Archive 2016

We are the people!

We played Wir sind das Volk! for the second time on Sunday as a learning round (this time two decades). I am still enthusiastic, Juliana is still a bit hesitant, but she likes it too. The second time went much better for the East, the economy there was struggling but functioning and sustainable for the two decades - whether it would have survived the next decade is rather doubtful, because Juliana was able to drastically boost the economy in the West and I couldn't keep a federal state at a low economic level this time. It's exciting when you see the board with all the economic connections and the clear difference between East and West becomes apparent - for example, in my case a socialist stronghold in Mecklenburg-Pomerania because mass unrest kept breaking out there, central economic concentrations in Brandenburg, Berlin, and Saxony. The West is definitely easier to play, as you can primarily focus on economic development there and only occasionally throw a spanner in the works (economically) with suitable events, while the East constantly has to fight against collapse and scrap together its economy from the strangest corners, fighting growing unrest in the population with ideology and suppression. We probably only made minor mistakes in the first decade with the republic flight (there, it is alternately decided which economy disappears), otherwise the two decades ran very smoothly - which speaks for a clear rule system. The decade-end phase also went more smoothly, even though this part really seems a bit fiddly - but since you go through a checklist there, you can hardly forget anything. However, it is a small lull in the flow of the game, especially because you go through the checklist according to the instructions at the beginning (there are practical graphic checklists on BGG, which are - if you know the whole thing quite well - probably much faster than going through the text).

What I consider worth reading during the week and did not want to link separately, collected here and uncommented.

Hoplomachus: Origins has had me in its grip with its solo trials for a few days now. These are less of a full solo game and more like small scenarios with the challenge to break them - to find a solution by combining gladiators, tactics, and moves that can reliably defeat the scenario. Very quick to play and the AI for the opponents is surprisingly effective despite its very low complexity. It's quite fun and can be played quickly in between other things.

"We are the people!" came to the table for the first time with Juliana yesterday. As with my first solo round, however, only for the first decade, because that already shows all aspects of the game for the first learning, but does not immediately overwhelm you with the full program. With this game, I hope that Juliana's interest remains, because it is really very well made. It is essentially a mix of resource management with a bit of area control mixed in and - for the East - a good dose of State of Siege. Both sides play very differently, the West plays an economic development game with integrated attacks on the East with ideology and standard of living, the East is constantly fighting for survival and trying to put out all the fires, so in principle classic scarcity management. The West wins through the dissolution of the East, the East only has to survive until the end to win. From these very asymmetrical approaches and goals, a exciting tug-of-war between the two German states then results. The whole thing seasoned with a historical theme. Very cool.

zeromq/netmq: A 100% native C# implementation of ZeroMQ for .NET was completely unknown to me (the C# version, not ZeroMQ), but it is a really exciting project for .NET enthusiasts. Directly in .NET without external libraries or even servers, you can build various 1:1, 1:N, N:1, N:M communication structures with diverse behaviors (Pub/Sub, Broadcast, Req/Resp, Fifo - basically everything that ZeroMQ can do). It makes a very good impression (ok, no surprise, it is after all an implementation of the original ZeroMQ in C#, and ZeroMQ was absolutely brilliant for its purposes). And of course, it is interoperable with the original ZeroMQ.

What I considered worth reading during the week and did not want to link separately, collected and uncommented here.

My first COIN (Counter Insurgency) game is Cuba Libre - and it came to the table for the first time yesterday. What a great system. It is complex with many elements, but the material (board, player aids, sequence of play aid) makes it easy to follow the flow of the game and not forget in the middle whose action it is, who is next and what they are allowed to do. Thematically, the game is also very well connected with the mechanics - the Syndicate builds casinos and grabs money where they can, but are relatively locally active, the Directorio forms many smaller cells across the island and tries to disrupt both sides and position itself in many parts of the country, Batista squanders his money (which he gets from the USA and the Syndicate) on massive police and military actions against the rebels and Castro's side tries to convince the regions of the revolution and to motivate as many regions and cities to oppose. My game was Castro against the rest (controlled by bots) and unfortunately was not successful - the Syndicate had corrupted the country too much. The bots showed quite well the character of the other factions. Ok, the whole thing took 5 hours, but it was also the first game. Next time it will run more smoothly. And there will definitely be a next time, the game is simply fantastic. And I am already looking forward to the upcoming expansion and the two upcoming COIN games about the Gallic Wars and the American Revolution. Cuba Libre only has about 56 cards, so I am already thinking about translating them - then I would also have a chance to play it with Juliana. More complex than our usual gaming fare, but worth it.

After a long break, I played Sentinels of the Multiverse again. It's still a really entertaining game. But I'm increasingly noticing that while it's a lot of fun, keeping track of various effects in the paper version really takes away my desire to pull out the cards, so I prefer to play it on the PC or tablet instead. Which is a shame, but I notice even in the digital version that there are moments of "oh, I didn't think about that modifier anymore," and in the paper version, it becomes really annoying. Even the many markers don't really help. On the other hand, it's a purely cooperative game without decisions for the opponent, so it can also be well implemented on a computer. For a solo game, this is perfectly fine and much more convenient.

I received Hostage Negotiator a few days ago and tried it out. A very interesting implementation of an exciting topic. It has the classic wargame structure: decide on a plan and the dice tell you whether the plan succeeds. The chances for this are not particularly good. Therefore, it reminds me of the State of Siege games like Soviet Dawn or Cruel Necessity, where it is the same. Here, too, you always have to keep an eye on the risk, but luck plays an even greater role than in the SoS games. Therefore, I don't know if it will stand the test of time alongside Soviet Dawn (which is even faster to set up) - but it has the advantage of higher variability. Compared to Space Hulk: Deathwing, it stands up well in my opinion, the box is also small, a series of expansions bring variety, so it will at least have a place as a travel pack. And it will certainly spend some rounds on the table.

Soviet Dawn is another State of Siege game. This one was included in C3i 27, a real bargain. Thematically very dense, as with all State of Siege games so far, the playtime is much shorter than in Cruel Necessity. I like it very much, despite the dice fest it is already noticeable that you have a chance, but only very narrow. Thanks to the short playtime, good chances to hit the table more often, just because I find the theme (early Soviet Union after the revolution) exciting. Nice solo game for in between.

Junior General is a very interesting website with many (free!) paper "miniatures" for classic miniature-based wargames such as Professor Sabin's Lost Battles: Reconstructing the Great Clashes of the Ancient World. Easy to produce (print, fold, glue, done) and give the battlefield a 3D feel with minimal time and money investment.

What I considered worth reading during the week and did not want to link separately, collected here and uncommented.