Tuesday, April 24, 2007

Baycon 2007

I enjoyed Baycon once again this year; perhaps more than previous years because I decided to take a more relaxed posture. That translates to "I played less games"; there are many excuses but the real reason is I found it difficult to keep the pace a lot of the time. The result was I actually refused to play sometimes when offered a place in a game.

People attend conventions like Baycon for different reasons; some come along to play specific games, such as the group of rail gamers who spend an inconceivable amount of time poring over their 18XX maps, markets and money; some come along aiming (or at least hoping) for the big prize, the Victor Ludorum, some are very selective about what they play for this very reason; some come along because they have a new game they would like to show to and test with the gaming community; others (and I probably fit this category best, though most of us gamers
fit all of them at one time or another) like to try games they haven't before, or even acquire them. Undoubtedly the greatest overall aim is one of pleasure and leisure; despite feeling like I'm flagging while the pace increases year on year, I have gained a lot of both at Baycon 2007.

New to Me

I played one or two games that I hadn't played before; as I said above that is half the reason for going. The first unfamiliar game I enjoyed was Portobello Market; this is your typical short, sharp shock in Euro form. The game is loosely based around the much celebrated market that grew up out of a few backstreets in London (as seen in Bedknobs and Broomsticks, and frequently on the recent spate of antiques television programs). The game is less about markets and more about the abstract placement of stalls to score the best points. I liked it, but not enough to buy my own copy. It seemed to me a little too short for what it is; I think better games are around to fill the same time frame (in particular Web of Power - just my personal opinion). Portobello Market is staying off the shopping list for now.

The next new game I played was Colosseum, Kramer's latest release and Days of Wonder's latest publication. This is an interesting blend of the modern and the traditional; the latter aspect seems to have upset the more hardcore element amongst the community (actually I found it a little bit disappointing myself). Players each run their own arena in the city of Rome and try to attract the greatest audiences by putting on the best shows. If you're lucky enough to have a Senator, a Consul or even the Emperor himself visit then that event will rise in everybody's estimation and your reputation as an impresario will skyrocket (well, increase a good deal anyway). The background and theme are very pleasing, the production quality is as expected from DoW (fantastic!) and the whole design has been well thought-out. The biggest complaint is, however, the manner in which the pawns (Senators, Consuls and the Emperor - and beautiful pawns they are) travel around Rome. This is usually under the random influences of the dice, and some players felt that it was unlikely they would garner any real benefit from them simply because it was unlikely they would pass by their arena more than once. I am not so sure it's as cut-and-dried as that; these characters present more benefits than a straight score increase and what won me the game was taking advantage of these as often as possible (which allowed my arena to really stand out on the penultimate turn, giving me a score of eighty-five that nobody could top). Did luck play a part? Most probably, but I think it was how such luck was taken advantage of that gave me the edge. This remains on my wants list tentatively - only because I think others in our group might avoid it.

I was roped in to a game of Outpost on the second day, playing my first game with three other veterans. I had arranged a trade for Sceptre of Zavandor with a friend (cheers Steve) and I was therefore quite keen to try out its predecessor. The game is one of economics, you have to gauge the rate at which you step up production of various
resources in order to make enough money to improve your builds. This original version had a science-fiction theme unlike its successor which follows fantasy; I cannot say which I prefer more as I have yet to play the new adaptation, but it clearly owes a lot to the original. I came in horribly last, which is only to be expected in a many-faceted game which you have never played before; still, I find myself wondering just how scripted such a game might turn out and if it wouldn't come down to the luck of the draw once I know the script. Hopefully I will have my answer in the next month or so.

At this point I have to formally thank Geoff Brown for roping me into some Werewolf; I
took a seat for the second game and my inclusion meant there was an extra werewolf. I don't go much for party games, but this was great fun. It was the first time I played and (typically) I almost gave the game away when I almost revealed my identity without actually directly revealing it (or is that a viable strategy - I don't know). What really made the game was the adjudicators' prose (there were three different ones in different games); how we all chortled when Sue was described as the "village virgin", or Glen the "local sheriff". How everybody else chortled when I was called the "village thief" or "local scally" (don't worry if you don't get it - it's just some annoying anti-Scouser thing).

At this point I have to thank Geoff Brown again, for introducing me to Bolide. For those of you who don't know, Bolide is a bit of a thinking man's Formula One in which all of the cars utilise a simplified vector system for movement. It's clever, but perhaps a little too clever for its own good. There is absolutely no way I would be able to introduce it to our group so for now it has to stay off the wishlist. I managed to grasp the system fairly easily with only one or two hiccups as we were only playing the basic game (as in there were a lot of rules we ignored just to keep it running smoothly - don't ask me what they were); but when everybody else managed to grasp it (approximately half way around the first lap - or one hour later) I couldn't see them for dust.

There were one or two little games I got my first play of this year. I won't say anything about a crazy little card game called Saboteur I was introduced to, other than this; either we were playing wrong or it's broken. Yes, I'm still going to be sulking about this one for some time to come. The other was Pickomino; roll dice, eat worms, win game. A very nice, very quick dice game indeed; now I can see what attracted people to it in the first place, but I don't think I'll be rushing out for a copy or anything just yet.


