Stone Age iOS app.

Stone Age is one of our favorite boardgames (which I reviewed in 2009) for its mix of moderate strategy, simple mechanics, a small amount of randomness, a strong theme, and appealing graphics; I ranked it 4th overall on my new boardgames ranking, and third when looking at games strictly in two-player mode. The new iPhone/iPod app version of Stone Age is an excellent implementation of the game’s mechanics with an innovative UI that is easy to learn (although not entirely intuitive) and excellent graphics, although the AI could be stronger and the lack of an iPad-friendly option is disappointing.

If you haven’t played the boardgame, it’s a simple game of worker placement and civilization building where players compete to accumulate points through three methods: obtaining technologies, building buildings, or earning multiplier bonuses on core civilization points like number of workers or number of tools. On each turn, players alternate placing workers on various game board spaces that do things like add a worker (you place two at one hut, known colloquially as the “love shack”), add farmland to give you an extra food token per turn, acquire any of the four main resources, or claim cards or buildings that must be purchased with those resources. The quantity of those resources – wood, clay, stone, and gold – you obtain on a turn is a function of the number of workers you placed in that area and on the roll of dice, one per worker placed, giving the game its main random element. Buildings and cards are also shuffled in each game and you can only purchase ones that are visible on the board.

Gameplay in the app is very straightforward. On each turn, you simply drag from the large worker icon on the left side of the screen to the area where you want to place one or more of your workers, and if it’s to one of the resource sections where you may place multiple workers, you get a fresh screen where you tap the spaces you want to fill. When collecting your workers, you simply tap the workers one by one, in the order you want, and resolve each worker’s situation (rolling dice, paying for buildings, etc.) before moving on to the next one. The app has some small time-saving features such as automatically choosing your free resource in wild-card situations when you’re the last player to choose, although there is inevitably some downtime between your turns while AI players resolve their own workers.

Implementing a game with a fairly sizable board like Stone Age’s for the smaller screens of the iPhone and iPod is a significant challenge because of the difficulty of making all of the relevant information easy for players to access. Stone Age’s designers rethought the entire layout of the game, using familiar graphics but relocating virtually everything to make it easier for players to make their moves and obtain the information they might need before making moves. The three special spaces – the farmer hut, the toolmaker hut, and the “love shack” – are now in the center of the screen, since they’ll usually be filled first. To the right is a column with the four available community cards, with the least expensive one on the bottom of the stack; above that column is a dial showing how much of the deck remains. Along the bottom are five circles showing the five possible resources for worker placement, and in the center of each circle the player can see how much of that resource he already has on hand. Along the top are the four building piles, with a clever if not immediately obvious way of showing how many building tiles remain in each pile (there are stones lined up along the side of each building) and, for buildings with variable resource requirements, barrels in front of the building showing how many different resource types are required by that building. The upper left shows how many tools, buildings, and people you have as well as how much food you produce automatically each turn. The one non-obvious bit of information comes from tapping on the icon in the upper right that shows the community card deck – doing so reveals what technologies you’ve already acquired and what game-end bonuses you hold for tools, food, people, or buildings. I understand that sounds like a lot for one screen, but most of it is clear once you know where to look, and the game uses large screen-covering dialog boxes for most in-game events, like paying for buildings or feeding your workers.

The AI players are not that strong; there are three levels available and the toughest level is fairly easy to beat if you stick to a simple strategy of attacking two or three bonus types while ignoring the others. These toughest AI players tend to pursue one such bonus strategy doggedly, producing respectable results but never racking up a ton of points without substantial luck in the dice-rolling. I’ve also noticed that AI players tend to end the game with lots of unused resources, often 12 or more, which is insane when there are still buildings available for purchase. I’m also disappointed that this app didn’t debut in a universal edition that was also optimized for the iPad, even if the screen layout was identical, because pass-and-play works much better on the iPad – especially when the app allows players to sit around the device without having to hand it off. You can double the screen size for this app on the iPad but it’s not as clear as graphics optimized for the device would be.

The actual implementation at the heart of the app is very strong, though, another in a trend of boardgame adaptations with clean, bright graphics and relatively easy-to-learn mechanics. I’d love a stronger AI presence and I assume an iPad-friendly version isn’t far down the road. If you tend to play live (pass-and-play or online/synchronous) against friends, it’s definitely worth buying, and even just playing against the AIs has been fun for a half-dozen or so games so far.

San Juan app.

The iOS implementation of San Juan is a bit expensive for a boardgame app at $7.99, second only to the best-of-breed app Carcassonne among adaptations of existing physical games, but at least San Juan can point to a very specific value the app offers to justify that cost – some of the strongest AIs I’ve come across yet in any of these apps. While that’s in part a reflection of the simplicity of the game itself, it means the app offers replay value that ranks among the highest of any of the boardgame apps I’ve tried. (I reviewed San Juan’s physical version three years ago.)

