An economy without stupid money
All over the world 2022 was the year which brought back inflation, after a 30-year hiatus. Inflation decreases the value of the money you have, or your fixed income. In order to rein in inflation, central banks increase interest rates, which means the money you don't have is getting more expensive. All in all the expectation is that the world will go into a recession, because there will simply be less money around. The big political problem is that is people who previously just barely got by, and now don't have enough money for essentials, like heating. But in this post I will look at the people who were doing reasonably well before inflation hit.
Failing coastal wizardry
If I ranked all the games I ever played by how much money I have spent on them, the top two entries would be Magic the Gathering, which I played for about a decade in the 90's and early 00's, and Dungeons & Dragons, which I have been playing for over 40 years now. Thus Wizards of the Coast (and their parent company Hasbro) sure played an outsized role in my gaming career. But lately the news coming from them have been mostly bad; Hasbro had rather bad financial results lately, while sitting on a increasing inventory of unsold product. Now obviously some of that is due to bad economic general conditions. But also increasingly it seems that the company is becoming completely tone-deaf to the needs of their customers.
YouTube Prime Lite
There is a trope in movies and TV series where the prospective victim of an assassination offers the hitman double the money if he doesn't do his job. I feel I just paid this "double the money" to YouTube by subscribing to YouTube Prime Lite in order to stop them bothering me with advertising. Unlike the more expensive regular YouTube Prime, the Lite version *only* stops the advertising, and doesn't offer additional benefits like the ability to download or play in the background. It is simply that advertisers offer money to YouTube to force me to see ads, and I paid them more to stop doing so.
Tainted Grail - A late review
Essentials:
Tainted Grail: The Fall of Avalon is a narrative game in which you explore a dark fantasy world inspired by Arthurian legend. You are trying to understand what is going on with the world you live in, and to hold back the oncoming doom of that world. The game combines these narrative aspects with gameplay that mixes resource management with card-based combat. The story is the best part of the game, with gameplay coming a distant second.
Components:
The base game of Tainted Grail: The Fall of Avalon comes with miniatures for the 4 heroes, oversized miniatures for 3 menhirs, and one miniature for a “boss” enemy. You can buy an expansion box with miniatures for all guardians, but you really don’t need those to play. The miniatures, cards, and other components are of good quality. The only negative component that stands out are the gray plastic dials, because unless you paint the numbers or wash paint the dial, the numbers are very hard to read. You might want to replace the dials with 12-sided dice.
Gameplay - The Good:
Tainted Grail: The Fall of Avalon is played on a map that consists of large rectangular cards. Traveling from card to card, exploring each card, and revealing new cards are all quite well done, enhancing the sense of exploration of a strange mythical world. The four heroes each have their own strengths, weaknesses, and outright flaws, and are more interesting than the usual generic hero archetypes in fantasy dungeon crawler games. Upgrading the heroes with better stats, skills, and new cards is fun. There is enough content in the base box to keep you occupied for many hours; but the 15 chapters are still few enough to make it feasible to finish the campaign.
Gameplay - The Bad:
When you start playing Tainted Grail: The Fall of Avalon, you will most likely be hit by a sense of deliberate confusion: There is a lot of hidden information in the game, and it is completely normal to not exactly know where you should go, and what you should do. That mixes very badly with two major aspects of the game: Time pressure and randomness. Everything you do costs energy, you only have a very limited amount of energy per day, and only a limited number of days before the menhirs go dark. What you need to do to advance is to go to specific locations, explore, choose the right options, and then in many cases also roll high on a six-sided die. You might get hints, but often you aren’t terribly sure which is the right location to explore, what the right option to choose is, and whether it is worth redoing the same action when you roll low. There is a lot of trial and error in this game, and the error might be as random as rolling low. But if you didn’t get a high roll, you often don’t know if you missed out on a vital step of your quest, or just missed some minor reward.
