Australia, Doom: The Boardgame: The Expansion, McMulti, Big City
Australia:
Despite what you may have heard from some quarters, I generally like games. Even
weak games like Conquest of the Empire II, or games that don't personally appeal
to me like Caylus, can provide some entertainment value for one game at least as
I try to win, work out the systems, and try to figure out where it went wrong or
what it's missing for me. Granted, I absolutely wouldn't play Conquest again,
but once through, the process of playing it wasn't too
bad.
Playing Australia, though, had me
– for the first time in recent memory – absolutely bored me out of
my mind. Not only did I not care about playing the game itself, I couldn't even
be bothered to care why it was crashing and burning. I just wanted it to be
over.
Part of this may just be that
I've been taking a harder line against lower-quality games of late, so it was
easier to think of what I could have been playing instead. But the main part is
probably the dysfunctional theme. I rip on games from Colovini and Schacht for
having tenuous or incidental themes – which they do, generally – but
Australia goes way past this into having a theme which is positively tortured
and makes absolutely no sense
whatsoever.
Lessons learned: a) add
Australia to the list of "veto" games; b) the Ravensburger label is not targeted
at people like me; c) it's time to reinforce that line
again.
Doom: The Boardgame: The
Expansion: I've had harsh things to say about
Doom, in the main due to frustration with what might have been, given the
fundamental underlying cleverness of the game. In light of this, I wanted to try
the game with the new expansion.
All I
have to say is: now we're talking. Finally! Most of the new stuff – the
new monsters, equipment, map tiles, etc. – don't matter. The new
"Deathmatch" and "Capture the Flag" methods of play hold no interest to me. What
matters is that it looks like somebody actually spent some time thinking about
the scenarios this time. No more 4-5 hour railroad jobs in which the marines are
screwed and there is no ammo. We played an interesting scenario in about 2 hours
which was closely run, with the marines pulling it out with only one "frag"
left.
After playing through the new
scenario, I went back to the book included in the original to review the
scenarios there. Did anyone spend more than five minutes on those? It almost
seems impossible that they had even been
played
before they were shipped, never mind
playtested.
Anyone with any experience with the game at all should have been able to look at
them and tell you that they're going to take forever to play, there is way too
little ammo, and as a result the marines are going to get slaughtered. Something
went badly awry here in Fantasy Flight's process, and I'd be curious to know
what it was.
Anyway, I still have some
minor complaints about the game. The primary one is that the monster graphics on
the reference cards and in the scenario book are too blurry and indistinct,
especially once you're playing with the expansion. If you haven't played the
computer game, or aren't that familiar with the boardgame, you're going to need
to puzzle things out sometimes. The marine skill cards are much too variable,
which as a result can screw up game balance, which is not good given the game's
length. The "respawn" rules are hokey and can produce weird situations. And
there is nothing in the system to prevent the invader from repeatedly pounding
on a single marine, if there is someone with a particularly weak or strong skill
card mix. But I still quite enjoyed playing Doom with the expansion, and look
forward to playing again sometime. It actually got me curious about Descent:
Journeys in the Dark. We'll see if that little bit of insanity
passes.
McMulti:
This is an old game which I play about once a year. It's rather clever and an
obvious precursor to The Settlers of Catan, with dice rolls activating your
production facilities to drill for oil, turn it into gasoline, and sell it to
consumers and their gas-guzzling SUVs. It's a game I've always enjoyed, albeit
in moderation. It is, after all, not very interactive – there is no
trading, and very little competition. And it can run long. The fun comes in
building your little oil-producing island empire and coping with the turns in
the economy (which are very well-done) and random events, rather than competing
directly with your fellow-players.
I
think McMulti has been hurt for me personally by the fact that Settlers has now
been out of primary circulation for a while amongst my friends. When Settlers
was current, McMulti was a nice change of pace. With Settlers now being played
rather infrequently, I just found myself thinking "you know, I'd rather be
playing Settlers". Settlers is shorter, more elegant, faster-moving, and more
fun, while retaining a lot of the same production management elements. The two
aren't directly comparable games, but for me the elegance, pace, theme, and
chaos of Settlers trumps the planning, math, theme, and chaos of McMulti. For
the things that McMulti does better than Settlers, I think I'd rather play
Schoko & Co.
None of which is to
say that McMulti is a bad game. Far from it. Especially for its time. Even
though I lowered my rating a touch, I still think it's a nice second-tier, "good
in the right spot"-type game. It's just that the competition these days is so
much tougher than it was 7-10 years
ago.
Big
City: This has been sitting on my shelf for
ages, and it had been hovering in the back of my mind of late. I think it's been
at least 5 years since I played, but I have fond memories of the game. So when
Matt suggested it as a good three-player game, I
jumped.
A sometimes-complaint back when
the game was new was that the City Hall presented a problem. Playing it earned
you no money, but substantially increased the values of surrounding plots of
land, some of which probably belonged to other people. But, playing the City
Hall was required in order to open up the game with more neighborhoods,
streetcars, and special buildings.
So I
decided that I was going to test this theory (even though I never quite believed
it myself). I gathered up a few plots in one neighborhood, plopped down the city
hall, followed by a business and a shopping mall, then cruised to victory. Now,
I still think you could, in
theory, see situations where nobody is going
to want to play the City Hall, which might lead to a very truncated and
unsatisfying game. But I think that in the overwhelming majority of cases, the
game works quite well. Certainly with smaller numbers of players (2 or 3), there
is nothing to worry about.
Big City is
mainly a light, fun, thematic game in which you get to build a cool-looking
city. There is a fair amount of luck, and any plans you might have are routinely
thwarted by the Parks, Factories, and your opponents re-routing the streetcar.
That said, however, you
can
plan, and the right mixture of looking ahead and opportunism is the route to
success. You want to put yourself in a position to take advantage of
opportunities. But you also want to be lucky. And for me, Big City finds a good
mix of all these factors combined with a sensibly short playing
time.
Theme can make or breaks a game
like this, and Big City has very good theme. Certain plots of land are desirable
for certain uses, and while it's not a simulation, you still find yourselves
developing business districts, looking for ways to route the streetcar nearer to
your properties, and looking out for undervalued real estate. And the wonderful
plastic buildings certainly don't
hurt.
I really enjoyed playing Big City
again, and it'll easily keep its spot in my collection, even if I don't manage
to play it again for another 5
years.
Final notes on Big City:
definitely play with the original German rules, which are the "no branching
streetcar lines" variant in the Rio Grande edition. I'd also suggest that 3 is
probably the optimal number, and I don't think I'd play with 5. It would
probably also be quite nice with 2.
Posted: Monday - April 24, 2006 at 05:39 PM