San Juan is the card game variant of the highly popular boardgame Puerto Rico, a slightly complex strategy game that has consistently ranked near the top of Boardgamegeek’s rankings (which are skewed toward complex games), making San Juan more of a gateway title that’s easier to learn and to play than the original. The entire game is built around a deck of cards that show various buildings players can construct, with the cards also standing in as goods to be produced and sold and as currency to be used from the player’s hand to construct those buildings. The physical game’s only other required pieces are five small boards showing commodity prices for the five goods players can potentially produce, with prices fluctuating slightly from turn to turn.

Strategy in San Juan is fairly straightforward – players get points for buildings constructed, and there are four ways to earn bonus points through specific buildings, three of which award points based on what else you’ve built, while the fourth (the Chapel) awards points for stashing cards under it over the course of the game. In most games the winning player employed one of those four cards and pursued the strategy from early on in the game; occasionally, a player can win strictly through aggressive construction of high-point buildings and filling out his space early, but I’ve found that requires some luck early on in acquiring and constructing the production buildings that make it possible.

The limited number of strategies likely helped the developers in crafting the AI players, but having played at least twenty three- and four-player games against AI opponents, I can vouch for the quality of their efforts. The expert-level AIs identify strategies early and pursue them strongly, with only the typical AI weakness of an inability to identify the human player’s strategy, thus sometimes making moves that help you more than the moves help the AI player itself. I’ve only found one game with AI players that take that aspect of gameplay into account, the aforementioned Carcassonne, which is one of the reasons that app remains the best of its class.

The graphics in San Juan are outstanding, clear and easy to read and navigate on a smaller screen, and gameplay itself is simple, mostly requiring drop-and-drag motions, with relevant information available through a single tap to zoom in on your own hand of cards or to see what buildings a rival player has constructed. I’d like to see an Undo option after a player selects a role – on each turn, you select whether you want to be a Builder, Producer, Trader, or one of two roles that involve gaining cards – although that wouldn’t be feasible for the Trader role once the commodity prices for that turn are revealed. I’d also like an option to speed up some of the graphics that waste time between turns or the time lost announcing who the Governor (first player to move) is on each turn, which would improve the game’s already significant replay value. Overall, I’d call this app a pleasant surprise given the price; for a spinoff of a generally superior game, the developers added value through graphics and strong AI play that make the cost pretty reasonable.

I’ve also purchased and played the app for Reiner Knizia’s Qin, but after encountering a bug I’ll wait for the next update before reviewing it. The game itself is very good, but I couldn’t finish one particular match because of repeated crashing.

Lost Cities app.

I’ve been touting the physical version of Lost Cities, Reiner Knizia’s easy-to-learn two-player gateway game, for about two years now, because of its combination of simple mechanics, modest strategy, and portability, even though it has a little more luck or randomness than I like in most games. The iOS version of Lost Cities is now out, from the same developers as the best-of-breed Carcassonne app, and as you might expect the Lost Cities app looks tremendous and plays very easily and quickly, with just a few minor glitches.

The entire game of Lost Cities revolves around a single deck of 60 cards, containing 12 cards in each of five colors: cards numbered 2 through 10 as well as three coin cards that allow a player to increase his/her bet on that color. Players build “expeditions” in each color by placing cards in increasing numerical order, so once you’ve placed the 4 card in one color, you can no longer place the 2 or the 3 (and must hold or discard it). Each player’s turn consists of playing or discarding one card, and then drawing a card from the deck or any discard pile. You receive points for an expedition equal to the sum of the card values in that expedition minus 20, so you can receive negative points if you don’t place enough cards in a column. Placing one coin card (before you place any numerical cards) doubles your gain or loss, placing two coin cards triples the result, and placing three quadruples it. There’s also a 20-point bonus for placing eight or more cards, including coins, in a single column. Since there is only one card of each number/color combination, the game’s decisions revolve around when to play a specific card – do you play it now, or hold it to see if you can get an intervening card first? Do you hold certain cards to keep them away from your opponent? Do you draw from the deck to move the game closer to the end, or draw from a discard pile to prolong it?

The app version has incredibly bright, clear graphics, enough that it plays well on the small iPod/iPhone screen, with a very sensible layout that makes it easy to see what’s been played, including coin markers next to the current score in each column. That ability to see the current score is probably the biggest advantage the app version offers over the physical version – the math in the game isn’t hard, but it’s easier to make quick decisions when the running tallies are there in front of you. (It can be a little disconcerting to see a -40 or -60 when you’ve played coin cards but no number cards in an expedition, though.) The app offers four AI players, one comparable to a box of rocks, one very challenging, and two in between. It also comes with a set of thirty in-game achievements that serve as tutorials on mechanics and on strategy, with the higher levels forcing you to handicap yourself in ways that will force you to think about the game a little differently. Online play is available, but I haven’t tested it out yet. I have played over 100 games against AI opponents, with most games taking under five minutes. It’s addictive enough that my daughter complained I was playing it too much.

