All posts tagged gaming

A Kutschfahrt is not as uncouth as it sounds

Majcher showed up tonight at Great Hall with gaming goodness fresh from Germany. My very own copy of Die Kutschfahrt zur Teufelsburg (Coach Ride to Devil’s Castle, bom bum buuuuuumm!) had arrived! After a vicious game of Jungle Speed in which Nukes was actually wounded (Marc took a photo of the blood) and several people (including myself) almost took a totem to the face from Marc’s Strength 18 lunges, I peeled off the wrapper and we played us some Coach Ride.

This is the game of Coach Ride. In the game of Coach Ride, the players represent various hotties and consummate badasses in some European country (perhaps old Romania) where Van Helsing is not just a line of clothing, it’s a lifestyle choice. Each belongs to one of two secret societies with their own agendas. They find themselves sharing the same coach, drawn by midnight black steeds pulling the party inexorably closer to the crooked shadow of Devil’s Castle. How to pass the time? Ah, yes, let us have a battle of wits to determine where everyone’s allegiance lies.

The crux of the game is trying to find out who is on your team and who is your enemy. There can be no table talk on this matter: overtly hinting that you are on a particular side is verboten. Instead, a player makes an “attack” on another player. The remaining players decide to side with the attacker or the defender or to sit it out, watching what unfolds. The winner is allowed to look at the loser’s affiliation, gaining one of the most important bits of information in the game. Did the player just attack a friend? From this point on, the winner’s actions should be informed by this new knowledge. The best way to let someone know you are their side is to support their actions. If they attack, you assist in the attack. If they defend, you defend. It is really frustrating when people don’t observe this basic tactic.

Now, it would be too simple if all you had to do was determine everyone’s allegiance. No. Each side is also trying to secure either three goblets or three keys. Without these artifacts, they may not declare victory and they will become the laughing stock of the Romanian Secret Society Review. So in addition to attacks, players may propose trades, in secret, with another player. Everyone starts with two items, some of them goblets, some keys, and the rest weapons or other useful items. Carefully observing two players’ attitudes during a trade can reveal as much as winning an attack. Also, familiarity with all the possible items can inform you as to what is going on and you can begin to theorize why Player A may have proposed such a trade with Player B.

Last night, we played with six people, only one of which had never taken the ride. Overall, the game ran like a well-oiled coach. Allegiances were determined within 2 or 3 rounds and then the gloves came off. Marc’s ruthless eleventh-hour offer of the black pearl (an item which prevents a player from declaring victory for his team) to me actually won us the game. It prevented me from overconfidently declaring victory prematurely. I was convinced that between Nick, Monkeyman Dan and myself, we had three goblets. I knew Dan had two goblets and he had given one to me. Did he give the other to Nick in a trade? Surely one of us had a third goblet! But I was wrong. I had a bag which turned into a goblet when all the item cards were gone, but there was one left in the stack! New Guy on my left attacked me, using his special power to prevent anyone else from joining in. I cleverly forced the conflict into a draw, making him take that last item. My bag was now a goblet! Sensing the planets had aligned, Nick instantly declared victory for our side!

And that’s Coach Ride.

No one ever sleeps here

One of the many reasons that Austin is superior to other cities is that most cool hangouts here are either open to midnight or later or they simply never close.

I went to check out the board game scene at Great Hall Games. I met a bunch of great gamers there. we played Fire & Axe until about 11, hung out until midnight (when the store closed) and then reconvened at the Epoch coffee house (always open) for more gaming. We hung out and played Citadels until about 1:30 AM. They were still going strong when I bowed out to go home and sleep.

Apparently this happens every week. Awesome.

Drey’s Top 10 Board Games

1. House of Whack
2. Puerto Rico
3. Caylus
4. Talisman
5. Cosmic Encounter
6. Runebound
7. Citadels
8. Carcassonne
9. Twilight Imperium v3
10. Lord of the Rings: The Confrontation

Loose Ends

Today Frayed ended. I decided to run it until the story came to an end or I was down to one player. I hadn’t heard from Dave’s player in about a month, so something must have happened to him. It was down to just Andy. The narratives were already too interwoven and it didn’t make sense to go on with just the one character, so I called it. It lasted a year and a half, which I think is a record for me. Some interesting story fodder there, perhaps. The world of the Aegis and John Hightower may appear again at some point.

I’ve accumulated quite a box of chocolates over the years: Neverworld, DreamPunk, P.A.W.N.S., and Frayed. Too bad I’m not a game designer or something… ;)

Talisman

Today I enjoyed a rare treat. I recently learned that a friend of a friend had a copy of Talisman, the board game which inspired me to become a graphic artist. As a kid, I was in love with this game and I made all kinds of cards and house rules for it. But my friends always teased me about my scribblings on index cards. I learned to draw and eventually make computer art so I might one day make better cards.

