Saturday, March 6 2010

StartCraft - The Board Game

Starcraft : Board gameI've had the pleasure of sitting with my friend, co-worker and business associate Alain and his brother for a night of StartCraft : The Board Game.

Lets skip analyzing the packaging (pretty & impractical) or the material (very nice - lots of figures, good quality).

We jumped right ahead at going through the rules book - it took us roughly 30-40 minutes for us to be able to start wrapping our heads around the concept.

Its not that the rules are overly complex, but there are many of them and the rules are not organized in a way that seemed to work the same way our brains does - and we're used to sifting through technical data.

In fact, I couldn't help referring to the rules book as the "specs book", as I felt like I was sitting in front of a client who was trying his best to tell me what he wanted his software to do!

When we got the gist of the basics, we dug in head first: we each chose a faction out of the six available factions, drew planets, prepared our starting units, built the space map and were on our way.

Playing the game itself is nice - you get an elegant RTS feel: every turn your workers gather resources from the territory you control (either crystals, gas or victory points). With the resources, you can upgrade your buildings, build new units or purchase technology to upgrade your existing units.

Starcraft - Zerg's Hydralisk

Commands

Giving commands to your units is done using a game mechanic that holds some pretty sweet strategic action:

Each player can issue one hidden command (either build, move or research) on a planet. Players can issue commands on the same planet - in which case the commands "stack". When every one issued 4 commands, we start resolving them.

Here's the cute catch : stacked commands are issued in reverse order than they were placed. In other words : last in, first out. (Lets call it a "LIFO Command Stack" and keep the tech-head in me happy)

It gets better : commands are resolved one by one, player by player - meaning that it is possible you don't have a playable command (an opponent's command stacked on yours blocking you) - while the fluff doesn't make any sense, the strategies you can use to delay opponents were quite entertaining and satisfying.

Combat

Combat was interesting - its a mellow deck-building concept. You have a "combat deck" from which you draw cards to build you hand. These cards give stats to your units (simple attack vs defense) and can also contains technologies to boost your units.

I say "mellow", because you can't really choose the cards you use other than by adding technologies. The rules variation are not many and there is no way to thin the deck. Basically, you won't play with deck statistics as you would in Magic The Gathering or Dominion.

I probably should call it "hand building" - you can manage to draw a lot of cards during your turn - always having to drop down to 6 cards at the end of the round. This is how you can plan your attack slowly and build your hand - and not your deck.

While the system is fairly simple and enjoyable, it seems to be biased in favor of the attacker. Since the attacker decide which creatures attack which creatures, he's the only one that has a chance of grouping his units together against his enemy. Combined wit the fact that equals attack and defense scores means the attacker wins - so it ends up being much easier to attack than defend... good for the Zerg's natural strategy and less so for the Protoss...

Starcraft : Terrans

Passage of time

The game time is limited by a "timer" and lasts only up to three "eras". The eras are made out of a stack of cards, all containing joyous events that happen at the end of a round.

During the game, if you cannot do one of your commands because you are blocked, or if you choose to cancel a command, you can draw an "event card" - but you can't look at it! You also get event cards when you do research.

Event cards trigger the change of eras - once you've used all of the first era's cards, you move on to the second era, then third, in which the end of the game can be triggered - one of the ends, that is, as there are multiple victory conditions through which the game can be ended.

Victory conditions

The basic winning condition is the first player that achieves 15 victory points (which you get at the end of a round, depending on the victory point zones you control).

Every faction (2 per race) also has its own "special victory condition" - which is where the whole thing started falling apart for us.

They all seemed benign at first: you win if, at any time during era 3 you have 3 bases. Another wins if he controls 6 resource zones during era 3. Another one, if he controls more zones than any enemy during era 3, etc. etc.

Every faction as a condition to meet during era 3 (except mine - I'll get to that later).

Problem is : all players but one easily realizes his victory conditions within 3-4 turns... way before we get to era 3. So as soon as we turn era 3, we've got a tie.

The end is near

My winning conditions

I like to play play the underdog. I always build a bard or something similar. If someone says a class is unplayable, I'll play it (Bothan Noble? Really?). So, I jumped at the only race that didn't have an "era 3" condition.

My victory condition: every opponents need 20 victory points instead of 15 to win. you win when two "the end is near" cards are played... which, I didn't know at the time, is the condition for the end game.

You see, "End is near" cards are only found during era 3 - at which point all of my opponents have already completed their victory conditions.

And I don't think we ever passed the 10 points mark before 2 players meeting their conditions.

The Verdict

Game time : We played only 2 games so far and the second one took nearly 2 hours.

Learning curve : Steep. The 1st game took roughly 5 hours. If we had a learned player teaching us (or better rules), it could have taken us half that time.

Balancing : Either we missed something important, or the "special victory conditions" should be completely dropped. They killed the game for me.

Enjoyment: The game itself (sans the victory conditions) is very enjoyable.

We'll have to play it a few more times to see if I'd bother shelling the money for it (it nears 100$ around here!).

We'll consider letting the victory conditions go and just use the points system the next time and enjoy the true RTSiness of the game.

Tuesday, February 16 2010

Hocksprocket Corporation's Claw of Elevation [R&D Report]

Claw of Elevation R&D Report,

by Kreegle Hacktardy, head engineer,

Description of the item:

The Claw of Elevation is a foot-long magical rod. The rod has a leathery texture and its bottom half can be gripped as solidly as any sword.

The rod can be aimed as easily as a hand crossbow. When activated, the top part of the rod splits from the bottom part and travels at great speed towards its destination.