The main glitch in the game is the proximity of the discard pile to your expeditions, making it far too easy to accidentally place a card in the wrong place. While your placement isn’t final until you draw another card, either from the deck or from a discard pile, if you move very quickly, which I found I was able to do after just a game or two, you’ll likely make a wrong move along the way because it’s so easy to put a card in the wrong place. Obviously there’s a user error element there – if I would just slow down, I wouldn’t make these mistakes – but I’d prefer to see more space between the two areas, perhaps by relocating the discard piles to the center of the board, which is how the game is set up if you’re playing the physical version. I’ve also caught the weaker AI players making what appeared to be extremely bad moves, such as playing coin cards late in the game when the probability of reaching the 20-point threshold in that expedition is very low, so once you’re up to speed on gameplay you will probably just want to face the most difficult AI opponent.

One of the best aspects of the migration of advanced boardgames to iOS has been the high-quality implementations, since the audience is still somewhat of a niche market, willing to pay a few bucks for every title released in this space. The Lost Cities app takes a fun if very simple game and gives it a high-class makeover for iOS, with tremendous graphics, plenty of replay value thanks to the game’s random element and one very strong AI player, and the potential for online play – another top of the line electronic version that matches or even exceeds the quality of the original.

Scotland Yard app.

In case any of you missed it, my top 50 prospects ranking update went up on Thursday. I’ll be back on the Baseball Today podcast on Tuesday.

Scotland Yard is one of the few mass-market boardgames from before Settlers of Catan ushered in the modern era of “Eurogames” to fare well in the comparison to the more sophisticated, less luck-based games that players like me tend to favor. It has a very simple mechanic, has cooperative elements, and involves a tiny bit of luck. The Scotland Yard iOS app, released early last month, is a very strong implementation that only falls short in that it’s a hard game to play with AI opponents or partners.

The game is semi-cooperative, with two to five players as detectives chasing one player, the thief Mr. X, around London, attempting to catch him by landing on the space he occupies in the span of 24 turns. On each turn, a player can move to an adjacent location or station using a taxi, a bus, or the subway. The detectives start the game with a limited number of passes/fares for each method of transportation, and when a detective uses a ticket, he gives it to Mr. X to use on a subsequent turn. The location of Mr. X is obscured for most of the game, but is revealed four times, after moves 3, 8, 13, and 18; on all other turns, the detectives see what method of transportation he used, but not his location. Mr. X also gets two “double move” tickets, allowing him to make two moves within one turn, and has several “black” tickets, where he can obscure his method of transportation as well as his location. Finally, he can take boats along the Thames by using black tickets, a method entirely unavailable to the detectives.

I’ve never played the physical boardgame, but the need for secrecy makes this tailor-made for an adaptation to a mobile platform, whether you’re using pass-and-play or online multiplayer. The graphics in this app are bright and pretty clear, no mean feat for a complex board with lots of fine lines representing paths for each method of transportation; the app also brightly highlights all acceptable moves for each player on his turn, and includes a countdown clock of variable move times for live games.

Playing solely against AI opponents, I found it more fun to play as Mr. X because you can’t coordinate with AI detective players when playing the other side. Yet escaping the detectives quickly became simple, even on the hardest setting, because they’re not deductive enough – for example, they never seem to grasp that when Mr. X reaches one of the stations on the Thames and uses a black ticket, he probably took a boat to a different part of the board. So while gameplay is clean and simple, it’s much better suited to play against live opponents, even if you want to supplement with an AI detective, or want to gang up on an AI-played Mr. X.

Le Havre boardgame & app.

The board game Le Havre is one of the best complex strategy games I’ve tried, although the emphasis is on complex, involving a lengthy setup, more pieces than I can remember in any other game (mostly tiles representing resources that need to be sorted into piles), and a lot of long-range planning with great potential for other players to inadvertently trip you up. It’s very balanced, nearly luck-free, and rewards patience and attention. But the time to set it up and the time to play it are both major obstacles unless you’re quite hardcore about your boardgaming – and you don’t have to get up early the next morning.

All of that makes it a perfect game for adaptation into electronic form, and Le Havre, released on Wednesday night by Codito, is excellent, playing easily with plenty of instructions and offering sufficient challenges from the AI opponents to allow for many repeat plays.