New to Everybody

I can't remember which night it was (probably Saturday night, Sunday morning) but I was (surprisingly) one or two pints under when I was introduced to Phoenicia, the latest upcoming release from JKLM Games due out for the UK Games Expo this Summer. The version I played was not the final version (naturally) as it was a sort of playtest (to which I contributed nothing but my presence, I'm afraid). One player described it as "Outpost light" and I nearly ducked out; but thankfully it seems a lot more forgiving, a lot less scripted and a lot shorter (well, about half the length of a game of Outpost at the most, to give a rough estimate). I can say I am looking forward to the finished article; but I don't think it can even hold a candle to last year's On the Underground. Of course, that's a matter of taste; I would wager this is more the type of game your average eurogamer is looking for.

I was also lucky enough to have a go of the upcoming Warfrog title Brass (no points for guessing the designer). Again, this was a playtest of a game which is all but completed; naturally I had very little to contribute and mainly sat back and enjoyed it. Brass is already on my wishlist as a "must-have" and already holds a place close to my heart simply because of the setting. Players assume the role of industrial moguls in the North-West of England during the industrial revolution. I'll say no more about the game itself because I don't know what the final product will look like; what I will say is if you're a Wallace fan (I suppose I am - but I haven't got as far as building that shrine yet) you'll enjoy it and if you find his games a little too convoluted at times this will be a welcome departure. It isn't light by any means, and follows his signature design methodology closely; what's different is the whole game structure is easy to grasp with very few fiddly elements.

Reiner Knizia was showcasing one of his latest releases; Risk Express, which hasn't yet made it into an English-language version. Like other games in this series it is a dice game based on the original game from which it takes its title. Now I didn't get a chance to play, but he ran a little tournament in which the highest scoring winner got a nice trophy and a free copy (I seem to recall). I know Reiner knows his dice games, so it has to be worth a shot; but I'll keep it off my wants list for now.

Acquisitions

I had arranged a trade with Steve Kearon, and Steve had carted his half of the trade all the way from Cardiff. I had carted my Wife and Mother, and not surprisingly forgot my half of the trade. I was a little upset, but I got them off to Steve the day I returned home. Steve had brought me Really Nasty Motor Racing, Factory Fun and The Sceptre of Zavandor. Like just about everything I got from Baycon, I haven't had a chance to play any of them just yet; but it's early days. Hopefully I will get Factory Fun on the table tomorrow evening.

I bought a trio of self-published titles by StrataMax Games from the Warfrogs; Iroquoia, Silver Mountain and Congo Line. I'm looking forward to trying them out; Max Michael has apparently had some success with one of his titles being picked up by a big name later this year (of this I know nothing and can only speculate - Credit Mobilier, perhaps?).

I also bought a couple of games from the shop; Galactic Destiny and Parthenon - both of which I look forward to playing during my long game sessions. I was informed by a group that had played Galactic Destiny earlier the same day that it was very good, but the end conditions suffered. I think I can understand why; there's a Supremacy Clause (a system by which everybody can be forced to lose) within the rules which, it appears to me, could all too easily be exploited by a trailing player. But, I am willing to ignore that for the time being; as it states in the opening paragraph of the rules that if you don't play to win then the game won't work as well as it should (and it is to this situation they undoubtedly allude).

Well that just about wraps it up for another year; perhaps I'll remember a few more anecdotes later, or post a few photos (if I can be bothered - which is about as likely as me taking them in the first place). I probably do have a bit more to say about Baycon but I'll save it for later. For now, I will convey one last time my appreciation for what the committee manage to achieve every year with the UK's premier games convention. See you all next year.

6 comments:

Razza said...

Hmmmm...... chortling at me being called the village virgin?? Cheeky beggar!!

Local scally/village idiot ?? Much harder to refute ROFLMAO!!

Steve Kearon said...

Baycon was fun. Like you, my preference is to try games I haven’t played before – this year I managed Basari, California. Garden Competition, Giganten, Glory To Rome, Khronos, Kunstmarkt, Maloney’s Inheritance, Showmanager and Villa Palletti.

I was particularly pleased to finally play Garden Competition, because I've owned a copy for about 18 months without managing to play it. It turned out to be quite a good game – quite restricted decisions and an interesting “weed” mechanism. First time out it took a little while to get all the bits & pieces set up, though.

Khronos was also a high point. I’d bought a copy at Spiel06, but couldn’t convince myself I could teach anyone else the rules. After you & Neil tutored me, I’ve got a game planned with my regular Sunday group next week.

Also, thanks for introducing me to Maloney’s Inheritance. It’s just the sort of thing that should go down well with my kids – I’ve an ebay copy en-route to me now.

Thanks for the photos – my belly & me scratching my ear; I can’t help but feel you didn’t capture my best side.

Fellonmyhead said...

razza
ROFLMAO!!

Don't tell me - Really Old Female Likes Making Animals Orgasm?

Alright, calm down; I was only kidding about the old bit - I wouldn't know about the animals, it was just something I overheard . . . ;)

Fellonmyhead said...

steve kearon:
Thanks for the photos – my belly & me scratching my ear; I can’t help but feel you didn’t capture my best side.

Don't worry, I got your best side while you were playing Khronos (is the front your best side?). Not sure when (or where) I'm posting that photo yet, but the expressions on yours and Neils faces are priceless (deep, pondering thought edging towards confusion - love it!).

Razza said...

Oh you are soooo going to regret that one.......!!!!!!!

Clive said...

Thanks for the complements, always nice to know that gamers enjoy the work the team puts in.
Clive