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.

Game Review: Gloom

Key Designer: Keith Baker
Art: Scott Reeves
Distributor: Atlas Games

As I mentioned earlier, my first bout with Gloom was fast. My co-worker busted out his pack in the lunchroom and we finished a condensed game within a half hour. Much of what appealed to me in that first half hour is what still attracts me to Gloom now: it boasts an innovative game design, captivating art, and quick game play.

The rules are easy: Each player has a family of five misfits, which they strive to make as miserable as possible while blessing other players’ families with with happy occasions. The game ends when one player’s entire family is dead. The player with the most miserable family wins.

A player’s turn consists of two parts: drawing cards up to the draw limit and playing two cards. The Gloom pack contains four different card types: characters, events, modifiers and death cards. Modifiers bestow either positive or negative points on characters and are often accompanied by rule modifications that can alter a player’s game play for a while, death cards are used on characters to end their miserable lives (relatively straightforward there), and event cards mix up game play (e.g. blocking deaths or removing all of a character’s modifiers). Cards may be played on any character in the game – your own or another player’s.

Cards are transparent with beautifully drawn images by Scott Reeves. The transparencies allow players to layer modifiers on characters while keeping them visible underneath and providing a “face” for the misfortune all throughout the game. Although the game’s objective sounds morbid, its content is wryly humorous, encouraging whacky storytelling as a great addition to game play. Exactly HOW did Lord Slogar fall into that well and how did he marvelously marry so soon afterwards?

Best of all, Gloom is easy to learn and easy to play, though not too easy to preclude experienced players from exercising skill and technique. Everything you need is completely accessible – sans a momentous learning curve to access it. Just feel like throwing cards around for a while? Gloom would be a great game for you. Or do you feel like engaging in a cunning game of misfortune? Gather the right players, and Gloom is good for that too. To top it all off, the play time is also short– 20 min to an hour – so you can play a quick game to kill time or multiple games in one night for an entire gaming event.

Gloom is, thus far, my favorite card game. I’m a sucker for things that look nice, feel nice, and play nice and Gloom does all of those things. It has the added bonus of being the exciting first addition to my newly founded game collection and of showing me that games can be enchanting, off-the-wall excursions from those vanilla days of dictionary-thumping Scrabble. It’s not bad in my books.

Gloom

Mia Herrera: Board Game Collector

My blog undeniably began as a writing blog. At the time of its inception writing was my sole focus and therefore naturally became my blog’s sole focus. As previously mentioned, however, after my break up with writing I had to look for other, less scornful past times to occupy me in my off hours. That’s when I picked up games.

When I started working at Ganz I in no way labeled myself as a gamer. Yes, I enjoyed the occasional button-crushing Soul Caliber or Street Fighter match with a friend or relative, played Fable 1 from beginning to end, couldn’t stomach the disaster that was Fable 2, and enjoyed all the Sims products with God-like creationist glee, but these instances marked the extent of my gaming experience: Reasonable, but not boast-worthy. It was at Ganz, however, that I began hearing about this or that board or card game – and no, I’m not talking about Monopoly or Uno, but about foreign, yet unheard of (to me at least) concoctions. I was politely interested, but I was an impatient person who enjoyed the instant gratification and speedy conclusions of 3 min YouTube videos and momentary riddles. Games as prolonged as Scrabble or Monopoly, each lasting painstaking hours at a time, hardly attracted me.

It just so happened, however, that within one week my brother picked up Settlers of Catan and my co-worker brought Gloom to work. To those who have played either game, they will know these two games are completely different. They aren’t even presented in the same form (one is a card game; the other is a board game). That week, however, and with both games, I experienced an interesting sensation not unlike the warm excitement I get with new books. Here were novel items. Here were items worthy of collection.

My first bout with Gloom was quick and dirty. My co-worker busted out his pack in the lunchroom and we finished a mini-game within the half hour. Catan was a more prolonged affair, attended by the ceremony of clearing our dining room table for play space and fishing out snacks from the kitchen cabinet. Both experiences were radically different, but from that week on I was captivated by the thought of “game time” – an elusive, not-often-experienced period in which electronic entertainment became secondary to the human interaction occurring over mere cardboard, wood or paper. How romantic! I’d thought nights like that had become extinct in the 20th century!

