Wabash Cannonball app.

Wabash Cannonball ($1.99) is the app version of the boardgame more commonly sold as Chicago Express (which I’ve never tried), and it’s a very clean implementation of what seems to be a strong, smart game. Outside of the lack of networked play, the Wabash app is outstanding.

If Wabash Cannonball was a Hollywood script, I’d call it Acquire meets Ticket to Ride but directed by Reiner Knizia. It’s a luck-free train game with an economic component that also reminded me of Power Grid. Players buy shares in four railroad lines in an auction, then can use their turns to extend those railroads west across the country toward Chicago. The map is covered in various kinds of hexes, with different hex types providing different bonuses or recurring income amounts to railroads that cross them, with city hexes giving the biggest boost.

On each turn, a player can choose one of three options for his move: auction, build, or develop. In an auction move, the player picks one railroad and one share of that railroad goes up for auction; each railroad has a small, fixed number of shares, and it’s also possible for a player to choose the auction but then decline to auction off any shares (the ‘null’ play). The build move allows the player to choose one railroad and lay tracks on up to three tiles, as long as the railroad still has tracks remaining. Developing certain hexes raises their income or provides a one-time bonus to the railroad(s) occupying it. Because each player will hold shares in multiple railroads, and railroads will be owned by multiple players, choosing your action will depend not just on how much you’ll benefit from the move but on how to minimize the benefits to other players, or perhaps even block another railroad if that’s in your best interests.

When the first of the four initial railroads reaches Chicago, that railroad receives a sizable one-time dividend, and a fifth railroad, the Wabash (gray) line, opens up, with an immediate auction of the first of its two shares. The railroad’s home city is actually Fort Wayne, so within a few turns it can expand to Chicago (triggering another one-time dividend to its shareholders) and Detroit, the two most profitable cities on the board.

A round ends with a General Dividend, meaning payments to all shareholders, when two of the three turn options (auction, build, develop) are exhausted for that round; at each General Dividend, Detroit is developed automatically, increasing its income by $1. The game ends when one of four conditions is met, with nearly every game I’ve played ending because three of the railroads have no more shares available for auction. At game end, there’s a final General Dividend, after which the player with the most money is the winner.

The app’s design is very clean and plays well on the small iPod Touch screen. You can access several screens of information on the players, railroads, and progress toward game-end conditions in a popup window that you can minimize when you need to see more of the game board itself. The AI players are solid, playing intelligently and even using some strategic moves like the null play, with a particular strength in the auction. The AI’s weak spots are a lack of offensive play – they never block or otherwise sabotage other players – and a strange conservatism around the Chicago line, perhaps due to an incorrect valuation of its shares.

The game’s developers told me there are plans for networked play, but no release date for it yet. Beyond that, my criticisms of the app are minor – the “Chicago or bust!” popups are annoying, and it doesn’t save all the player settings from game to game – and I’ve had just one crash, the first time I used the app, which never recurred. For $1.99 it’s an excellent value with plenty of replayability.

Next up, I’ll do a ranking of my favorite boardgame apps. As for books, I bailed on Le Carre’s A Perfect Spy, but ripped through Ann Patchett’s underrated second novel, Taft.

New ESPNU show + Through the Desert app.

As you might have heard on Wednesday’s podcast, I’ll be appearing on a new studio show on ESPNU called College Baseball Live, every Thursday night at 7 pm EDT/4 pm PDT from now until May 12th. (There’s one more show on May 19th but I had a scheduling conflict.) The show will cover college baseball in general, with an emphasis on the SEC, as well as a modicum of draft chatter, and will be followed by an SEC game of the week, beginning this week with South Carolina vs. Tennessee. I’ll appear again on a brief postgame show.

This is probably as good a time as any to mention that I’ve also signed a new contract with ESPN, which has made much of this year’s extra content across all media possible. I have always appreciated the comments from readers who ask me if I’ll join their favorite team’s front office, but this is where I want to be right now, not least because life on the media side has always worked better for my family.

