with historical relevance, I’d recommend Axis & Allies. And if you’re feeling for a friendly environment of table top gaming, I’d recommend visiting FMG Con next year.

After note: I found a YouTube video of my cousin and I in action at FMG Con! Starting to build some great memories with my cousin of our adventures through Hobby Games: The 100 Best

The cover of the Amber Diceless Role Playing Game book

Game Review: Amber Diceless Role Playing Game

The cover of the Amber Diceless Role Playing Game book

The cover of the Amber Diceless Role Playing Game book

Key Designer: Erick Wujcik

Distributor: Out of Print, but you can purchase the PDF on DriveThruRPG.com

Amber Diceless is a role playing game based on the fictional universe of Amber, found in the Amber novels written by Roger Zelazny written between 1970 to 1991. The game is conducted verbally, requiring no game pieces, dice or boards. Games are begun with an attribute auction, where characters use a set number of points to bid on four different attributes (psyche, strength, endurance and warfare) and items. When the attribute auction ends, players have a better understanding of their characters’ unique skills and how they compare to other characters in the game if they were to meet in, for example, hand-to-hand combat. Scenes are set by the game master and conflicts are resolved through joint narrative description of action by the players and game master.

Amber Diceless was my first role playing game so I’m fairly new (to say the very least) to the role playing scene in general. I purchased the Amber Diceless book years ago, but learning how to play and/or run the game felt daunting, having never seen a game in action before. That’s what led to my decision to pack my staff and take an impromptu road trip to Livonia, Michigan after work at the end of March. I stopped in Waterloo along the way to pick up my cousin so we could attend our very first AmberCon.

When my cousin and I arrived at the Embassy Suites where the convention was being held, we were told that the AmberCon group reserved a board room on the far side of the hotel. When we visited the board room, we were surprised to find a tiny meeting room with only a handful of people in it. We weren’t scheduled to play a game until the next day, but were disappointed to think that we had driven six hours to a convention with only five people in attendance.

Little did we know that games were being played all over the hotel in attendees rooms. The Embassy Suites is perfectly suited to the convention due to having designated seating areas in each guest room. The next morning, my cousin and I arrived early to our game master’s room and waited as fellow players filtered in. There were five of us in total (not including our game master). Since we were joining a campaign that had been running for years, our game master communicated with us via email before our arrival to hammer out character details, forgoing the regular attribute auction.

Once our game master walked out, he dove right into the game, which consisted quite literally of a verbal description of our setting. I was amazed at the level of detail our game master placed into the setting, from the way the room looked that we were supposed to be standing in, to the smells and distinct colours around us, to the tiniest details of our uniforms and gear (we were playing as special ops team members combating descendants of Amber).

Our game lasted seven and a half hours. There were no props, no die, no boards – just six people in a room talking out a scenario as it unfolded before us. It was joint story-telling in action and reminded me of the days when I would get so into a series (ahem, yes, I was a big Potter fan) and would fall into intricate worlds of fan fiction on Potter forums where users each took turns telling another part of the story.

For me, the endearing thing about Amber Diceless was the way it took you away from conversation props (whether that be a smart phone, computer, or even a board and die) and put you face to face with your peers, forcing you to engage in a collaborative manner. Furthermore, just like the books that Amber Diceless is based on, literally anything can go in an Amber game if it makes sense within the parameters of the character you created. The whole concept of the Amber series rests on the fact that there is one world – Amber – and multiple, infinite shadows that exist based on this one world. This means that literally anything you can imagine can be true.

As a person who loves games, I thoroughly enjoyed my time playing Amber Diceless. I left with a deeply-rooted respect for my game master and fellow players, many of who’ve been dedicated to Amber Diceless for decades. As someone who enjoys adventure, I had a kick planning a last minute trip to Michigan. But, more than anything, as someone who loves writing, Amber Diceless rekindled a sense of excitement and possibility, particularly in the realm of storytelling, that I often have to try hard to hang on to. And with so much good in one game, I don’t know what else I can do other than recommend it. The game can strike one as a bit odd upon first hearing about it (even as a game lover, I wasn’t too sure how to wrap my head around Amber Diceless until I actually played it), but you can’t knock it till you try it.

