I went to Eugene Games Gala 3 yesterday. I went to the first one two years ago, and my experience was pretty much the same both times. I don't like the "open gaming" cons so much because they can be a bit clique-y, whereas event-based cons force more mingling. However, the former are still great places to learn new games (and teach others games), and that alone makes them worth it, especially as my purchasing rate has slowed down tremendously the last couple of years. I was a bit disappointed to not play more longer games, but that's to be expected at a 12-hour event (as opposed to a multi-day event). Props to Lorna for putting it all together. The Gala lacks any kind of special events (which is just how I like it), so this will be more of a long session report.
I started the day out having breakfast, and then playing
Too Many Cooks, with KC's wife and 11-year-old daughter. I spent two years in Saratoga renting a room in a house, cohabiting with a girl that age, and I find them so delightful to be around. With a daughter of my own on the way, it was good to spend time with them. As for the game itself, I won easily - I was dealt several excellent hands, and I think my experience in knowing which suits to lead off in paid off. Thumbs Up for this title.
Next, I learned
Mermaid Rain, a game that has received much positive buzz on the net. I thought it had many innovative parts to it, but the scoring itself didn't really ring my bell. It seems that you should be able to figure out the expected value of spending two cards to get a scoring chit; then, it should be easy to see whether you should always, or never, spend 4 cards in the initial phase to get 7 points. From a design point-of-view, it seems like the chits should be worth more, and you transition to the hand scoring only after the board dried up, which it didn't do at all in our match. Also, with so many face-down chits in the game, it's really hard to know who to target, and I won the match by a large margin because the second-place player chose the "wrong" scoring chit to collect in the last turn. I'll reserve my opinion until further play.
Next, I learned
Theophrastus, the alchemy game from Mayfair. It reminded me of something that Eight Foot Llama would publish, except for a less goofy theme. The action-point system gave you a lot of choices, but I'm not so sure that many of them are sensible. All of the players were getting frustrated at one point or another, as the suit distribution wasn't even at all. Three rounds of this makes for a very long game, but it seems okay enough as long as the play is brisk. With so many other good card games out there, this ends up on the short side of the bell curve.
Next, I was excited to join a match of
Thor, as I played the game in its other incarnations (Quandary, Flinke Pinke, Loco), and I heard that Thor added action cards to the mix. Turns out that they only get used in the "Advanced" game, and as there were several folks new to the system, we stuck to the "Basic" game, which is the same as the others I've played. I prefer the game with fewer players, as you have both more options and more control; with five, there's little opportunity for bluff, and the game proceeds more predictably, as one only has time to invest in a few shares, and must go for the ones that they are able to control. Still, this Knizia design remains one of my favorites among his lightweights.
Next, I casually joined a
Ricochet Robots game against some real sharks. Every round, most everyone was able to find the quick path eventually, so it became a real speed game where experience paid off. I lack the experience, but have the speed; I was usually the first to discover the shortest path, but I had a hard time remembering it when it came time to retrace it. Halfway thru the match, I was tied for the lead but dropped out due to burnout; as with Weboggle, I can only play a few rounds when up against other pros.
Patrick and I went to get some lattes, and when we returned, all of the others were in the middle of longer multi-player games, so we switched to some 2-player action. First, he taught me
Call of Cthulu CCG. I collect and play A Game of Thrones CCG by the same designer and publisher, and saw some similarities. I really like all cards being potential "mana" sources (something I've heard more CCGs are transitioning to), and there were some minor innovations in what was a pretty familiar game structure. Seemed pretty middle-of-the-pack as far as design goes, but I'm not big on the theme, so I'll likely pass on this one. I was greatly appreciative of Patrick teaching me, though.
Next, we played
Blue Moon, using the new Khind and Terra factions. I won both matches as the Khind, with the latter match requiring me to scramble at the end to use my card advantage to wrest several dragons from Patrick. The Terra faction doesn't bring much new to the table, but the Khind deck is a lot of fun to play, as you hope to collect members from the same gang in your hand. Thumbs Up for this title.
Next, Patrick taught me
Super Tic-Tac-Toe, a Pressman release designed by Alan Newman. We split back-to-back games, taking less than 10 minutes. Okay as a filler, I suppose, but I prefer Sid Sackson's Solo Dice for a quick dice game.
Before dinner, I taught a few folks
Einfach Genial, one of the better releases this year, and I'll dedicate three paragraphs in this entry to discuss it. In general, I'm not a big fan of giving strategy tips before playing, primarily because part of the fun of learning a game is discovering these aspects for yourself. Also, there could be some local groupthink influencing these "tips", and I prefer seeing whether a fresh look at the game will bring new insights. In this match, Mimi rushed to complete three of her colors at the expense of the other two, but those two colors were still open enough on the board that she was still considered a contender. I had the same two weak colors as Mini, but I worked more on my defensive play, closing opportunities off for two colors that Doug and KC were so-so on. This left me and Mimi as the main contenders in the midgame, and I used tactical play to defeat her by a slim margin.
Afterwards, I briefly lectured on some of the subtle points of the game. First, you have to recognize when a color is in jeopardy of closing off; in these cases, it's best to get a couple of points in this color now, rather then going for the big score in colors that may be out a bit longer - Mimi's play definitely reinforced this. Second, you have to identify which colors are potential problem areas for your opponents, and then balance closing them out with getting points for yourself. Last, knowing when to complete your colors is key; it's best to get your score for a color just shy of 18, and then only close it when you need the
other hex on the domino to pull off a one-two scoring combo; sometimes, I'll also close it when multiple tile plays allows me to quickly seal off an area before an opponent can play there. It was this last point that gave me the edge over Mimi to win.
Einfach Genial's combination of light gameplay and lack of theme will keep it from getting a Top Shelf rating from me. However, I think it's one of the more underrated releases of the year; the masturbatory nature of the big scoring drops hides a clever system that starts manifesting itself in the midgame.
After dinner, we had time for one last game, and Doug requested that I teach him and Mimi
Royal Turf; it's a good thing Knizia is my favorite designer, as that made five of his (lightweight) designs I played today! Doug crushed us in all three rounds - curse you, Red Fox! They were appreciative of learning the game, but agreed with me the game will shine more with more players.