My weekly Tuesday column yesterday was on some rookies who were surprising Opening Day roster additions.

Reiner Knizia has been as aggressive as any game designer in licensing his games for iOS app development, producing a few of my favorites so far (notably Samurai and Battle Line). His two- to four-person boardgame Through the Desert is now available in a beautifully rendered app, but on the iPod Touch there are some implementation issues that have made the game trickier to play.

Knizia’s Through the Desert ($1.99 for the regular game, $2.99 for the iPad/HD version) is played a board of hexes with several oases and watering holes scattered more or less evenly throughout it. During the setup phase, each player places one camel in turn, with players rotating until each player has placed all five of his starting camels. (Players begin with five camels, each a different color.) After the setup, players place additional camels (drawn from a communal pool) adjacent to those they have already placed, building “caravans” that can accumulate points in three ways:

* By abutting an oasis, which is worth five points.
* By crossing a watering hole, which is worth three points for a large hole and one for a small hole.
* By fully enclosing an area within the caravan; between the caravan and the edge of the board; or between the caravan and the small, impassable mountain range within the board. The player receives one point for each enclosed hex, plus any bonuses for surrounded watering holes.

The only restriction on placement is that a player cannot place a camel next to a camel of the same color placed by another player.

There are also game-end bonuses of ten points apiece for the longest caravan (most camels) of each color. The game ends when there are no more camels available in any of the five colors.

The game offers a lot of decision-making with zero randomness involved. I’ve found the bulk of my thinking during the game is spent trying to anticipate each opponent’s next move or two, both to see if I can block anyone and to make sure I’m not going to end up blocked. The problem is ultimately one of resource constraints – you can only place two camels per turn, your number of turns is finite (but not known exactly), and your number of possible moves is restricted by the board and opponent placement – with the board big enough that the game is different every time, especially with three or four players.

The app itself is perfectly stable, but the way the developers implemented the game has proven frustrating. For one thing, there’s no way to tell whose turn it is, and there’s no way to see the current score of any player other than the one whose turn it is. In the four-player game, the bottom row of hexes on the board is obscured by the silly waving carpet at the bottom of the screen, and I couldn’t figure out how to place a camel there. I’ve also found the hard AIs to be a little light – in at least a dozen games, I’ve only once had an AI player make a move to block me, and that came in a four-player game where one of the other AIs was about as challenging an opponent as a sack of hair.

The AI problem isn’t a huge deal since the game allows for network play, and the hard AIs are good enough to make the game a nice diversion. It’s just not as challenging as it could be, and the lack of any kind of scoreboard or indication of who’s up is annoying and completely avoidable. I’m hoping at some point there will be an update to at least fix the bottom-row glitch and provide a score option, although the AIs probably are what they are for the long term. I’d recommend the game if you’ve already grabbed the two I mentioned above as well as Carcassonne and Ingenious and are looking for a change of pace; if I see any improvements come down the line I’ll repost with a stronger recommendation. And if any of you should try the iPad version, let me know if any of these issues are resolved.

Reiner Knizia’s Medici app.

Chat today at 3 pm EDT. New draft blog post on Dylan Bundy is up. I’m back on the Baseball Today podcast today; we just finished recording slightly before noon Eastern, so I expect it’ll be posted at that link shortly.

The iOS game Medici is just 99 cents until April 4th and since it’s another Reiner Knizia game there was a zero percent chance I would let that sale go by. It’s worth far more than that, a clever auction game that in typical Knizia fashion uses simple game play to create complex results. The scoring is a little trickier than other great Knizia games like Lost Cities or Battle Line, but after botching my first game I was able to grasp the concept.

Each player represents a trader in Renaissance Italy, bidding on lots of goods to fill up the five spots on his ship in each of three rounds of scoring. There are six goods available; on a player’s turn, he selects a box from the right side of the screen, after which it’s opened, revealing one to three goods in any combination, with each good carrying a value of 0 to 5 (or, for gold, a fixed value of 10). Players bid on the set of goods in a single-round auction, with the player who selected the box getting the final bid. Bidding can be fierce early, but as players’ ships fill up, players can score bargains later in a round … or they could be stuck with goods that don’t help as much in the scoring.