If you’re interested in trying out Amber but don’t know anyone in your area running a game, consider visiting one of the conventions. I was nervous to attend, not knowing anyone and feeling a bit like a party crasher of a continuing campaign, but the Amber bunch is extremely welcoming and everyone I met seemed genuinely to meet new visitors. There are conventions held in Michigan, Portland and Ireland, that I know of. Road trip, anyone?

Shop Spotlight: Heroes World

In light of my previous post about nice places, the Markham-based comics and games store, Heroes World, is a really, really nice place. You may have heard me mention Heroes World before – I only have good things to say about it – but it was a real pleasure for me to write a full-length feature on the store, which appeared on the home page of CGMonthly.com.

To hear more about this comics and games shop and the role it plays in the Markham community, check it out. If you live in Markham, Heroes World is your best bet on finding the comic or obscure game of your choice. This place single-handedly provided for my game board addiction and recommended half the awesome comics I’ve reviewed. Hopefully they can do the same for you!

 

Nerd Girl Pinups: Bang! Bonanza

Okay, well two articles don’t really constitute a “bonanza”, but check out my latest articles on NerdGirlPinups.com to learn more about the super cool card game, Bang!

Though the Bang! review is almost exactly like the one I posted on MiaHerrera.com a few months earlier (I know, I know. Boo for unoriginal content), the game night article is completely new. Check it out for a step-by-step guide on how to host a super cool, super nerdy game night of your own, and to see a really cheesy photo of me dressed as a French chef cowgirl.

NGP Reviews: Settlers of Catan & Acquire

Though both are a slight variation of material that can already be found on MiaHerrera.com, if you’re feeling for some traditional gaming reviews check out my reviews of Settlers of Catan and Acquire on NerdGirlPinups.com. As things progress and I free up more time for writing, I definitely hope to get some new material out there – perhaps even some themed game night tips (January’s jam of Bang! inspired food and clothes was super fun).

Other than that, if you’re still looking for your NGP fill, check out the NGP booth at the FanExpo or drop by to party with the girls at the Charlotte Room this Saturday night.

NerdGirlPinups.com

This post is a tad bit overdue, but I recently started writing for NerdGirlPinups.com – an awesome site for girls who are nerds and proud of it. Currently you can find my profile posted online (along with a very pixelated, poor quality photo of me) and my first introductory post reviewing Gloom. If you haven’t guessed, my topic of expertise on the site involves books and traditional gaming. Once the site is up and running off of beta, I’ll be posting reviews on both subjects regularly as a continuation of my current work on MiaHerrera.com. Hope you enjoy! And don’t forget, if you’d like me to review a particular game or book, send me a comment or a message and I’ll check it out for you.

Game Review: Bang!

Key Designer: Emiliano Sciarra
Distributor: daVinci Editrice

 

Bang! is a fun, fast-paced card game for small numbers or large crowds. It transports players to the Wild West, where law and order is contested by outlaws, is preserved by the Sheriff and his deputies, and is threatened by the Renegade, who wants to be the new Sheriff in town.

Despite reading Bang!’s instructions, it may be difficult to gain a proper understanding of the game until gameplay begins. If playing for the first time, the first round will be rocky, but players can quickly grow accustomed to the game by referring to the crib sheets included in the card deck. If purchasing the Bang! Bullet, players will receive the original game and its two expansion packs. If you’re playing Bang! for the first time, do yourself a favour and don’t play with the expansion packs right off the bat. Ease into the game first, then ease the expansion packs into your gameplay.

As previously mentioned, Bang! consists of four types of players: The Sheriff, the Sheriff’s deputies, the outlaws, and the renegade. The Sheriff and his deputies aim to kill the outlaws, the outlaws aim to kill the Sheriff, and the Renegade aims to kill everyone.