The official way around bad luck is to collect resources and pay them to light the menhirs, giving you more time to try failed explorations again. If you read in other reviews that Tainted Grail is grindy, this is the reason why. You spend resources to gain more time, but half of the time you add is then spent to gather those resources again, which isn’t much fun. And there is a second time pressure mechanic in the game, via the number of event cards, where even if you manage to keep the menhirs lit all the time, you will lose the game eventually if you don’t manage to complete the quests. Note that there are already optional “story mode” rules in version 1.0, which give you a bit more time and thus make it more likely for you to succeed. And the upcoming version 2.0 rules will also go in that direction to make the game less grindy.
Gameplay - The Ugly:
Combat in Tainted Grail: Fall of Avalon isn’t horrible, but it isn’t great either. You have a deck of 15+ cards, and you draw 3 random cards at the start of battle. Your goal is to fill the combat pool with a number of red cubes that corresponds to the enemies “health”. You do that by lining up the cards to the right of the monster card, and achieving “matches” between the symbols on the left of the card you play with symbols on the right of the previous card. You can always play one card, but to play more cards, certain bonus symbols need to match up. Once you can’t play any more cards, the enemy reacts, based on the amount of red cubes. He could then damage you, remove some cubes, or discard cards. Then you draw one more card and the next round of combat.
The result of all this is that this very much feels like a puzzle with you randomly drawing puzzle pieces which might or might not fit very well. That is very slow, because you usually need to consider several possible combinations of cards. If you play solo and like puzzles, this can be okay; with more players around the table, the complexity of the puzzle and the small symbols involved make it difficult for others to participate. At best, if the characters are on the same space, they could fight the monster together, but that just means that everybody takes turns to solve “his” puzzle with “his” cards. This combat system is a big part of the reason why on BGG it is recommended to not play with more than 2 players, even if the game officially supports 4 players.
The random draws make combat a lot less tactical than for example combat in Gloomhaven. And the puzzly nature makes combat a lot slower and less visual than combat in games that use a system of chucking dice. Note that while the upcoming rules version 2.0 and the upcoming stand-alone expansion Kings of Ruin fix a lot of the grindiness flaws of the game, the combat apparently remains largely the same. Personally I feel that Tainted Grail would be a better game if it had a faster and more visual combat system.
Theme:
The story is the strongest point of Tainted Grail: The Fall of Avalon. It is very different from typical generic fantasy. The flawed characters feel a lot more real than “heroes” do. And the game is good at displaying shades of gray instead of a simplistic black and white, good vs. evil morality. The low number of available characters, four, also makes it possible to include a good number of character-specific story elements. You not only explore the world, but also the history of the character you play.
Overall:
The box of Tainted Grail: The Fall of Avalon comes with all the components you’d need to play a great game. And then the rules of the game make it just a good game, with moments of frustration mixed in. I am pretty sure that with rules version 2.0, this will be a better game. If you don’t want to wait that long, I would recommend to play the game with standard 1.0 rules for at least 2 chapters, and then restart with some house rules, depending on what frustrated you most in the game up to then. House rules to consider are those that give you more time, or decrease the time spent gathering resources; as well as rules that diminish randomness, e.g. rerolling dice. In its standard rules 1.0 form, I would give Tainted Grail: The Fall of Avalon a score of 7 out of 10, “good - usually willing to play”, but house rules or rules version 2.0 would most probably improve that score.










Labels: Board Games
Phobic
In a minor news story in Germany, a journalist was upset with the city government of the city he lived in, because when he was pushing his baby stroller over a public place, the cobblestones rocked the baby and made it cry. Being a journalist, and of a generation likely to do so, he went on social media and called the city government "children-phobic"; and of course everybody who disagreed with him on social media was "children-phobic" too. In reality the probability of the city government being children-phobic is slim to none, it is more likely that many of the people employed there have children too. The person who decided to put cobblestones on that public place probably simply didn't think of baby strollers at all, and made his decision based on other values and considerations, for example historical ones.