That scoring is the one slightly difficult part of the game to understand, at least from the in-game rules (I’ve never played the physical board game), but it’s also what makes the game brilliant. You earn points in three ways:

* The ship with the most value in each round earns 30 points, with declining bonuses after that depending on the number of players; the player with the least valuable ship receives no bonus at all, but all other players receive at least 5 points. A ship’s value is merely the sum of the values of each of its five goods, but those values are only applicable to this type of scoring. They lose all meaning when it comes to shipping goods.

* After ship values are scored, players ship their goods other than gold, which is only counted towards the total ship values. The player who has shipped the most of any specific type of good up to that point in the game receives 10 points; the player who ships the second-most of that good receives 5 points; everyone else gets zero. That is, the scoring for the quantity of, say, dye shipped is cumulative. Players tied in goods shipped split the available points, rounded down.

* Players who have shipped at least five goods of a specific type get a five-point bonus in each scoring round. Six goods shipped yields a ten-point bonus, and seven goods shipped yields twenty points. These bonuses are not split in case of a tie.

The ideal strategy, of course, is to ship lots of goods that no one else is trying to ship, which is harder to do the more players you involve in the game. (Medici requires three players with a maximum of six.) There’s also an inherent strategic conflict between acquiring goods with high values to grab that 30-point ship bonus and acquiring goods to ship to try to rack up points and bonuses for shipping one or two specific types of goods. Balancing those two goals when you can’t control what goods come up for auction while competing against other players who might want the same goods makes the game interesting and highly replayable.

The implementation on iOS looks good and works reasonably well with a few small hitches. The scoring pyramids where numbers of goods shipped are displayed is quite small on an iPod touch, and selecting boxes from the right side of the screen doesn’t always work on the first try. The app comes with nine AI players with different strategies and difficulty levels; I’ve found the top three or four to be challenging but the ones below that are best left behind once you’ve learned the game. There’s no online play option at the moment.

The mechanics make this game well worth the purchase, and it’s a solid implementation that has proven very stable for me across multiple plays and interrupted games. It also plays very quickly given how many players it can have and how much is going on behind the scenes, and I find the more I play the more I’m getting used to the tiny scoreboard for goods shipped.

I’m still testing out another Knizia app, Through the Desert, that recently came on the market; my initial impression is that it’s a great game but one best suited to the iPad (and there is indeed an HD version) rather than a smaller device.

Alhambra.

Somehow the board game Alhambra has slipped through the cracks here on the dish, which I’ll blame on our move into the new house in the middle of last month. I’m hoping that now that we’re in (albeit far from unpacked) I’ll get back to more frequent posting here.

Alhambra won the Spiel des Jahres award in 2003 and looks like it should be a great game – players purchase castle tiles from a central “market” and try to earn points while building their own Alhambra-style castle. But the randomness factor is way too high for my tastes, particularly in the way it can leave one player in the dust from the outset if the cards/tiles don’t line up for him.

That central market has four tiles in it, drawn randomly from a bag as needed. Tiles come in six colors representing different types of rooms or building structures (like Towers or Gardens), each carrying a different potential point value, and with walls on anywhere from zero to four sides. You may place a tile only in a way that would allow a person to “walk” into that tile from your existing castle without having to hop a wall. There are three scoring rounds, coming roughly at the one-third and two-thirds marks as well as at game-end; each time, points are awarded to the player with the most tiles of each particular type, with smaller point gains available in the later scoring rounds for players with the second- or third-most tiles of each type.

The hitch, and it’s a big one, is how players acquire money to buy the tiles. The conceit is very clever: The masons you hire to build your Alhambra come from different countries and insist that you pay them in their own currency. The central market has four squares of different colors, and the currency required to buy a tile from the market is determined by the color on which that tile happens to sit. But you acquire currency from a separate currency market: Four cards, randomly drawn, that sit out for players to take in lieu of buying a tile. A player may take any single card from the currency market, or take any number of cards whose values add up to five or less. So the tiles you’re able to buy over the course of the game will depend on what color and value of currency cards are available to you when your turns come up.