At the game’s start, each player receives a player type and character card. The character card dictates how much life each player receives and how much ammo (or cards in hand) a user may have. Character cards may also equip players with special, character-specific benefits. Each player begins the game with a Colt .45 – the one gun that each player can never lose. It shoots a limited distance, but can be replaced with better guns as the game progresses.

Turns allow players to draw two cards if allowed in their draw limit and play any number of cards possible for play. Of course, there are some limitations on card play. Players can only play one Bang! card, for example, unless they have special guns or action cards in play. The number of people you can shoot depends on the range your gun has. The better the gun, the more people you can shoot.

All outlaws must die for the Sheriff and his deputies to win. The Sheriff must die for the outlaws to win. And the Renegade must be the last man standing to win.

Bang! is a quick game once you get the hang of it. The Bang! cards are attractive and easily portable. Gameplay ranges from 30 minutes to two hours. As a result of the various character cards and the way cards may interact with each other, gameplay is always varied. There is no sure winner, and the teams of “good” vs. “bad” makes Bang! a fun group game that requires just the right mix of teamwork and cunning.

Bang! is certainly a recommendable game, especially for those who especially enjoy card games. Check it out at your nearby hobby games or comic book store and enjoy!

Game Review: Monopoly City

Distributor: Hasbro

I’ve never been much of a Monopoly fan. I found Monopoly deals often became lengthy, placing games on indefinite hold between each turn. If such deals weren’t made, however, it would be nearly impossible to get a monopoly and start building property. The whole process easily became tedious and not very fun.

Monopoly City introduces a host of improvements to the original game. While the goal of the game remains the same (acquire as many monopolies as possible and have the most money by game end), game mechanics are slightly different. Turns still consist of roll, move, and proceed as necessary, but new concepts greatly improve the new game:

Building:

Thankfully, players no longer have to wait for a monopoly to build – a new rule that jump starts play right away. Players may immediately build on any district they own and can choose between building residential or industrial properties. Industrial buildings are pricier, but aren’t affected by “bonus structures” like dumps or schools. Residential properties are cheaper, but if someone builds a sewage plant or prison on your district, all residential buildings are automatically devalued until the sink is removed. Build a park or water tower, however, and your residences are safe.

Although players may build on every turn, the use of a battery-powered “trading unit” restricts the number of blocks you may build at once. Districts may fit up to a maximum of eight residential and/or industrial blocks, not including bonus buildings or railroads. If dictated by a favorable “roll” of the trading unit, railroads may be built along the edges of the board as portals, allowing users to jump from one railroad property to another, avoiding high-rent locations.

What’s the point of Monopoly if you don’t have to wait to get a monopoly anymore? Once you own two districts of the same colour, you may purchase a stadium, which allows you to collect $1,000,000 more each time you pass Go. Own 3 districts of the same colour? Build a Skyscraper and double the rental value of that colour. Have 2 Monopolies? Be the first to purchase the Monopoly tower and double the rent of all properties you own!

Time:

Monopoly City’s rules state that all deals must be offered and concluded within 50 seconds. If the deal hasn’t been concluded within that time, which is tracked by the nifty trading unit’s timer, the deal is closed and no changes are made. If a player lands on a property that he or she does not want or cannot afford, it must go up for auction. Auctions also last for 50 seconds, after which the property in question goes to the highest bidder.

Timed deals and auctions ensure that the game goes considerably faster than the original Monopoly. The auctioning process also ensures that the first half of the game will not be wasted in disinterested waiting, watching, and hoping to land on valued properties before others.

In addition to keeping track of timed deals and auctions, the trading unit also keeps track of how long you have played. If an hour is up, the timer will beep until it is reset, allowing another hour of play. As a result, players can set a goal of how long they want to play. Time’s up? The player with the most money at the end of the designated hour wins.

