JN rambles about 22 titles from Spiel that he’d love to be playing.

This is the paragraph of the Spiel preview where I talk about how things are different this year. Pandemic and all that. But for me, I think it was going to be different anyway. I’ve reached the point -and I hate to use “reach” because I think it implies an aspirational quality that I don’t necessarily want to- where I’m not worried about excavating the various previews to make sure I don’t “miss out” on something I might’ve loved.

It was the first year I went to BGGCON, me with my spreadsheet ready of a hundred plus titles I wanted to check out, and the fellow next to me in line had a list of 0. None. It blew my mind that he hadn’t done any research, but now that’s me. Whether I’m older and jaded; older and more experienced; have enough of a backlog of unplayed games; have enough games I love; know that those around me will keep up so it’s not an obligation I need maintain; or the virus was worn me down –regardless of the reason, this is where we are.

Which is all to say that for no reason, here are some games I’m looking forward to from a Spiel that isn’t happening. :) Dale said hey, does anybody want to write a Spiel anticipation post, and, well, with no strings attached this year (like going to Essen or BGGCON or PaxU), the anxiety I get from feeling like I can’t miss a title and have to hit each title in the list perfectly was gone! So I’m in.

I’ll start with Cantaloop.

Lookout’s website gives it a Q1 2021 probable release date, and I don’t know if it’ll fit BGG’s definition of a “game”, so it may not be added there. But it’s a treat. In the tradition of point-and-click adventures, the recent Graphic Novel Adventures series from Makaka/Van Ryder, and the object-combining of something like the Unlock series, it’s a “playable thriller” –a book, some cards, and some other bits. You’ll have that sort of puzzle to solve, but in a creative way that is dripping with humor and a colorful story. I “love” it. (This one is a bit of a cheat, as I’ve had a chance to try it.)

I’m looking forward to trying Friedemann’s Faiyum. Removing cards from my deck is one of my favorite parts of “deck-building” games (and I’ll always call “trashing” no matter what a specific game’s rule calls it), and I’m excited to see how he’s used the mechanic here. With Fine Sand and Fish, Farewell, Forever, games about total deck destruction were almost starting to have a moment, and while that’s not what this seems to be, it looks like it pokes and prods and dances in a corner of the deck-building space that is in that neighborhood and should be interesting.

While you might not guess as much if you follow my trick-taking tastes closely, I do enjoy the simpler end of things, though it is a genre I just adore. The one that has my eye from Spiel this year is the Indian release HONEYSCOUTS -though I’m not sure yet how the spacing or capitalization goes on that.

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IGA Announces the Finalists for their 2020 Game of the Year

The International Gamers Awards (IGA) have announced the finalists for their 2020 Game of the Year award. The five finalists, in alphabetical order, are:

  • Azul: Summer Pavilion
  • Barrage
  • Imperial Struggle
  • Maracaibo
  • The Crew

A total of 12 games received nominations. The seven non-finalists are listed below:

  • Crystal Palace
  • Ecos: First Continent
  • Marco Polo II
  • On Mars
  • Paladins of the West Kingdoms
  • The Taverns of Tiefenthal
  • Tiny Towns

The overall winner of the award, chosen from the five finalists, will be announced during the Spiel Digital event this week. The announcement can be tracked on IGA’s Facebook page: https://www.facebook.com/InternationalGamersAwards/

There is usually a second IGA award, for best 2-player game of the year. Due to the difficulties associated with the Corona virus, it was decided to only have a single Game of the Year award for 2020, for which all games, regardless of the number of players, would be eligible for.

The IGA committee sent us the following release:

“The International Gamers Awards were founded in 1999 to recognize outstanding games, their designers, and the companies which publish them, and the awards have been announced every year at Spiel in Essen.  The awards are truly international in scope, with committee members representing countries throughout the world. This year has been a particularly difficult one, since for obvious reasons it has not always been easy to play the new releases face to face. Nevertheless, we are proud to say that the team, spread out across the world, has come together to announce the 5 nominees for IGA Game of the Year 2020.