Division of labor
Imagine you are walking down Main Street and see a guy with a sign offering free b***jobs with the purchase of each pair of sneakers in a store nearby. You enter the store and find that they aren't even selling sneakers, just regular shoes, and of course there are no b***jobs on offer. You demand to speak to the manager and he tells you that the guy outside is not an employee; he is from a completely different company specialized in marketing, and is being paid for each customer he gets through the door of the store, regardless of whether they buy anything. Thus he is just making stuff up with barely any relation to the actual products of the store, just to get people to step inside, which is when he earns his money. That this is very bad business for the store is not his concern.
Save the orcs!
For years I have been fighting a losing battle on this blog, explaining that "orcs" are an imaginary race invented by Tolkien, and can due to lack of actually existing not be subject to persecution and racism. But no, the prevailing opinion was that orcs are somehow a representation of a minority race, and that a game mechanic in D&D giving orcs a negative intelligence modifier (to balance the positive strength modifier) was deeply unjust and racist. Thus the next D&D edition will have no more racial modifiers, and strangely enough, no more interracial marriages leading to half-orcs or half-elves.
Liz Truss vs. the Lettuce
On October 11th, the leader article in The Economist compared the time of UK prime minister Liz Truss being in control with the shelf-life of a lettuce. Which was a bit surprising, because The Economist is not the most flippant of publications. So it was more in style when the Daily Star put a live stream on YouTube with a photo of Liz Truss and a lettuce, to see whether "Liz Truss can outlast the lettuce". From there the meme spread, all the way to the Washington Post. Even Fortune took it up and explained how British bookies are offering bets on the subject. And from there the meme spread to television.
Board game campaigns
In April of this year I reported about a Kickstarter board game called Bardsung, where I first was enthusiastic of receiving it ahead of schedule (which is very unusual for Kickstarter projects), but then found out I didn't like the game, and ended up trading it in. Now Bardsung, like many other games, is a game of two parts: A core activity, which is a dungeon crawl in this case, and a campaign linking a series of these repeating core activities together into a greater whole. Just that in this case the core activity was kind of okay, and the campaign totally sucked, offering very little narrative, and very little change from one dungeon crawl to the next.
Since then I had a few more experiences with board games which made me think about campaigns in board games. Tonight I am having friends over for an evening of Return to Dark Tower, and that game simply doesn't have a campaign mode. We will randomly choose a main quest and a main adversary, and then we play for around 3 hours; at the end we will either have won or lost, but nothing of what we do tonight will in any way influence our next game night with this game. On the other extreme, with the same game group we played through a whole campaign of 11 game nights of Clank! Legacy - Acquisitions Incorporated. And while the individual plays were fun, the main fun was the legacy campaign, where new elements were added to the game, and we put stickers all over the game board.
Earlier this year my wife and me played all the way through a campaign of Roll Player Adventures. Gameplay was on the simple side, but we loved how over the campaign not only the story evolved, but visibly decisions we did in one game session were remembered by the game and led to different outcomes in later game sessions. Like Clank! Legacy, Roll Player Adventures also had 11 adventures to the campaign. Much more is problematic: Bardsung trying to stretch their campaign over dozens of sessions is probably what made me feel that there was too little story and too little change from one session to the next. And even Gloomhaven, which has a decent amount of story, and lots of variety in its 95 scenarios, failed to keep me and my wife interested for more than about 20 sessions, at which point we just gave up. I am one of the few people in the board game space that didn't back Frosthaven, which should be out late this year or early next year; but I looked at it and just thought "why would I need *more* Gloomhaven, I already have more than enough".
In Hoplomachus: Victorum, which I recently reviewed, a campaign consists of 4 acts, with each act being 12 weeks, and each week being one event, which often is one arena combat. But each arena combat can be short enough to not really fill a complete play session, and depending on how fast you play and how long your sessions are, you could play a whole act in one 3-hour or so session. Here is justification for having a campaign is not story, but the mini-bosses at the end of each act, and the main boss at the end of each campaign. If you played the arena fights without a campaign, you wouldn't have the character progression and wouldn't have the sensation of getting stronger to beat the bosses.