I purchased Gloom the next week and soon after borrowed Hobby Games: The 100 Best from a co-worker. My intention is to nab all 100 listed books, and the 100 after that listed in the book’s sequel (in the meantime nabbing both books to add to my still-growing book collection). I’ve started at A with Acquire and intend to go all the way to Z. What can I say? I’ve fallen in love – hard – and want a room full of games to mirror my much adored room full of books.

While my book reviews are reserved for Live in Limbo, my game reviews are much less formal concoctions that will be posted as they come here on MiaHerrera.com. I know that skews the focus of my site a bit, but I suppose my blog grows as I grow. It’s kind of neat to know there’s this little space on the web that is filled with everything I find interesting!

(And don’t worry, folks. If you’re still coming here for writing matters, feel free to screen game reviews by clicking the Writing tab on the left. Game reviews will (naturally) be stored under Games and won’t appear under that category!)

Website Re-Categorized

Whereas posts on MiaHerrera.com used to appear in a lumped “Uncategorized” Category, I have now taken the time to divide each post into a relative Category (either “Film,” “Life,” “Reading,” “Writing,” or “Games”). The divisions are not very necessary, except for those who absolutely do not want to see any posts of one specific nature when browsing my website. I warn you, however, that the lines were often blurred when the divisions were made (Is my Writing not relative to my Life? And aren’t my articles written about books relative to both Reading and Writing? And what on earth would this post be categorized under? It will be found under “Life” for now, considering it is taking up some portion of my life to orchestrate this change, I suppose.).

Anyways, happy reading!

Starbucks/Bookstore Excursion

 

If you’re free on Sunday, November 22, come by the Starbucks on the corner of Main Street Markham and Hwy 7 between 1-2pm to meet up, hang out, and/or discuss any writing-related matters you may have in mind. There will be a bunch of really cool, welcoming people there who are very passionate about writing and who would love to meet and talk with you (and any interested friends, family members or acquaintances)!

At 2pm, we will head over Alfsen House Books (located at a walking-distance from the Starbucks at 154 Main Street Markham) and explore this little-visited used book shop in our community.

If you have any questions, feel free to message [email protected] for more information.

Hope to see you there!

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Writing Group: New Website Launch

>>WRITING GROUP WEBSITE<<

Today I launched a new website for our writing group, which will be updated regularly with Upcoming Events news and Recommended Readings from each session. Please check the website regularly for upcoming meeting dates if you’re interested in joining us at any time. It is an excellent source of information. Even if you can’t come out, feel free to check out the site’s miscellaneous and Recommended Readings posts, which contain a wealth of excellent resources from a variety of genres that will prove helpful to any writer. As always, group updates will also be posted on MiaHerrera.com, my Twitter account, and our Facebook group.

For notifications delivered directly to your inbox, please e-mail [email protected] to be added to our mailing list.

NaNoWriMo 2009

November 1st marked the return of NaNoWriMo (National Novel Writing Month) – an event that challenges participants to write a 50K novelette in one month! Will you be joining the fun?

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Second Cup Gathering this Sun., Nov. 8

If you’re free this Sunday, November 8 anytime between 1-3 pm, come by the Second Cup in the Bur Oak plaza (closest to 16th and McCowan) to meet up, hang out, and/or discuss any writing-related matters you may have on your mind. There will be a bunch of like-minded, really cool and very welcoming people there who would love to meet and talk with you (and any interested friends, family members or acquaintances)!

If you have any more questions about the time, location, and/or point of this gathering, feel free to message [email protected] for more information.

Hope to see you there!

A General Update: My breakup with Writing

Aloha lovely readers! Please pardon my infrequent posting. My writing in general has been spotty as of late, and as someone who said her blog was one that “documented her writing journey”, I feel I’ve failed thus far in not tracking my progress the way I promised I would.