In Le Havre, a game by the designer of Agricola and heavily inspired by Caylus, players compete to acquire the most total value in buildings and ships while filling growing requirements to feed workers each turn, a balancing act that is far more difficult than it sounds because of the competition for scarce resources and the limited number of ways to obtain food, a problem exacerbated in games of more than two players. On each turn, a player may choose to take resources from any of the seven available stocks; to take the available supply of money (francs); to build one of three buildings visible on the stacks of building cards; or to use a building that is already built, even if it was built by another player. A player may also buy certain buildings outright in addition to that main action.

Each player has to have enough food or francs on hand at the end of every round to feed his workers, and the rounds are short – seven moves in total, so in each round of a four-player game, one player will get only a single move. Yet to acquire points from resources, players have to first acquire the right mix of resources, sometimes converting them to other kinds of resources, sometimes acquiring energy sources as well, and then build the building or the ship in question. It takes patience, and requires a lot of quick decisions about when to move for the short term (food) and when to move for the long (points).

There are multiple ways to win Le Havre, one of the key features in a game that is this complex (and my main criticism of Puerto Rico). Shipbuilding is the best way to beat the AI players in my experience with the app, but there are several different paths to high point totals through buildings, including several buildings that stack up point bonuses depending on what else you’ve already built. There are also several different paths to ensuring a regular food supply, and ships can provide a fixed quantity of food on each turn once they’re built. When a player can’t feed his workers, he can take out a loan – annoying, but sometimes the right strategic move, and sometimes the path to digging a hole you can’t quite escape.

Game play within the app is very straightforward, and one of the benefits of an app version is the fact that you are protected from rules mistakes, which, given the complexity of Le Havre, is a significant advantage. Each card replicates the graphics from the physical game, including symbols that indicate the card’s price in resources, fee to use if it’s not yours, value in points, and resources or gains from usage. Clicking on the question mark in the upper right once the card is expanded gets the full text explaining the card and all of its costs and benefits. Learning the lay of the board took me two or three games, but all of the critical information is either visible or is a click away. The game also gives players the ability to undo a move while the turn is in progress, and confirms the ‘end turn’ request as well (an option that can be turned off). There’s a solid tutorial, although it is no substitute for playing the game a few times against easy AI opponents.

Those AIs are good enough to continue to challenge me, a relative rookie in Le Havre, because they offer multiple levels of difficulty. I do find them a little predictable, and they often race out to early points leads because they plan more for the short term than the long; the first two settings are like training wheels, but in a 4- or 5-player game against all AI opponents, the hardest AI setting is a good enough challenge to allow for repeated gameplay. The app now offers turn-based online multiplayer through GameCenter, which I haven’t tried yet.

My criticisms of the app are minor – the graphics could be brighter, and the font isn’t as clear as it could be, so some of the text is tough to read without expanding it from the background. The hint feature, suggesting the next move to make, can be a little too focused on the short term, although the point of the hints is to help you learn the game, not help you beat the AI players that are running on the same software. I ran into some very minor graphics glitches that should be addressed in the first update. Also, the music made my wife want to strangle me after about two minutes, so I muted it for my own safety.

If you like Agricola and/or Caylus, I strongly recommend Le Havre. It is as elegant an adaptation as I can imagine for a game with this many elements. I’m also impressed by how Codito’s boardgame apps improve each time out – the leap from Puerto Rico, another complex game with a lot of elements, to Le Havre is outstanding – showing an internal commitment to improving the player experience (and, I presume, increasing revenues). That said, if you aren’t a fan of boardgames with a lot of rules or a relatively steep learning curve, you might find this game frustrating, particularly the physical game given all its pieces. (It took me the better part of an hour to break apart and sort all of the little cardboard resource tiles.) It’s very fair to jump off the boardgame bandwagon before Le Havre or Agricola – but at least the app lets you try it out for $5 first.

Recent ESPN content, if you made it this far: My quick reaction to this year’s Futures Game rosters; an early look at Mike Trout’s MVP case; this week’s Klawchat; and some fun podcasts from Thursday with Dave Schoenfield and from Wednesday with Chris Sprow.

Caylus iOS app.

The complex strategy game Caylus is one of the top-rated games on Boardgamegeek, a site where voters tend to favor intricate games with pages upon pages of rules and little to no luck involved. It’s the kind of game I can’t imagine playing as a rookie against someone who’s played a few times – an experience I had with Agricola that ended up with me getting my ass handed to me by a slightly more seasoned player (who is, most likely, about to read this review). It’s also the kind of game that makes me say I’m not a “serious” boardgamer – I love smart games, but the complexity and length of games like Caylus (and Agricola, and Le Havre, for which I still owe everyone a review) keeps them off the top tier of my own list.