On his turn, a player may buy a tile, take currency, or make a very small modification to his castle. The currency takes on added weight because of the rule that allows a player to take an extra turn if he buys a tile with exact change. (If you overpay, you’re out of luck – you don’t get the difference back.) The result is that there’s very little strategizing possible around tile purchase and placement; it’s all about your currency options, and while there is some turn-to-turn strategy there, in a four-player game the central market changes so much each time around that the value of good currency decision-making is severely curtailed.

My wife disagrees with me on Alhambra; she’s not bothered by a high randomness factor and places more value on visuals and production value. We have played the two-player variant, where you assign some tiles to a hypothetical third player, “Dirk,” and the game actually works a little better than it does with four people because the central market changes less between turns. But on the whole, I can’t see buying this game over other tile-based games like Carcassonne, which folds its randomness more seamlessly into gameplay in a way that actually enhances the value of good decision-making.

Again, I’m hoping that’s the last long layoff on this blog for a while, and I apologize for neglecting it. I’m almost through with An American Tragedy and am planning a long music post for some time in early April, as well as reviews of some of the Dominion expansions we’ve acquired over the last few months. In the meantime, check out my post on UCLA star Gerrit Cole and listen for me on the Baseball Today podcast three times this week starting on Tuesday.

Battle Line game and app.

Battle Line is another two-player card game from the prolific Reiner Knizia, the man behind Lost Cities, Samurai, and Ingenious, one that brings a little more randomness to the table than Lost Cities offers but with plenty of opportunities for strategy – the type of randomness that forces you to rethink your approach to the game, rather than the kind that makes you throw up your hands in frustration. There’s also a very good Battle Line app available for iOS, with good graphics and a solid AI but as yet no online play option.

The main deck in Battle Line includes 60 cards, 10 cards numbered 1 through 10 in each of six different colors. Players begin with seven cards in their hands and on each turn play one card and draw one replacement. In between the two players sits a line of nine flags, and at each flag players place cards to try to create a winning formation, one that ranks higher than the opponent’s formation at the same flag. A completed formation contains three cards. The first player to either win five of the nine flags or to win three adjacent flags wins the game.

A formation’s value is determined by the numbers and colors of the cards it contains. The game has its own lingo, but you’ll notice a correlation to poker hands as well. The top formation is the game’s royal flush – three consecutive cards in one color, with a tie going to the formation with the highest sum on his cards, leaving 10-9-8 as the best possible formation in the game. (If a player completes a 10-9-8 formation at a flag, he wins the flag even if his opponent has yet to finish his own.) Next highest is three of a (numerical) kind, followed by a flush, a straight containing more than one color, and last just any assortment of three cards. When both players have identical formation types at a flag, the above tiebreaker applies. It’s also possible to claim a flag before the other player has completed his formation if it is no longer possible for the second player to create a formation to top the one that’s already on the board.

The twist in the game is the existence of a second deck of ten Tactics cards, each unique, which may be drawn instead of cards from the main deck. These cards run from the lifeline (Hero and Champion, two wild cards that can stand in for any card you want, although each player is limited to playing one of these per game) to the attack card (Traitor, stealing a card your opponent has played and using it yourself; or Deserter, trashing a card your opponent has played). The number of Tactics cards you can play is restricted by how many your opponent has played – the delta must not exceed one, so once you’ve played your first Tactics card you can’t play a second until your opponent has played one.

Battle Line strategy breaks down into two major areas. One is deciding how to fill out formations – if you have the green 9 and the green 8, do you play those together and hope you get the 7 or 10, or do you break up the 9 and 8 to try to build the easier three-of-a-kind formations? But the more interesting part is deciding when to fill out formations. Holding back the second or third cards in a strong formation might entice your opponent to waste a valuable card there – but playing that second card might open the door for him to waste your cards by dropping a stronger formation there. And do you challenge his formations early or try to play at empty flags and create large obstacles in the center of the board? It’s one of those “simple rules but different every time” games, like Lost Cities, that work very well for a quick two-player match.

