Monday, November 2, 2009

1.21: Know your Gamer - Dice

I kind of aim this blog at fledgling gamers and people that might be interested in games and gaming, or could be if given a nudge. People that, for the most part, have only bought boardgames from conventional retail outlets such as WalMart, Target, or Toys R Us. The goal is to expose these people to the larger gaming world; I throw around and explain a lot of terms, and try to explain the social and ritual aspects within the gaming community. These "Know your Gamer" articles are going to aim at this last idea, explaining gaming concepts and social/ritual aspects of gaming. If you're interested in gaming, it helps to know the jargon, and like going to one of the many possible multi-cultural/religious ceremonies, you don't want to do something that would embarrass you.

With that said, let's start off at a familiar yet wholly foreign gaming accessory--dice.  I'm going to make the statement right now that this may be a strange post.

"Hand me that dice on the table."

"Dice, I've seen those before, the white cubes with black dots."  
"How many dice do you need?"

STOP RIGHT THERE.  Firstly, let's talk grammar before someone impales you onto a pile of d4.  Dice = plural; Die = singular.  Read aloud, and never forget this.  "I have one die."  "He has two dice."

Next, a point of terminology.  Well, let's first utter a phrase from the mouth of a new gamer looking down at the gaming table, "What are those?"  The answer, dice.  Look at the picture on the right.  Beyond the standard six-sided dice, you'll see a number of non-standard dice in a plethora of colors:  4-sided, 8-sided, 10-sided, and more.  As a result, there had to be an idiom, a simpler way to state how many and what type of dice to roll.  You may have noticed I used the phrase "d4" in the paragraph above--the number after the "d" refers to the type of die; in this instance it refers to a 4-sided die.  Putting a number before the "d" indicates a quantity of dice.  Thus, the "correct" way to state "Roll ten 6-sided dice" is "Roll 10d6."  Simple.  Now you know what I'm saying if I say 4d8, 2d20, or 15d1.  Okay, maybe not that last one is a little strange.

As for that last statement, "How many dice do you need?"  Let's just say you shouldn't ask this question, as it's marginally rude.  Asking how many a gamer has is perfectly acceptable.  Gamers can be weird about dice, which we'll get to in a minute, but most will have a good number of dice and possibly a "dice bag;" some gamers purchase dice regularly--once a week, a new set for every new game they play, a new set once the old one has started having problems.

Which leads us to the really weird stuff.

Gamers deal with problem solving, logic, strategy and a bunch of other multi-syllable words as a hobby.  However, when it comes to dice, that's all out the window.  Die keeps rolling bad, it must be tired, give it a rest.  Your set of dice causing problems?  Simply line all the dice around one of the offenders, and smash it with a hammer--the other dice will get the hint.  How to get rid of "cursed" dice?  Burn them, freeze them, smash them, ritually skewer them--just don't let them touch any of your other dice.  And heaven forbid you touch someone else's dice...you'll be lucky to escape with all your fingers.

Akward ending and transition!  Because I'm tired!  And have other things to write!  See below!

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Before anyone says anything, yes, I missed one Halloween post; it was mostly done, so it may make an appearance in the future--oh, 12 months from now?  Ultimately I was busy and other things got in the way, like my daughters' boogers; we've got to have priorities.  As for Arkham Horror, that will be reviewed in the future as well; it's a great co-op game, but when attempting to refresh my memory, I downloaded the 24 page rule book and looked at my metaphorical watch and decided that I wanted to do something else with the 17 hours it would probably take to read and recall the game we played.  I do recall that we were facing Chuthulu and we still managed to win, so there. 

And, speaking of priorities, this blog is one, but November brings with it the madness of NaNoWriMo!  One 30 day month, one 50 thousand word novel, piece of cake.  Yes, November is a busy month, but NaNo's opinion on that:  You're already doing a million and one things, what difference does one more make? 
Blog posts should be on time, but don't be surprised if they're a little shorter than normal--these posts don't count toward my daily novel  word count.  Also, as I finish this, it's day 2, and I'm already 3k words behind, so that need to be amended.  If anyone is interested in joining, NaNoWriMo is free, it's all on the honor system, a great personal challenge, and it's fun to boot.  Or glove.  So you're a few days behind--so am I.

Thursday, October 29, 2009

1.20: Halloween week daily update 2 - Death Angel ...and Scary stories!

How on Earth I forgot about this on, I have no idea.  Today's game is easily among my top five horror-themed games, and has a great cinematic feel.  I've played this game dozens of times, and could tell you just as many stories--like the time we were trapped on the bus with the murderer and she marched through the seats, killing everyone...or the time I, nearly dead, hopped on the altar of the Church, crushing the killer with my rusty Civil War sabre...  Best of all, this one is a Print and Play game--for those of you familiar with this term (good for you if it's because you've been following this blog--have a cookie), you're aware this means the game is either cheap or FREE.

Death Angel was designed by Anthony Gil, and released on his website for free in 1998.  It plays 2-6 players (the more players the better), and takes 60-90 minutes to play.  The idea behind Death Angel is that you're on a bus that has a blow out in a farming town.  As the bus driver checks the tire, he is killed by Angel, a girl with blades bolted through her fingers.  This is where the game begins, and your goal is simple--survive.