For previous year’s awards, you can check out the website 
http://www.internationalgamersawards.net/winners-and-nominees
.”

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My Mind is Boggled: Which Edition of Boggle Should I Keep?

I own two versions of the word game Boggle, one from 1977 and the other from 2003. While continuing to whittle down my game collection to a more reasonable size (it once topped 1,000 games) and after consulting with my wife, I decided there was no need to own two copies of Boggle.

But which one to keep?

The 1977 edition has sentimental value and a sand timer. The 2003 edition (the “Game Folio” edition) has a zipper container, an electronic timer and a sleeker, quieter dice box.

Then it hit me… perhaps the most important question is this: Are the dice the same in both editions?

Each version had a single die with a “Z” on it, so I compared those:

1977: A-D-E-N-V-Z
2003: H-L-N-N-R-Z

Wow! Huge difference. How about the dice with “Qu” (again, one from each edition)?

1977: A-B-J-M-O-Qu
2003: H-I-M-N-U-Qu

Another massive difference!

But were the letters simply rearranged, or was the actual distribution changed?

Answering that question would require a lot of work. Pencils. Papers. Spreadsheets. A visor with a built-in headlamp.

So I did what any sane human would do. I turned to Google. And I found that someone else had already done the work.

The person or people at Bananagrammer.com put together a wonderfully deep analysis of the changes in the Boggle cubes. I love them for that.

The entire article is well worth reading, but here’s the tl;dr version:

There are more Ts and Hs (among others). There are fewer Bs, Cs, Gs and Ks (among others).

Based on the Bananagrammer tests, the new letter distribution results in an average 12% increase in available words per game of Boggle. The average score increases from 128 to 150. The average word length increases from 6.6 letters to 6.8 letters.

Armed with this knowledge, I still had a choice to make. Which copy to keep?

The answer was now obvious.

Everything essential from both versions fits into the 1977 box, so I’m keeping both! (But still saving space by getting rid of the Game Folio edition container.)

Thoughts from other Opinionated Gamers:

James Nathan: OK, I’ve got a 96 Boggle Deluxe that I either inherited from my grandparents or bought in the basement of a used bookstore in Syracuse (where I first saw the things that led me to discover BGG) or somewhere else I can’t remember. (Even if I didn’t buy this at that bookstore, I did buy a copy of Body Boggle there.)

Boggle Deluxe is a 5×5 grid (only recently did I discover that there’s a Super Big Boggle that is 6×6). My cubes are:

In comparison with the Bananagrammer link, I’m struck by my two cubes that have 4 Es on them, and that a single cube contains six letters that only appear once: B, J, K, Qu, X, and Z! With 9 extra cubes, this edition really limits those letters – in the “New” edition from Bananagrammers analysis, each of those are on different cubes.

While acknowledging that how often a letter appears on a face is not related to how often it could come up because of multiple-faces on one cube, I was struck by a few differences between my set and the “New” edition, as well as the general distribution of letters in English words. For instance, even with 9 extra cubes, my set has 1 less B and 1 less V. (The largest increase in my set is 2% more R faces (11 versus 5).

But the general distribution of letters in the language is where things get more wonky, as B occurs in around 2% of words, but is 0.67% of faces in my set – one face of one cube. While I suppose that gives it a 16.67% chance of appearing, it seems incongruous that Y, appearing in 1.77% of words, is on 2% of faces in my game, with three occurrences on three different cubes! W is similar, 1.28%, but 2% of faces with three on three.

Some of the intra-cube correlations are interesting too. For instance, if a cube has a D on it, there’s an 80% chance it has an N or an O. If it has an F, there’s a 100% change it has an R or an S. An M will def. have an E. (BTW, my hands now spell definitely as “def.” by default as it’s one of those that I’ve never been able to get the spelling down on.) Anyway, a P will def. have an I on it. My Y cubes alway have Is and Rs. Yet, for the “Classic” and “New” sets, even these correlations are different. For instance, while the “Classic” set a D cube has a 75% chance of having an N and a 50% chance of having an O, the “New” set has no D cube with an N or an O! The “Classic” Ys are only 33% likely to have an I or an R, and the “New” set is 33% I, 67% R.