As I mentioned earlier, I was offered a job this September by Ganz, Inc. – an opportunity I couldn’t refuse considering the awesome position (Creative Writer working with online games). That being said, once I started working I naturally didn’t have the time to do all the things I’d originally planned for my post-grad self (y’know, sleep in, lounge in my pajamas, ponder the stucco on my ceiling and sometimes colour-code my writing folders). Though anxiety would occasionally niggle at me during my “time off” for not having a “real job”, my anxiety then was nothing compared to the anxiety I experienced after starting work. Suddenly, the days of stucco-gazing (aka writing with complete abandon at any time and in any place I desired) seemed far away and long gone.

The crisis I experienced once I started working was deep and dark, though I’m not going to pretend I alone am privy to this despair. I am certain that almost every young adult experiences this at some point in their life. It usually hits around the time he or she has to enter the “real world” and is quickly gaining attention as society’s new ailment: The Quarter Life Crisis.

A large part of my crisis arose with this first, extended encounter with the “real world”. While I was in school, my parents and siblings would wonder why I was rushing to graduate. “You better enjoy yourself. You don’t want to run into the “real world” too quickly. You’ll have much less time to do the things you want to do.” I scoffed at their cautious remarks. I’d grown up in an age of technological miracles. Every day someone or something exceeded human limits. What defined the “real” in this world? Nothing but the limitations one imposed on oneself. Applying this mentality to myself, I was certain I’d have an awesome life: the perfect job, the perfect home, the perfect balance between writing and occupation and travel; I’d have it all together, all at once. The real world was vast and promising.

Promising, that is, until I started a regular, permanent job and I had to suddenly navigate a world beyond my yellow room, my coffee shop discussions about life and writing, and my juvenile scribbles about hopes and dreams. Though it was an adjustment to realize I’d only have two unstructured weeks a year to travel, it was an even greater adjustment in regards to my writing. Unused to waking up at regular hours since Gr. 11, I’d fall asleep as soon as 7pm came around. I’d desperately try to force myself to write after work, against my shell-shocked body’s fatigue, feeling like it was my number one duty as a “real” writer to persevere. Suddenly writing became a chore – harder than work itself.

If only I never loved writing. With school finished early, a great job right out the gate, and no financial worry because of the hard work of my parents before me, my life should be blue skies and daffodils. I would be content, if not for my writing. I was hit hard with an unlucky combo of physical exhaustion and writer’s block.

And that’s when I started to hate writing.

I’m ashamed to admit that I stopped scheduling writer’s meetings and missed deadlines for Live In Limbo; those once-fun activities were now painful reminders of my incapable, mundane, uncreative existence.

Suddenly lost passion feels similar to losing one’s God. It is that grave. It is waking up one day and realizing that some constantly definitive aspect of yourself is absent and, no matter how hard you try, only a cold, unfeeling door presents itself to you – closed and inaccessible.

Finally, I decided that I’d give up on writing because it had given up on me. I could only stare at a closed door for so long until I started to feel like writing’s desperate, psycho ex-girlfriend. I let go.

The next day, I started thinking of supplements to a life without writing. So, I wasn’t going to be a world renowned author. Now what would I be?

Perhaps the best part of this experience was discovering other options. I could no longer define myself solely as a writer. Within a few weeks, I remembered that I was also an editor, a student, a volunteer, a planner. I could still be involved with the literary world, just not in the way I’d initially planned. It wasn’t necessarily a bad thing. Furthermore, by suddenly losing my main focus, I realized that within my month or so of stucco-staring, I’d lost sight of everything else I was and could still be.

And you know what the funny thing is… weeks after I’d broken up with writing, I met with a friend for a writing session – one that had been organized well before the crisis occurred. I was reluctant to meet and eager to finish the session before it even began. While he was critiquing my work, I pitied his waste of breath, knowing I could never write the book we were discussing because I was no longer the writer I’d imagined myself to be.

Until he said, “I’m really curious to know more about this character”. And suddenly, for the first time in a long time, I was curious too.