Wednesday, October 28, 2009

1.19: Halloween week daily update - Lord of the Fries

Here we go, attempt-at-a-daily-update #1, what's on the menu?  How about a zombie game?  How about some Lord of the Fries?  Lord of the Fries is a 3-8 player card game which takes 45 minutes (or more, time increases with the number of players)  to complete.  Originally published by Cheapass Games on cardstock in 1998, there have been two subsequent versions of the game; the latest "Third edition" (published in 2008) is in a sturdy box, has high-quality full color cards, and includes multiple menus to represent different fare.  I have played both the first and third editions of this game; since gameplay is the same, we'll talk about the third edition, which includes a few extra goodies.

Tuesday, October 27, 2009

1.18: Late...almost two weeks running. Yes!

Yes, I missed last week's post; it also appears I may be late on this week's post.  Arkham Horror is still coming, but it's a bit daunting--I mean, the rulebook is 24 pages long, and it's been about two years since I played it last.  I'm going to need some time to refresh. 

So, here's the deal.  To make up for my tardiness, I'm going to post one Spoooooky themed game each day until Halloween, probably in the evenings, but we'll see.  Perhaps I can even get a couple games of Der Hexer von Salem, a 2-4 player co-op game I picked up in Germany (yes, I went to Germany and brought back boardgames).  It was either just released, or is soon to be released, in the US under the name "The Witch of Salem."  That's right, I'll try to review a game that you may or may not be able to get in the US.  Hopefully it will be awesome, you'll all run out to your local game store, and you won't be able to get it.

Neener, neener.

Thursday, October 15, 2009

1.17: Son of Halloween - Halloween Post 2

More scary games?  Really, how many can there be?

...well, a lot!

Let's start with a 1-player "print-and-play" game.  Wait, one player?  Print and play?

Zombie in my Pocket was designed by Jeremiah Lee and released in 2007; to the gratitude of many, the game was originally released in a Print and Play format, meaning you can download the files (for free!), and you print and assemble the components.  In this game, you are searching for weapons to fend off zombies, and ultimately hope to find the zombie totem; if you are able to bury it before midnight, you end the zombie curse and save the world.  And, yes, you read correctly--this is a one player game, and as the title states, it conveniently fits into your pocket.  (It's recently come to my attention that there is a retail version of this game, running less than $10, that comes in an attractive metal tin--go find your own picture, lazy).

Next, for all you Lovecraft fans out there, Unspeakable Words.  Unspeakable words was published in 2007 by Playroom Entertainment; it is for 2-6 players, takes around 30 minutes to play, and runs $15-20. This is a word...making...game (the actual term eludes me, perhaps it is, itself, an unspeakable word)--think Scrabble or UpWords (no links provided--really, do you need them?).  Score points for spelling words, but for each word you create you must make a sanity check; longer words score you more points, but put you at greater risk of going insane and being removed from the game.  Kind of a unique self-balancing aspect for those smarty-pants word game aficionados--sure, they can spell a few big words in a row and be eliminated early, but another player's consistent small-word approach may keep them in long enough to outpace Smarty-Arty's score.  Plus it comes with a bunch of small plastic Cthulhu figures to track your sanity!

Lastly...perhaps a game you should steer away from.  The Haunting House has an interesting theme--you and your friends are in a haunted house and are attempting to traverse its maze-like hallways and be the first out.  The problem?  The hallways keep changing, and your friends aren't helping you out either.  In this game you "program" your turn, selecting which cards you are going to play (move 1, move 2, turn the tile you are on 90 degrees, etc), but your opponents also add cards to this stack, messing with your plans.  The game itself is okay, the components look great and the theme is interesting though shallow, but this game can take far too long--45 minutes (or more, as you fight with your opponent's "help"), in a game where you're trying to get across a 6x6 grid of floor tiles seems long, and after the first 20 minutes I felt it was already dragging.  However, if you and your friends like maze-games and screwing with each other's plans, you may enjoy this one.  I should mention, there are a couple expansions for this game...which make the game longer.

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That's it for this one, I'll probably be covering an excellent co-op game in the next post.  Happy Halloween everyone!

Tuesday, October 13, 2009

1.16: Halloween-y Gaming Goodness

I love this time of the year--I'm in SoCal, so our weather is generally "More Hot" or "Less Hot."  Thankfully, this is the less-hot part of the year, and we've had some wonderful, dreary, overcast weather, just how I like it.  We're also approaching the holiday season, where much foody goodness will be had...but before then, we have Halloween.  I'm not some wierdo (well, not any more than anyone else is), but for some reason, the creepy, scary, and strange aspects Halloween engenders interest me.

With Halloween's approach, I figured I'd discuss some Halloween-type games, either legitimately scary games, horror themed games, games for Halloween parties--things of that sort.  I'm going to try to hit a few different areas of complexity and game type.  If anyone has any suggestions, especially for parties, by all means, suggest away.

Friday, October 9, 2009

1.15: Gateway games - the first one's free

Gateway games--I'm sure I've mentioned this term multiple times on this blog.  I've probably given a definition as well, but for the sake of discussion, let's define "gateway game" again.  The term refers to a game that interests a person in gaming, and for our discussion, may introduce a person to modern boardgames.  Many boardgamers can recall their gateway game, and many people cite the same gateway games (often Eurogames) for good reason.  But what makes a good gateway game?  As I see it, a gateway game should have four elements:

A Gateway game:
1.  Has a simple rules set
2.  Is easy to understand
3.  Is easy to play
4.  Is engaging.

The combination of the first three makes the game accessible, the last makes a person want to play.  I'll go through each of these and give examples.