Appearance:

Monopoly City’s vamped up appearance definitely provides a sense of novelty and change from the age old game. Instead of building along the edges of the board, buildings of varying sizes and colours are constructed in the board’s centre, creating a miniature Monopoly metropolis. As mentioned above, users are also given the opportunity to construct other bonus buildings: parks, water towers, wind farms, and schools or prisons, landfills and sewage dumps. As a result, the action occurring at the centre of the board looks and feels more interactive since you can witness buildings of different colours and sizes grow and you can watch as players’ fates are thwarted or enhanced by additional construction.

Drawbacks:

Unfortunately, no game is perfect. Monopoly City’s colour choices are a bit off-putting. The industrial buildings are attractive blue skyscrapers and art-deco huts, but the bonus buildings are a garish red or black and the residential buildings are boring beige.

Furthermore, as in the original game, as the game draws on and monopolies are established, players may still often fall into a rut of waiting and watching to see who lands on a mega-monopoly and hits broke first. After awhile, if players are evenly matched in skill, only so many deals may be made and skyscrapers may be built before the real game becomes one of chance rolls. To avoid this situation, the timed game of an hour or two is probably most ideal, although there are still many players who’d like to play the game to its end.

Despite these drawbacks, the game’s speed, enhanced appearance, and fast-paced interaction combine to make Monopoly City one of my best-loved versions of this traditional board game. Now all Hasbro has to do is make “Monopoly City: Toronto”, complete with our Entertainment District, Financial District, Distillery District, suburbs (Markham, please!) and the CN Tower in place of the Monopoly Tower. After that, I’ll be perfectly content.

Game Review: Acquire

Key Designer: Sid Sackson
Distributor: Avalon Hill

 

After my Settlers of Catan post, I realized I should make my gaming preferences clear if I were to continue writing game reviews. What one enjoys depends largely on what he or she values in a game. For the sake of clarity, I will outline exactly what makes a great game for me:

I believe great games are attractive and fast to play while creating or conveying a story for the player. Furthermore, great games generate player interaction (but not too much that it overpowers the game) and engage everyone (not just one or two players at a time depending on whose turn it is or who is trading at the moment). Finally, great games give players a sense of achievement in either winning the game or in investing their time enjoyably – a feeling that usually results from the aforementioned factors.

The above standards are those with which I judge all games, and Sid Sackson’s Acquire is no exception. Due to Acquire’s first two, early-in-the-alphabet letters, it is the first game reviewed in Hobby Games: The 100 Best – a great book recommended to me by Jesse Scoble, my co-worker and a contributor to the book.

Players of Acquire assume the roles of real estate tycoons vying against others to manipulate hotel construction and capitalize on mergers. Players buy, trade, and sell stocks to get the greatest return on investments. The player with the most money at the end of the game wins.

A turn in Acquire consists of three parts: (1) placing a tile on the board, (2) buying stocks (and, if a merger occurs, receiving bonuses and trading/selling stocks), and (3) drawing a new tile. A new hotel is created when two tiles connect on the board. Players may purchase stocks for any hotel in play and become primary or secondary shareholders if they own the majority of a hotel’s stocks, receiving bonuses when hotels pay out at the game’s end or are acquired during a merger.

Acquire’s play time is relatively long (about 2 hours) and a lot of math is required (calculating how much stocks cost). I’m not the biggest fan of calculating stock prices or even counting each tile on the board to assess a hotel’s size. These processes are especially tedious when hotels grow to 41 tiles or more.

That being said, Acquire still manages to be fast-paced and engaging. Turns fly by because they are limited to the three straightforward actions mentioned above and the game only pauses when hotels are acquired and bonuses are paid – an excusable interruption because all players are on alert, wondering who will earn what and how it will affect their claims on existing chains. The game never falls into long-winded negotiations (though players could easily tweak the rules if this interaction is desired). Since foresight and technique is displayed through investment decisions, players are never pitched against each another in the direct, vocalized conflict that often bogs down game play. Instead, they subversively scheme against targeted opponents by buying into prized hotels – a welcome form of opposition to a player who easily tires of trade discussions and resource debates.