So I’m pleased to report that the Caylus app for iOS is very strong, with outstanding graphics, a very easy-to-use layout (no mean feat given the amount of information a player might need midgame), and, after a recent update, no issues with stability. The AIs could be better, and the rules included in the app are not sufficient, but once you get the hang of it, it’s easy to play and keeps you thinking the entire time – 15-20 minutes for a game against AI players. (I have yet to try this multiplayer, but that is available through GameCenter.)

Caylus is a worker-placement game: Each player has a small number of workers to place each turn on buildings that might return money, resources, or points; allow the exchange of some of those things for others; or allow him/her to construct something of value. Caylus operates around five resources, the value and supply of which fluctuate as the game progresses, and offers multiple paths to victory (although I found one the AIs just can’t seem to beat*). There’s really no luck involved, and because most buildings on the board allow just one worker per turn, each decision, from small to large, requires the player to consider not just his own future moves but those of every opponent as well.

* The strategy requires gold, the scarcest resource in the game. A human player would see that I was stockpiling gold and certain other resources and would at least try to made it harder for me to get gold from the gold mine, the one place to get gold for no cost beyond the cost of the worker. A human player would be trying to get gold for himself anyway. But the AI players don’t do either of these things, and I don’t think the AI players are that good at pursuing points via multiple, simultaneous strategies. I’ll come back to that.

The centerpiece of the game is the castle, which players build in blocks during three separate phases, after which their contributions to the castle are scored. Building certain numbers of blocks, or just building the most in any particular turn, grants the player one or more “royal favors” – money, a resource, victory points, or the ability to build a building at a discount. Failing to build at all in any of the three phases costs a player two victory points, but the opportunity cost is just as significant.

The graphics in this app are the best I’ve seen for any boardgame app so far, clear, bright, and very easy to look at for the length of a game. The layout is another strength, with critical information available in a left-hand sidebar that the player can rotate through several screens or can shrink to half its size to see more of the board. Moving workers is straightforward, and in the banner on the right from where the player drags a worker the app displays key info like money remaining (since placing a worker costs at least one unit of money).

I found the AI players all pretty easy to beat, working my way up from a two-player game against the easiest AI opponent to a five-player game against the two strongest AI players and two more from the next level of difficulty. The primary problem is that the AI players can’t detect a human player’s long-term strategy – an issue evident in other apps and one I expect to see in the upcoming implementations of Agricola and Le Havre. The simpler the game, generally the simpler it is to program a strong AI, either because it can pursue an optimal strategy that’s hard to beat or because the tree of potential human-player moves isn’t that wide.

The lack of in-game information is the other flaw here, one that creates a steeper-than-necessary learning curve for new players. The rules and tutorial show you how to use the app more than they show you how to successfully play the game. Buildings aren’t marked on the board; their icons are unique, so a player can look in the building directory in the left-hand sidebar and try to match them up, but allowing a player to tap any building and see its identity would be an easy addition. The app will also allow a player to select a favor that s/he can’t afford, with no opportunity to undo it as a player would have when playing the physical game.

For $4.99, I’ve already gotten my money’s worth from Caylus, spending close to three hours total across all games I’ve played so far. I’ll still play it occasionally, but they’ll need to offer a better AI for this to be something I continue to play regularly without GameCenter (and since I play on planes, that’s a key issue for me). The weaker AI makes the app more of a Caylus tutorial, or even an advertisement for the physical game – albeit a very slick, easy to use one, once you figure out the rules, which you might have to do outside of the app. It’s really well done, and if they can offer a stronger AI player down the line, it’ll join that top tier of boardgame apps.

Tigris & Euphrates app.

Codito is the development group behind Tikal, Puerto Rico, Medici, and Ra, solid offerings but none earning top marks from me. Their latest offering, Reiner Knizia’s Tigris & Euphrates, is their best boardgame app yet, adapting a classic 1997 boardgame from Knizia in an attractive format with a strong tutorial and (I think) very solid AI opponents. It went on sale today for $5.99.

I haven’t played the physical version of the game or reviewed it here, so if you haven’t played it, here’s an overview of the game, ranked 13th overall on Boardgamegeek. Tigris & Euphrates uses an unusual tile system where players are represented on the board by icon rather than color – that is, every player has a red leader, but each player’s red leader has his unique symbol on it. Players build “kingdoms” of adjacent tiles in each of four colors (red, green, blue, black) on a board that includes land spaces and river spaces, the latter along two rivers representing those of the game’s title. Players acquire points by placing leaders on the board and then placing regular tiles in those colors in the same kingdom as their leader(s). For example, if you have a black leader in a kingdom and place a black tile anywhere within that kingdom – contiguous with the leader tile – you earn a point in black. Players earn points in each of the four colors, and the winner is the player with the highest low score. In other words, the score that matters most is your worst score across the four colors.