There’s something going on with H also. It appears on 4 of my cubes, but on 2 of these, it appears twice. I’m not good at statistics, but H had the biggest likelihood of appearing more than once on a cube where it appeared at least once.

Looking at some of the relationships from both directions probably sheds some light on something too (but I don’t know what). That is, for cubes with an A, there’s only a 25% chance it also has an M, but for cubes with an M, there’s a 75% chance it has an A. If it has a T, there’s a 22% chance it has a W, but if it has a W, there’s a 67% chance it has a T.

I’ve certainly had a feeling over the years that something was… amiss with my vocabulary when I played Boggle, as it seemed like it fell into certain ruts and I found the same words over and over; I chalked it up to some sort of recency bias in my cognitive processes, but perhaps the phonology overlords at Hasbro have shorted some long prop bets on how long -RY words or those that contain a B and a K will last in common usage!

(FYI, the dictionary we use as our Honorable Boggle Judge we picked out based upon which one had the quantum particles I wanted to be able to get approved. Muon was the tough one.)

Recently, I thought I might quit working and try to go to grad school to study biochar, but perhaps I’ll go back for some sort of statistics and linguistics combo program where I study Boggle letter distributions. (Also, I just realized, my B-cube means I’ll never be able to spell kwijibo!)

Joe Huber: Completely unrelated to Erik’s Dilemma — but I have two Boggle-related thoughts.

First, Boggle is nearly the only game I play with my wife. Not a physical copy, but an iOS implementation; we’ve been playing an average of about half a game a day for many years now. We do play occasional other games together, but not nearly so often.

Second, the Children’s Museum in Boston used to have — maybe still does; it’s been years since I’ve been there — a recycling store, where they sold various items that local companies no longer had need for. And Hasbro is a (relatively) local company. So they have a number of game pieces, including — cubes from Boggle. While some of the other bits were useful for game design work, I picked up just five of the Boggle cubes — to put in my game room, and spell out GAMES. FWLIW, those five cubes are: AEEGMS, AFIRSY, AEGMNN, AAEEEE, and CCNSTW.

This photo, taken by Opinionated Gamer Melissa Rogerson, caused some confusion as we discussed this article. Not about the young girl (Melissa’s daughter), who was apparently terrorized by the idea of playing Boggle, but by the distribution of the letters on the dice! Is that tray even possible? What about the tray on the box cover? Melissa lives in Australia… so is this yet another edition of Boggle?

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Opinionated Gamer Spiel Want Lists Part 4

Craig’s Essen Watch List

Normally I would have a much longer list as we get ready for Lobster Trap, but no event means paring things down. Here are eleven games that are high on the radar in no particular order because I just couldn’t do ten.

  1. Anno 1800 – Wallace’s games are always worth trying for me. I’m pretty excited to see what this one brings to the table. 
  2. Bonfire – Feld has been hit or miss for the last several years. Fingers crossed this is on the hit side of the equation. 
  3. Paris – The last Kramer & Kiesling title flew under the radar a bit. Like Wallace & Feld, the designers alone make this a must try for me.
  4. Renature – Kramer & Kiesling again in a lighter game is a tough one to pass up. 
  5. Tawantinsuyu – I’m starting to feel that Tuczi games are more complicated than complex, but my curiosity gets the better of me and I’ll have to check this one out. 
  6. Praga Caput Regni – I don’t always like Suchy games, but when I do, I really, really like them. A lot. Such is another designer on my must try list. 
  7. Macaron – Promenade was my hit of Essen 2019 which puts Ta Te Wu on my watch list. Trick taking games are always on the watch list too. 
  8. Cloud Age – Pfister tends to be more hit than miss for me. Color me intrigued
  9. Cafe – Not sure what is making this game intriguing, but something feels like this is a good one to take a chance on. 
  10. Influentia – More trick taking. 
  11. Lost Ruins of Arnak – CGE has a pretty good track record with me. Will this use deck building in a new and interesting way? Will it be too tactical? I’m going to have to find out.