So today a bunch of people came over to play Talisman. I hadn’t seen it in about 15 years and it was a tear-inducing experience to hold this near mint copy in my hands. I remembered the rules like I had played it yesterday.

Talisman had a powerful influence on House of Whack and it was neat to see some of the cards and compare them to their House of Whack counterparts. As I sat there playing, I remembered being a kid and coming up with new cards and new rules and eventually coming up with a whole new game. And I realized that House of Whack is a million times better than Talisman. I’ve essentially created a game for people who enjoyed Talisman when they were kids but now want something more. I think those people will appreciate the homage. Still, House of Whack makes Talisman look like Candyland.

White Room

You are standing in the center of a small white room, featureless except for a speaker grille mounted high in one corner and a single blue button in the center of one wall.

> I NEED TO TAKE A BREAK FROM USING MY X-RAY VISION DREY

Command not understood. Perhaps there is another way to phrase that.

> CANT TALK— BOMBARDMENT BY KRYPTONITE

Command not understood. Perhaps there is another way to phrase that.

> EXAMINE WALL

Which wall? Please specify the north, south, west or east wall.

> EXAMINE EAST WALL

The wall is a smooth and featureless white.

> PRESS BLUE BUTTON

Click.

A burst of static precedes a man’s voice, coming from the speaker.

“What is your second question?”

> ASK “WHAT WAS MY FIRST QUESTION?”

“Your first question was, and I quote, ‘IS MY DAUGHTER SAFE?’”

“You have used your two questions. Good luck.”

The static swells momentarily and is gone.

> LOOKS DOWN TO EXAMINE ONESELF

You appear as you remember. You are whole and unharmed.

> LOOKS TO SEE IF ANYONE ELSE IS IN THE ROOM

You are alone in the room.

> LOOKS TO SEE IF WE HAVE ANY ITEMS WITH US

[Inventory]

You are carrying a Black Magic marker.

> DRAWS A DOORWAY ON THE WALL

Which wall? Please specify the north, south, west or east wall.

> DRAWS DOORWAY ON THE NORTH WALL

There is now a door in the north wall.

> ATTEMPTS TO OPEN THE DOORWAY

The door is now open. You see a red hallway to the north.

>DRAWS A DOORWAY ON THE SOUTH WALL, THEN EAST AND WEST WALLS

There is now a door in the south wall.

The ink from the marker is getting fainter.

There is now a door in the east wall.

The marker has run out of ink.

There is no ink left in the marker.

>ATTEMPTS TO OPEN DOORS

The east door is now open. You see a blue hallway to the east.

The south door is now open. You see a yellow hallway to the south.

> EXITS THROUGH THE NORTH DOORWAY

You are in a red hallway which meets an intersection to the north.

Static echoes through the hall as a voice emanates from a hidden speaker.

“Subject has exited the white room and is now moving into the red hall.”

> _

Instructions

The next post will make sense to the clever (and perhaps bored) reader. Use capital letters to indicate you understand. It will continue for as long as it has to.

Carcassonne

Tonight at the Tuesday Night Gamers club, I played a game called St. Petersburg where you buy various cards that either give you more money or more points and only do so during certain rounds. Stavros and I had never played, so we got trounced by Alex and Jay, longtime players. As it turns out, Jay was one of the co-designers of the game, a fact he hadn’t mentioned. ;)

Then I got further schooled in Carcassonne, one of my favorite new games. I had been scoring the roads and cities incorrectly all this time. Jay publishes Carcassonne, so he’d know. He won that game too.

I gave him a portfolio of my artwork. Today I even mocked up a Carcassonne-esque set of tiles and put that in there. Thought it might amuse him. I’m not sure my style is a fit for Rio Grande Games, but we’ll see.

It is mine!

I won the PSP! I am SO excited! Thank you, Jason at Insomniaradio.net for picking my story! Can’t wait to play Lumines again.

An extraordinary evening

The other night I went to this local board gaming group and had a completely unprecedented experience. First of all, this guy has a whole guesthouse just for games. His library contained pretty much every Euro game I had ever heard of. At least 150 games. Then he introduces me to one of their regular members, the owner of Rio Grande Games. I got to playtest two games, one that was a prototype, one that isn’t available here yet. They were really fun. There was also a stack of games that debuted at Essen (the big German game expo) that you can’t get here yet. Just sitting there!

And get this: when Jay, the owner of Rio Grande, found out I was a graphic artist, he asked me to bring him samples of my work next time because he needed a graphic artist for an upcoming game. It was like a weird dream. I didn’t even push for any of it to happen, he was just there and he asked if I did graphics for game design. I would not mind doing graphics for a board game that would be published by one of the most recognized publishers in the world.