You can also earn points by making a 2×2 square of tiles of the same color and converting it into a two-color “monument” that produces one point per turn in each of those two colors, awarded to the leaders in the same kingdom. And you can earn “treasures,” wild-card points that can be added to your score in any of the four colors, which the app automatically assigns to your current worst color.

On each turn, a player has two actions, which can include placing a tile, placing a leader, swapping any of the tiles from his hand for new ones, or placing one of two “catastrophe” tiles that destroy the tiles (not leaders) on which they’re placed.

Of course, there’s conflict as players compete to control various kingdoms with their leader tokens. You can place one of your leaders on a kingdom with another player’s leader in that same color, triggering a “revolt” that is resolved by the use of red tiles on the board and from your hand, regardless of the color at stake. Conflicts also arise when kingdoms are merged through tile placement; the leader with the most tiles of the same color currently in its kingdom, supplemented with tiles from that player’s hand, wins the conflict. The loser of either kind of battle removes his leader from the board.

I’ve glossed over a few details, but the key takeaway if you’ve never played the game is that each player has to balance a number of different variables: boost your lowest score, protect your existing leaders, build your hand tiles (you get six at any time) to attack an opponent, watch opponents’ lowest scores and try to sabotage them, and so on. It’s very rich, and once you play a game or two, actually quite simple to play despite the seemingly long list of rules. Knizia’s games are often subtly complex yet very intuitive on the surface, and Tigris & Euphrates qualifies as well.

The app is outstanding. The board is extremely clear and easy to navigate on the iPad; the icons on tiles are very clear, and it’s easy to see what you have available to you at any given time, as well as the percentage of the tile stack remaining. Leaders are labeled with a number indicating their current strength. Conflict resolution is straightforward and the game includes optional confirmation dialog boxes for any move, which prevents you from accidentally tanking the game through an incorrect move. You can undo either or both of your previous moves before you end your turn, unless the move was a conflict that has now been resolved. (One quibble: When playing only AI opponents, you still can’t undo a resolved conflict; since playing AI players is more like training or an extended tutorial, this might be a nice feature to have so you can get a feel for the success rates of conflicts.) Most importantly, your point totals are clear and obvious, with your current low score highlight, and the app handles the treasures for you.

I’ve found the AI players to be strong enough to keep the game challenging. There are five difficulty levels, and after waxing two low-level AIs in my first game I dialed both up to four … and then lost seven straight times. (At least.) The eventual victory, followed by a victory against two level-five AIs, were quite satisfying. There’s some predictability even in the harder AIs, especially early in the game, but their strength is that they don’t miss obvious moves and don’t hesitate to attack via all three methods (revolt, merging kingdoms, catastrophes). I’d like to try this online, but as a standalone app it’s very strong because the AI players are so well-designed. The game also comes with one of the longest, most detailed tutorials I’ve come across, reminiscent of the one in Samurai, which would be my previous gold standard for app tutorials. It takes a while, but it’s worth it.

I’ve ranked boardgame apps without grading them, but I’d say the inner circle of apps – where the underlying game is strong; the app runs well, looks good, and plays easily; the AI players are strong; and online multiplayer works – would now include five games (links go to reviews): Carcassonne, Samurai, Battle Line, Ticket to Ride, and Tigris & Euphrates. This most recent addition is the most complex of the five for those of you looking for a more hardcore experience, but plays reasonably quickly, with three-player games against two AI opponents taking me 15-17 minutes. I highly recommend it if you’re slightly obsessed with these games, as I am.

Full disclosure: I received a free version of this app from the developers prior to its release. Also, would anyone object to me including T&E on the forthcoming updated board game rankings, even though I haven’t played the physical game?

Lines of Gold app.

Boardgame designer Reiner Knizia has been active in pushing his games into the app space, with at least ten adaptations of existing physical games already available for iOS. He’s also moving into the puzzle-app space, with his latest release the $0.99 app Lines of Gold
icon, one I found strangely addictive even with a heavy element of randomness.

In Lines of Gold, the player has a board of 12 spaces connected in multiple lines of three that run horizontally and diagonally and must place tiles one at a time to try to create patterns where all three tiles match in at least one attribute across those lines. Tiles appear one at a time from the stack, so there’s little advance planning. Each tile has three attributes: color (copper, silver, gold); image (coin, bar/trapezoid, or wine glass); and number of images (1-4). A line with three of a kind earns points or extra tiles in the stack to extend the game; a line of three identical tiles earns a bonus round with entirely random results of more points or tiles.

However, any line of three tiles without any pattern costs the player two ways. There’s the loss of a tile from the stack, and there’s the loss of “pressure.” Every successful pattern moves up two gauges, one for scoring multipliers, another for “pressure” that in turn makes the scoring multipliers gauge move faster. A line without a pattern drops the pressure gauge back to zero – even if the same tile play produced a pattern on another line.