Fitting a rope to link both parts proved to be impractical - we have tried fitting a tube of holding within the device, but the containment ward reacted poorly to the separation and the rope was banished to an unidentified realm.

We have finally managed to link both parts of the rod magically - there's no more rope to handle. This also rids us of the previously reported problems of getting tangled in the rope, or of fitting the rope back in the tube before being able to reuse the device.

Drawback of this solution: the current device can not be separated by more than 50 feet. Passed this distance, the top part sling shots back to the bottom part, causing probable injuries.

We recommend pairing the Claw of Elevation with the Hocksprocket Gloves of Holding to prevent injuries related to misfiring the device.

Once the top parts collides with its target, three claws extend from it and attaches itself to most porous material.

So far, we have successfully attached to various types of rocks, bricks and wood. The claws do not seem able to attach to solid metal, such as certain type of shields.

At any time, the wielder can activate the rod again to reunite both ends - if the wielder has gripped the bottom part of the rod solidly enough, he will be pulled towards the top part of the rod. Again, we strongly suggest that this item be paired with the Hocksprocket Gloves of Holding to prevent unnecessary bruises of free falls from using the Claw of Elevation.

Maximum range: 50 ft. Maximum weight pulled : 800 lbs

Advanced Techniques

When testing the device on goblin test subjects, to determine the effects of grappling a live being instead of a building wall, our technicians found interesting unforeseen characteristics of the Claw of Elevation.

If the wielder has more weight than the Claw's target, the target will be pulled towards the wielder.

While this might be bad news if the wielder has attached to a loose brick or boulder, it also allows to capture smaller live targets and bring them closer to range.

However, if the target is heavier, the wielder will be pulled towards its target, which might not be a tactically strong maneuver.

In any case, the wielder which does not intend to move, should plan his feet firmly to prevent chances of accidental movement.

Once we work out the remaining kinks in the Claw of Elevation, I would recommend starting a new project towards foot gear that prevent unwanted mobility of its wearer.

Saturday, January 23 2010

Good bye ChattyDM.net - hello Critical-Hits.com

As some of you might know, ChattyDM.net is soon to "close" and be merged with Critical Hits - another pretty cool RPG blog.

I was goofing off in Chatty's comment board and suggested he get himself an audio bumper for when users switch to his category on the new Web site.

Here's what silliness I ended up coming with (click on the "play" button below...):

Critical Hits!

Chatty DM

Playing as a grown man

Rollin' 20s

Way in his thirties

What will he write next?

We can only guess

(I kinda like the "Critical Hits" scream!)

Sunday, January 17 2010

What the future holds

Wow are things slower than slow around here!

People who know me in the net might have noticed my prolongated absence these last few weeks (or have they been months?)

Lots of stuff happening in real life slowing this end of my activity spectrum. A large chunk of it is my mom's cancer diagnostic and the preparation for the treatments (surgery, chemotherapy and radiotherapy) that are to start in a few short weeks.

While my DnD playing has just about stopped (my regular group has been tougher to gather), my love of board games has been rekindled.

I have also had the pleasure to be invited as a regular player to a game of Star Wars RPG by Franky (one of ChattyDM's buddies) and had the pleasure to be invited at their table during a "Geek Out Day".

"Geek Out Day" came not too long about I learned about my mother's condition and was a very welcome event - I absolutely loved the games I played (Chinatown got to be on my "to buy" list) and especially the company I was with. The movie was cool as well. Can't thank you guys enough! :)

Since then, I've been toying with the idea of doing some sort of "Geek Out Fridays" - I have a lot of friends who like board games and we all have lots of board games. Maybe that'll be something to blog about :P

My soon-to-be-wife, in a successful attempt to cheer me up, planned a surprise "geekout" last Friday and invited all of regular group of friends to play board games - of my choosing, none the less!

I had to let go of my planned evening of Dragon Age and instead had tremendous fun playing "Citadelles" and "Le Cercle". Many thanks to my buddies and to my fiancée for the amazing evening!

I've also had a request directly from Simon - the boy for whom I DMed more than a year ago - for another session of DnD. He asked me if they would play the same characters and if they would get to level 2.

For this blog, it means : be ready to hear my thoughts about board games and some more Dungeon Master prepping (letting go of the training scenario I discussed earlier). All of this sporadically, of course :)

Monday, November 16 2009

PC Origins Scenario

I'm planning another session as a DM for a group of kids... its been over a year since they played and, this time, I'm considering trying to make this a more recurring event, provided they like their second experience.

The first time we played, they used simplified pre-gen characters... but to really suck them in, I figure they need their own creations.... it'll also help them grasp the value of treasure.

I mean, who cares about the vampire sword at the end of the game if you're not going to be playing the characters again? (Of, in this case, if you weren't aware that we could continue playing some other time).

Character creation is cool, but time consuming. I fear my group of 10-year-old would grow tired of looking at catalogs of powers, feats, skills and stats and would much prefer jumping in their game.

What I plan to do, is have a quick player creation session - we pick races, classes and base stats. Players only get access to the basic "at-wills". A little jam session to help them come up with back-stories, with a few prepared stories for the more introverted kids.

Then we jump in the story... in which they will grow into their powers - learning more and more about strategies, unlocking extra powers and choosing skills.

By the end of the second session, they might end up with full level-1 characters and a good grasp of the basic rules.

That's the basic plans... I'm still brainstorming by myself at this point, but I feel this idea has great potential for learning and making a few enticing "player origins" sessions.

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