King of Tokyo

在年前的打折消息里面注意到了King of Tokyo这个桌游。画风和背景看起来都很卡通甚至略显幼稚,但设计者Richard Garfield是万智牌的作者,这一点让我觉得这游戏应该不至于太肤浅。加上手里的桌游组合也需要一个party game来补充一下,于是就入了这个。

入了以后玩了两次,一次两人,一次四个人带Power Up扩展。初步印象是很不错。一次掷一把骰子,然后选其中n个重掷这种设定看起来很欢乐很靠运气,但其实策略性也挺强。游戏的核心机制是一个玩家进入东京当“东京之王”然后战其它所有玩家,初看起来像是斗地主,但真玩起来就发现大家普遍会在东京进进出出,几乎没人能在里面连着待上几轮。游戏的两种获胜方式(VP和HP)又让场上的局势变化得很快,中后期可以战得很激烈。

如果打算入这个游戏的话强烈推荐Power Up扩展,很便宜。基本版的怪物之间没有什么区别,这个扩展给它们加入了个性化的技能。另外这游戏本质上还是个party game,人多一点比较好玩。

 

The Castles of Burgundy

上周偶然看见Amazon上的Daily Deal是桌游,然后进去扫了一下发现这个叫The Castles of Burgundy的游戏没听过。查了查发现还挺有名的是2011年新出的游戏现在已经是BGG上的第12名!于是果断拿下。说起来还真是挺久没怎么关心桌游的消息了。。

周六组了四个人开了两局。今天晚上又和xw开了一局二人的。大致有些感觉了。这游戏虽然是六角形的地图还有掷骰,但是跟卡坦岛八竿子打不着。。可以认为比较像农场主,大体上属于工人放置类的游戏。每回合掷的两个骰子就是两个行动,骰子点数会决定你可以用这个骰子做什么。对于这种需要计算的游戏来说,加入一些骰运的成分还是要轻松不少,可以把精确计算的规模限制在比较小的量级,让玩家更注意大局而不用埋头苦算太久。

这游戏的得分方式十分多样,有养动物,运货卖货,修建筑,造科技拿bonus等几个类别。跟农场主不同的是短板并不会扣分,这样玩家挫折感会少一点。不过几盘玩下来的感觉是每种路线多少也都会走一点,因为游戏机制和版图限制使得每种路线走到后来的边际效益越来越低。所以这游戏玩起来不是那种逐渐加速越到后来一个行动能赚的分数越多的类型,前期的行动得分常常就挺多,后期计划不好恐怕还会觉得无事可做。节奏感比较独特。

到现在的感觉是这游戏的平衡性不错,完成度很高。随机性相当强所以也不算太hardcore。排名这么快就升到前列不是偶然。

Cards Against Humanity

As its official site introduces, this is “a party game for horrible people”.

The rules are extremely simple: one player draws a question, the other players pick an answer from their hands (each player has 10 cards). The player who draws the question reads all answers and picks his/her favorite one and give the “awesome point” to that player gives this answer.

This game is awesome because of those hilarious questions and answers. And please be aware that most funniest cards are “inappropriate”. I have to say this card game is full of sexual and racist stuff, but in a good way. So make sure you’re playing it with a group of people who can have fun from it! Then it will be awesome! This game is not for decent people, no.

Note for ESL readers: you probably should have more native English speakers in the game, otherwise “dictionary time” will be too much.

Ninjato – 忍者刀

这个游戏刚入手不久,却是已经玩过三次了,而且是分别开过2,3,4人局。主要是上周末连着玩了两天,因为玩桌游的老朋友哈利跑来纽约了……

Ninjato这游戏一上来吸引人的地方主要是它的背景设定。日本忍者听起来就很有趣,练武学技能什么的也比盖房子听起来好玩些。玩起来就会发现这游戏随机性颇大,所以还是挺刺激的。

游戏机制本质上还是典型的工人放置类。每回合每人只有三次行动机会,主要要思考的就是这三次行动都用来做什么。而整个游戏也只有短短七回合,所以节奏挺快的。三人局即使是新手也通常可以在一小时内完成。

游戏里的要素挺多,通过资源和胜利分数连接在一起。初玩会感觉要素之间不太平衡,比如会感觉使节比谣言重要。再就是有些评测写过的,似乎战略比较固定,总是先学技能再拼使节最后抢谣言,于是主要就是在比局部战术。按理说这么多要素应该允许更多战略流派才对。不知道玩多了会不会有新的体验。

最后要说的是这游戏三人最佳。俩人变化有点少,四人的话就感觉场面很混乱。因为一共是三个家族,于是三人很容易形成三足鼎立的局面,四人就至少有一个人没地盘得到处捣乱。其实四人也还满好玩的,就是节奏稍微有点慢。三人的话感觉down time很短,很快就能轮到自己。

最后再贴一下刚入手这游戏的时候某人的照片好了

Some Patterns in Dixit

Dixit has been a really popular party game since we came to US. On New Years Eve I taught some American to play that. It was a bit tough to explain this game to them, especially about how to score. However, the interesting part is how they put together the “word”. One of them said an artist name, because the picture is related to the most famous art of this artist. This is a working way, as long as someone knows the artist, but not very fun. Because it turns the fun game to a knowledge contest.

So I started to think about a question: what common patterns do ppl use in Dixit? Here is my list.

  • Overall feeling. “Cold”, “Dark”, “Lonely”, etc. Novice choices. Not very interesting.
  • Trivial places. Small part in a messy picture, count of something, etc. Not very interesting either, usually used when can’t think of something better.
  • Background. Build a story around one picture, then say something about your story. Needs powerful imagination!
  • Twist. This is a really fun way. Basically it is your “very own, very special” understanding of a picture. For example a pink bell may make you think of a condom?
  • Connection. A unicorn can be connected to fairy tale? fairy tale connects to Denmark? Multiple levels of connection could lead to unexpected result..

What else pattern do you have?