Once placed, a tile can’t be moved for any reason, and the limited number of spaces means you will often be forced to place a tile that will prevent you from creating a pattern on one or more lines. You get new spaces on the board once you fill the bottom two lines plus the left and right spaces on the line above that, at which point the board drops the bottom line and adds an empty line at the top.

At some point – I still haven’t figured out when exactly – a storage area opens up so that the player can store one (and eventually up to three) tiles from the stack, which makes the game play a good bit less random. In the first stage, you’re at the mercy of whatever tile comes up next, so other than understanding what tiles are more or less common (e.g., the copper tile with a single coin is the most common), there’s not a ton you can do to plan ahead. With two tiles available at any moment, you can sketch out a little more of a strategy – but at that point there are more tile types in play, so the game isn’t easier, just more of a thinking game than a quick-move puzzle game.

I certainly got my 99 cents’ worth by playing it four or five times over the weekend – a full game lasts 10-15 minutes once you get the hang of it, and I had one of about 20 minutes that put me (temporarily, I’m sure) on the global leaderboard – but overall I’d rate it behind the other Knizia puzzle app I’ve tried, ClusterMastericon, which is free to download but offers a 99-cent in-app upgrade to get more options within the game. ClusterMaster involves placing pieces of up to three colors on a hexagonal board of hexagonal spaces where you need to organize colored hexes adjacent to each other to make them disappear from the board. The “stress” game only lasts about 90 seconds, and there’s a lot more advance planning involved because of the limited number of shapes you might see and the balance between going for a large bonus (where you blow up a bunch of hexes at once through multiple patterns) and ensuring you don’t run out of room.

* My quick reaction to the Derek Lowe trade is posted now.

The Year of the Hare.

I’ve got a new blog post up on ESPN.com about Aroldis Chapman and Matt Purke with some other AFL/instructional league notes.

Also, congratulations to all of my Cardinals-fan readers. It’s a little scary to think they pulled this off before any of their high-end pitching prospects reached the majors.

And finally, boardgame designer Reiner Knizia has a new solitaire puzzle/game app available called Lines of Goldicon for just $0.99. I’ve played it twice so far and find it surprisingly complex for a simple set of rules; you can play it quickly, but playing it well seems to take a lot of forethought and a little luck.

Arto Paasilinna’s The Year of the Hare is the most successful novel by Finnish author/poet, more a novella than a full-length novel, telling the story of a journalist who walks away from his life after his car hits and wounds a hare in the forest outside of Helsinki. He spends the next year wandering through the country, headed generally north, encountering eccentric locals and trying to reestablish the priorities in his life.

The protagonist, Charles Vatanen, is a disaffected if successful journalist with a shrewish wife and a boat he doesn’t need, so walking away from his life proves easier than it might for most men of his age. When the car in which he’s riding hits the hare and breaks its leg, he makes a splint for the hare and decides to carry it with him while nursing it back to health. His rejection of modern society and its rampant, empty consumerism leads him to take odd jobs in small towns in the Finnish countryside, including restoring a dilapidated cabin, where he ends up in an extended struggle with a bear who resents the human intrusion into his forest, a chase that goes on for an impossibly long period until Vatanen is arrested by friendly Soviet officials for illegally crossing the border. There’s also an alcohol-induced blackout, a peculiar lawyer, the illegal sale of sunken German munitions, and a wargame put on for the benefit of tourists that leads to a literal and figurative tug-of-war over the hare.

The problem with The Year of the Hare is that it’s more escapist fantasy than actual fable. A fable should have some point, whether it presents a metaphor for some aspect of life or mines humor from parody, but there’s no such cohesion in Paasilinna’s work here. We could interpret the scene in the church, where a priest sees the hare on the altar and ends up chasing it around the building with a pistol before inadvertently shooting himself, as a commentary on the decline of religion in Finland, but I couldn’t read that passage as more than slapstick, with a robed figure running through his own church shooting at a tiny rabbit and putting a bullet through his own foot as well as through the knee of the Christ figure in the apse. Vatanen isn’t running away from anything except the vapidity of modern urban life – something I think many readers can respect and understand regardless of wehre they live – but he’s not really running towards anything. It’s one thing to check out, but another to live as a vagrant without any kind of plan for survival once the cash runs out.

I can’t be certain of this but I believe the translation did Paasilinna no favors. Finnish is a Finno-Ugric language, like Hungarian (Magyar) and Estonian, completely unrelated to the Indo-European languages (including English) that dominate Europe, which might make the translation more difficult. Regardless, referring to a helicopter as a “warplane” or saying that, “The hare was rather nervous; the raven had evidently been molesting it while Vatanen was away working,” is like playing a piano that’s out of tune; either the translator doesn’t speak colloquial English, or Finnish is the weirdest language on earth.