Taking all this into consideration, Acquire’s design and quick, turn-based play makes it one of the more enjoyable games I’ve encountered. Despite the two-hour investment required, Acquire somehow still feels like a “quick” game. To top it all off, the game is attractively designed. Despite the end-of-game mess hotels sometimes become, Acquire’s money and stock cards are simple yet attractive and its tiles conjure up the nice, official feel of game-specific pieces. There’s also something satisfying in the fact that hotels and shares pay out at the end of the game. Even if you’re not winning, the feel of “money” in your hand is always pleasing, especially since stocks often pay out more than expected when hotels become unwieldy beasts to track. So, stock options? Bonuses? Payouts? The likeliness of “having” at least $30,000-40,000 by the end of one game? If it can’t be so in real life, why not experience it in a game at the very least? Great! Count me in!

Game Review: The Settlers of Catan

Key Designer: Klaus Teuber
Distributor: Mayfair Games

 

As I mentioned earlier, Catan was one of the first games that helped me recognize the beauty of gaming and game night. My first encounter with Settlers of Catan was a prolonged affair, attended by the ceremony of clearing our dining room table for play space and fishing out snacks from the kitchen cabinet. My brother, opening the board game with much care, presented it along with a set of simplified rules for each of us to read and refer to throughout our first game. Catan was the first resource management game I encountered.

The rules of Catan were easy to understand within a few turns. The board consists of hexagonally-shaped resource pieces (brick, lumber, wool, grain, and ore) numbered from 2-12 with token counters. At the beginning of the game, each player sets up two settlements and four roads. A player’s turn consists of three parts: rolling the dice, collecting resources, then trading resources and/or purchasing settlements, cities, roads and/or development cards. The dice roll determines which resources are rewarded. If the dice roll amounts to 12, for example, the resource with the corresponding number is awarded to players with connecting settlements. Victory Points are awarded for settlements, cities, roads, certain development cards, and achievements (i.e. largest army or longest road). The first player with 10 VP wins the game.

Catan requires a combination of skill, cooperation and luck. It takes a knowledgeable player to position settlements and ration resources, a good negotiator to obtain needed resources from others, and a bit of luck with the dice to gather the rest of the resources (during one game, for example, I monopolized ore in my position between the usually rare numbers 11 and 10. For the entire game, 11 and 10 seemed to be the only numbers rolled and I won the game based on this lucky streak). The game allows for a variety of techniques to obtain VP.

As my review has shown, Catan is a good game. Unfortunately for me, game play can run kind of long. When you sit down to a game of Catan, be ready to spend about two hours on it (sometimes even three!). I know that by most standards this wouldn’t be considered long, but I played Catan shortly after playing Gloom and found Catan to be painfully slow in comparison. As with all games, gather the right mix of players who jibe well with your play personality and you’re sure to have fun. Combine a deliberate thinker with a game like Catan, which allows so many options, and impatient players like me could have a torturously long experience ahead of them.

That being said, Catan is a good game, but not a great game in my books. I have to be in a specific mood to play Catan: ready for a relatively long game with long turns of negotiations. These things may signify an amazing game for others, but I enjoy a game that’s fast-paced and allows one to lose oneself – if not in the other players then at least in the play experience itself. Personally, I think Catan has great mechanics, but doesn’t do enough to push me beyond the realm of participating in the game to actually living the game and becoming seriously invested in it. Mere resource gathering and distribution does not do enough to attract me. Instead, I enjoy a game that presents an entire package, and this package includes, not just its end aim (the point of winning), but its design and the story it creates too. Unfortunately, I feel Catan is lacking in the latter two criteria; it doesn’t do enough to create a story and it’s not the most attractive game either. I know I’m not expressing the predominant opinion (almost all reviews are unanimously in favor of Catan), but I am expressing it honestly from the point of view of a generally impatient, very demanding gamer and hope it may benefit others with similar tastes out there too.