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Preview: Hegemonia Senki

  • Designer: Hiroyuki Sadamatsu
  • Artist: Ryo Hirata
  • Publisher: Studium Mundi
  • Players: 2-5
  • Time: 45-60 min

Hegemonia Senki aka Epic of Hegemonia was initially released in 2018 but a new version will be coming to Kickstarter Oct 22 (I am not affiliated with the project). In the game you take control of different lands to get resources with your meeples then spend the resources to make advancements.  The goal is simply to build all your bases and control Hegemonia.

Game Play:

Each player will control one of 10 different factions. 5 of the factions have more advanced rules. 

The recommended starting factions are the Humans, Slime, Aliens, Dragons and Elves. Each faction has the same basic actions with faction specific abilities. For example the Baby Dragon counts as a value 2 piece, the slime pieces are allowed to stack and the Alien bases are mobile (normally bases can’t move once they are built).

The board consists of several lands or territories, the number dependent on the number of players.

On a player’s turn, they reveal resource cards equal to the number of players and place them in their respective lands. Then the player may spend movement points to move a meeple or spend it to move another ration from the land where the player has meeple presence. Then every land’s resource is distributed to the player with the majority of meeple power (not plurality) of the land. If no clear majority exists the resource stays with the land until the next round. Players are allowed to trade with other players as well as trade 2 for 1 random resource from the deck. There are also “snatch” cards in the deck which allow players to take a random card from another players hand or the top of the deck.

Then players are able to develop advancements including new bases or bring in reinforcements in a land with one of their bases.

The game ends when a player has built all of their bases.

Thoughts: 

Hegemonia Seki has elements of area control. I seem to hear a lot of gamers say they dislike area control. I can empathize as I really dislike games where you spend a whole game building something up to have an opponent destroy it in one turn. In Hegemonia Senki  with the basic factions control is the result of manipulating the pieces which is more satisfying on the care bear scale and focusing more on building rather than destruction.

Hegemonia Senki is an easy to learn and fun game that is short and sweet. You control very few pieces but each move is interesting. For example choosing to move your opponent into a different country to prevent another opponent from having majority while allowing you to gain a majority. Choosing to increase your meeple number/strength vs gaining more movement points in the development phase. Different factions provide a lot of diversity to the game play. I haven’t played the advanced factions but they seem to add an additional faction specific action with a bit more player interaction for gamers that like that style of play. I really enjoy the differences in the base factions. Lately shorter games with lots of nice decisions have worked out well for after work game play and Hegemonia will fit perfectly for me.

 

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Dale Yu: First Impressions of For Sale Autorama

For Sale Autorama

  • Designer: Stefan Dorra
  • Publisher: Eagle Gryphon
  • Players: 3-6
  • Age: 8+
  • Time: 15-20 minutes
  • Played with pre-production copy provided by Eagle Gryphon

*** Note, if you have read my post from earlier today about For Sale and the Advisors expansion, you have pretty much already read this.  For Sale: Autorama is a rethemed version of For Sale and the Advisors expansion.  Instead of having the game based on the real estate market, the game is now centered around the auto industry.  The artwork has been changed to meet the new theme, but otherwise gameplay is identical to the regular For Sale and Advisors expansion.   Below I will reprint the bulk of the previously published review with the new art and the new terminology.  I am running this in a separate post as people may search for them differently. ***

For Sale Autorama has just come up in a new Kickstarter campaign – https://www.kickstarter.com/projects/eaglegryphon/for-sale-autorama-and-for-sale-advisors-expansion

This new version of the game includes the base game as well as the new Advisors expansion.

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