Italo Calvino is probably the best fabulist I’ve come across, and while it’s not my favorite work of his, Marcovaldo: or the Seasons in the City is probably the best collection of fables I’ve found. The blurb for The Year of the Hare compares it to Life of Pi, but the latter book is far superior whether read as a fable or merely for entertainment, with plenty of room for differing interpretations of its meaning and its endnig. As for the comparison offered to Watership Down, putting a a bunny in your book does not make you Richard Adams.

Next up: George Gissing’s novel about struggling writers in late 1800s London, New Grub Street (also available free for the Kindle). Too bad Grub Street is long gone or else we might see an attempt to occupy it.

Sid Meier’s Pirates! app.

Amazon has the complete Black Adder series on DVD on sale today for $34. I’ve seen a few episodes and, in what should surprise no one, generally laughed at everything Hugh Laurie and Stephen Fry did.

Also, recent stuff over at the Four-Letter: Division Series predictions, scouting Jarrod Parker & Kenley Jansen, this week’s Klawchat, and yesterday’s podcast (I come on the show right around the 14 minute mark).

Sid Meier’s Pirates! was one of the few computer games I played frequently as a kid, so when I saw there was an iOS app version, there wasn’t really a serious chance that I’d pass on it, especially since it was on sale about two weeks ago (it’s back up to $4.99). It’s a pretty faithful adaptation of the original PC game – I never picked up the 2005 remake so I can’t compare them – and I would say I got my money’s worth out of it, but overall found it simple and repetitive, while the difficulty of one small aspect of the game that’s critical to completing it ended up ruining the experience.

In the game, you play a pirate and spend time sailing around the Caribbean, attacking other ships, plundering small cities, looking for buried treasure, and trying to complete a long list of “quests” that serves as the game’s main storyline. But you spend a ton of time just sailing, even with the new “auto-sail” feature that lets you automatically jump from one city to another as long as you’ve previously visited both of them.

The game itself boils down to a few mechanics:

1. Sailing. This is boring, and once you figure out the ideal way to sail with your ship type, there’s no thinking involved.
2. Fighting ship to ship. Great if you have a fast ship, less so if you have a larger fighter and just need to ram the other ship and engage in sword-fighting.
3. Bombarding a city. This was the most fun for me because you never get a break of more than a few seconds, and have to combine speed and precision while trying not to overuse your artillery, which can leave you defenseless while you reload.
4. Dancing – which is just rhythmic tapping. You can get information by wooing the daughters of the various mayors and governors, but wooing them just means bringing them gifts and dancing well. It’s very silly, and I can’t imagine how this would work for a hearing-impaired player, but if you’re musically inclined at all it’s not that difficult.
5. Sword-fighting – and there is a lot of it. It’s also the one part of the game that just doesn’t work well, but you need to do it to complete the final quest and several of those leading up to it. As your character ages, your sword-fighting ability drops too, making a hard task harder. You swipe a finger across the screen for one of six moves, three attacking and three defending, but I found the app (or the screen) wasn’t responsive enough, so I’d swipe without getting the resulting action on the screen. It’s not a big deal for most of the early fights, because the opponents are so weak, but the closer you get to the end the more critical this becomes.

The game’s central storyline involves you finding four lost relatives who’ve been kidnapped and held in unknown locations around the Caribbean; to find them, you must defeat this one character, Baron Raymondo, sixteen times to get the four pieces of each of the four maps to the characters’ locations. (You may also accidentally come across one of them while landing for some other purpose, which happened to me twice.) There’s no thinking or strategy involved in chasing down Raymondo, and let me suggest that having the player complete the same task sixteen times might be a little over the top.

There are other smaller challenges within the game. Players must recruit crew members and keep them happy through regular plundering and occasional payouts. You can also trade in various goods, although the quantities are small enough that I don’t see how this could be a central part of the game, and can earn huge rewards for finding any of the four lost Indian cities; one of those locations comes from finding your four lost relatives, while the others come from buying certain trinkets that will impress local tribal chiefs, who then will give you parts of the maps … again, no thinking involved, just rote completion of tasks.

And that’s the ultimate problem. A game that I thought was fun when I was 15 because I was happy to just explore the game world and fight some battles seems trite today when I’m looking for more of an intellectual challenge. If the point of the game is just to fight a bunch of battles, then make it shorter so the tasks don’t become monotonous. Otherwise, expand the game world with more cerebral tasks, more character interaction, more purpose to the various smaller settlements that are little more than refueling stops as it stands, anything to give the game some complexity and keep me interested enough to want to play it a second time.