As I recently reported, I backed Tainted Grail: Kings of Ruin including the 2.0 update pack to the original Tainted Grail: The Fall of Avalon. And that was clearly a case where in the 1.0 version many players and reviewers said that they liked the core gameplay, but found the campaign progression too grindy and repetitive. It is easier to fix a flawed campaign than it is to fix flawed core gameplay, so I think it is a very good idea for the developers to have gone back to streamline the campaign. Tainted Grail is a game where the core gameplay is relatively short, so some sort of campaign or adventure structure to string several encounters together is certainly necessary even to fill one play session.
One other game I own is Hexplore It Volume I: The Valley of the Dead King. Which used to be a game without a campaign. But the Kickstarter of Volume IV of Hexplore It added Klik's Madness, and 500-page campaign rules and story book to Valley of the Dead King. I haven't had the time yet, but I am interested in how well adding a campaign to a board game a few years later works.
I don't have many games which could be described as "Euro" games, the kind of game which very often is about collecting the most victory points at the end of a session. But I recently bought Wingspan, after having tried the app version. And Wingspan is a game that doesn't have or need a campaign. But somewhere a game like Wingspan has something similar: If you buy a game like Wingspan, it would probably be best to play it repeatedly with the same group of people, who shouldn't already know the game or play it with somebody else. The problem with these Euro games is that there is a strong correlation between your victory points and how well you know the game. If you learn the game with a group of people, and play with them, and they only get better at the game while playing within that fixed group, the challenge for everybody is balanced. But if you play Wingspan the first time against people who already played it repeatedly, the experience would be rather frustrating.
At the same time I bought Wingspan, I also bought Charterstone. Which at its core is also a Euro game with worker placement and counting victory points at the end. But in Charterstone there is a legacy campaign. Which means that the game can start simple, and add more complexity over the campaign. And the campaign structure keeps everybody playing equally often. I don't think there is all that much story in Charterstone, but I can see the interest of having a legacy campaign to structure the repeated session experience of a game group for a Euro game.
Labels: Board Games
The Birth of Venus
According to some historians (and knowing that everything one historian says is disputed by another one), in 1477 Lorenzo di Pierfrancesco de' Medici commissioned painter Sandro Botticelli to paint The Birth of Venus for his country Villa di Castello. Lorenzo was 14 at the time. The Birth of Venus is showing a lot of naked flesh. So although I cannot vouch for historical accuracy, the story sure sounds plausible. Rich teenage kid wanting some naked female picture to look at, that would not be surprising.
Hoplomachus: Victorum
Crossposted from BGG
Essentials:
Hoplomachus: Victorum is a solo campaign game of gladiatorial combat. Your hero travels through a mythological version of classical antiquity with a small squad of combat units. The campaign is divided into 4 acts of 12 weeks each, and in most weeks you will use your hero and squad to fight tactical arena combats. The rewards will increase the power of your hero and give you better units, so that at the end of acts one to three you can face a mini-boss, and the final boss at the end of act four. There is a small amount of flavor text and story, but at its core this is a game with a series of small tactical combat encounters.Components:
Well, this is Chip Theory Games, and thus the quality of the components is top-notch. All boards are neoprene, units are poker chips, and the cards are plasticized. If you spill your drink over the game, you can rinse it off, dry it, and keep playing. Just two minor niggles with Victorum: On the world map, printed on neoprene, some paths in the lighter colored regions of the world are not easy to make out; and the stadium seating holds only 12 dice out of the 20 that come with the game. Kudos for including the red die, which has 6 identical faces and thus isn’t strictly necessary, but it is fun when you like throwing a lot of dice at once.
