yet another Gaming Friday
Apr. 6th, 2013 06:45 pmLast night’s gaming night was mainly social. It was just me, the host, and two rare visitors.
Game #1 was Puzzle Strike: Shadows. I fared better than I did my first time, ultimately placing second after a game that ran into a satisfying early end stage with conservative play from everyone. I’m ambivalent about my performance. On the one hand, I kept my damage down, and I had a shot at winning in the late midgame, which I took (as I should have), but my intended target had the countermeasure that I figured he had about a 50%-66% chance of having. On the other, I still focused too much on special actions over basic ones, and I didn’t leverage my starting character’s special abilities particularly well. (Two of the three went unplayed all game.) Oh, and I bought a 4-gold gem early, and although I felt like it wasn’t showing up often enough, I didn’t consciously realize I was never drawing it. I found it stuck in a deep fold in my shuffling bag after the game ended.
Game #2 was King of Tokyo, which Orbus bought for himself after enjoying my copy so much. The winner snuck up on victory points while everyone else was busy trying to knock people out.
Game #2.5 was an experimental game of Strut between me and Orbus after the other two guests left. It’s a Slapjack-style pattern-matching dice game I picked up a while ago. I didn’t expect it to be great, but it has a matching mechanic I wanted to see in practice and it was on sale. Every person has a hand of cards with dice combinations on them, like “three-of-a-kind” or “two 1s and two 6s”. Each turn, the active player rerolls exactly two dice, and the first player to play a card with a matching pattern scores it. Whoever empties his hand first wins. The core element is being first to recognize that one of your desired patterns is hidden in the roll somewhere, with a minor dose of deciding which dice to reroll for the best chance of getting a match. Those two elements seemed pretty solid. There are also reaction cards you can play against another player’s scoring, but they seem overpowered and add little to the game but chaos. The scoring system is problematic as well. It does two useful things — it allows players to have a manageable hand size of three without winning after playing only three cards, and it makes easy matches worth less toward winning than hard matches are — but it feels tacked on, and it’s strange to track points when having the most doesn’t make you win.