The rulebook is quite well written and clear. It doesn’t have an index, but the list of Key Terms at the back answered most of the questions I had during the game. The back of the rulebook also serves as a quick reference during play. The only misleading information is the “90 minutes per act” playing time printed on the box. In reality that is more likely to be twice that, even more on your first playthrough. It is probably better to think of this as a 12+-hour campaign game, but you can save the game easily enough between shorter sessions. This is not a light, casual game, but you probably already noticed that from the price tag and weight of the box.
Gameplay - The Good:
Every combat event in Hoplomachus: Victorum is different. That is mostly due to the event cards imposing different conditions, but also to there being 8 different arenas with different local rules, and the random composition of the enemy squad. Even your own squad evolves over the length of the campaign. And a new campaign brings a new hero, new mini-bosses, and a new final boss to beat. So the game has a lot of replayability. And most of the time combat is an interesting enough puzzle, with a mix of foreseeable enemy unit actions and random dice rolls.
Within the limitation that Hoplomachus: Victorum is only playable solo, for me it is a better solo game than Too Many Bones. The rules are a bit less complicated, and the variety between fights is better. The hex grid of the 8 different arenas allows for a bit more tactical gameplay than the 4x4 squares of Too Many Bones. On the downside, there are less options to upgrade your hero. Your mileage may vary.
One important consideration with tactical games like this is the role that luck plays. Combat dice have between 2 and 6 “hit” faces, and the rest are “miss” faces. With every single die having at least a one in three chance to hit, and you usually rolling several dice at once, the overall outcome doesn’t feel too random. For example if you throw three blue dice with 3 hit faces each, the chance to have 1 or 2 hits is 75%, while the chances to get 0 or 3 hits are only 12.5% each. Yes, extreme results can happen, but the statistics of rolling several dice at once favor average results. The hero can also upgrade his dice, and thus achieve more reliable results for his own attacks. So, yes, dice mean some amount of luck, but I still felt that my tactical decisions were more important to the outcome of a battle than the luck factor.
Gameplay - The Bad:
Enemy units in Hoplomachus: Victorum follow a very simple AI script, following a list of priorities, which can be different from one arena to another. There are no random AI cards or similar more advanced systems. The enemy moves are predictable, and when there are two equivalent options, the player can choose the one that is better for him. So, there is a certain aspect of playing the enemies deliberately badly against yourself, and the occasional opportunity to cheese.
Over the length of the campaign, the biggest problem is game balance: The combination of random event cards, arena special rules, and random enemy units can sometimes be very easy, and sometimes very hard. For example my very first fight was with an event card that made all attacks work only at range 1, and by chance the first two enemy units were ranged units, who were significantly hampered by that. But the game rewards you with more power if you win, and punishes you with disadvantages when you surrender. The challenge goes up from act to act, so if you have a series of bad luck encounters in the first act, you’ll never make it to the end of the campaign. There are no “failing forward” or “catching up” mechanics anywhere. You can find yourself in a death spiral and have to start the campaign over, or you could have a lucky easy run.
Theme:
Hoplomachus: Victorum is not a heavily thematic game with a lot of story or story choices. There is half a page of introductory story, and at the end of the campaign the epilogues booklet has one paragraph for every possible hero/scion combination. There is a small section of flavor text on every event card, and that is it. However, the gameplay is very consistent with the theme, and does feel like gladiatorial combat.
Overall:
I am playing the retail version of Hoplomachus: Victorum, as sold in Essen at the Spiel 2022, and I am writing this after playing through one campaign. While it is hard to predict how many campaigns the fun will last, I am certainly not yet bored with the game, and am looking forward to trying a different hero against different bosses.
Whether this game is for you depends mostly on whether you can see yourself playing a medium-to-heavy complexity tactical game against yourself for 12+ hours. For me, I rate it at 8 out of 10, “very good - enjoy playing and would suggest it”.










Labels: Board Games