The game’s card constraints are more confining than those in Lost Cities, which makes it a little more random because of how much you’re at the mercy of the deck. In Lost Cities, you’re just waiting for a larger card in any color you’re using, preferably not too much larger. In Battle Line, you have more formations in play but are often looking for a specific card or one of two in a specific color, and can’t discard a card without using it as you can in Lost Cities. If you want a change from Lost Cities, however, Battle Line is the most comparable two-player game I’ve found.

The Battle Line app (a.k.a. “Reiner Knizia’s Battleline”), from Gourmet Gaming, features two AI opponents, allows you to play two-player against someone sitting next to you, and offers a basic game that involves six cards in your hand and no Tactics cards if you want a tutorial. The strong AI player uses Tactics cards well, doesn’t do anything stupid, and will seize on player mistakes nearly every time. Flags are claimed automatically regardless of the winner, and the graphics involved are very clear. The app had problems with crashing and with incorrect values on two Tactics cards, but both glitches appear to be gone since an update about three weeks ago. It’s been my go-to app of late when I don’t want to get sucked into a long game of Carcassonne since you can knock out a game quickly and there’s enough random variation to keep it fresh.

Vikings & Ascension board games.

I purchased Vikings on a whim, since I had a Barnes & Noble gift card and wanted to add one board game to the pile of books I ordered through their site: Vikings was one of the only German-style games they offered that I didn’t already own. It turned out to be a great purchase and a new favorite for us, and a rare game that plays well with two players and with more than two.

Vikings’ concept is that each player represents a tribe of Vikings sailing west to settle new islands, but rather than a game of exploration it’s a game of placement and resource management. Players must construct islands using left, middle, and right island tiles; place boats worth points or coins; and gather and place six kinds of viking meeples, each serving a different purpose in the game. Some viking types earn you points, some prevent you from losing points, and one kind (boatmen) allow you to ferry meeples from your main island to your tiles.

The game comprises six rounds, and on each rounds, eleven random tiles are placed around the game board’s wheel on spaces numbered 0 through 10, each tile paired with a viking drawn at random from the supply. Ship tiles go to the highest numbered spaces, while island tiles start at 0. The vikings are also placed in a specific order – first fisherman (used to feed your people at game end), then goldsmiths, scouts (score points for goldsmiths and fishermen in the same column), nobles (two points apiece), and warriors. Goldsmiths are worth 3 gold coins at the end of every round. Warriors allow you to score points for ships placed directly above them, and an “unprotected” ship prevents you from scoring for some tiles in its column. Unprotected ships will also cost you points or gold at game end. Warriors are important, if you didn’t catch on.

The number of the space a tile/viking pair occupies represents its cost, but the 0-cost tile is unavailable unless its viking is the only one left of its color, or the player whose turn it is to choose has no coins remaining. When a player takes the 0-cost tile, the wheel turns until the 0 is next to the lowest remaining tile/viking combination, so tiles become cheaper as each round goes on. But players can always choose to spend big to acquire a choice tile or a needed viking (e.g., a warrior to protect a five-point ship), so there’s no guarantee the tile will still be there when the wheel turns.

I generally don’t like games with a lot of random elements, but Vikings’ randomness is much more controlled: All 72 island tiles are used, and with only a few types, you rarely have to wait long or spend too much for a tile type you might need. There are 78 meeples, so only a few are left out of any single game, and again you’re rarely left up a creek. It’s variation without huge swings in luck, and you can build a coherent strategy around it once you have a sense of how the game flows.

We’ve played Vikings with two players and with three (it plays up to four) and found no significant difference in game play. Your strategy shifts slightly with three players from two to consider where you’ll make a sacrifice; the competition for warriors, boatsmen, and fishermen becomes more intense, and you’ll probably have to accept a point loss somewhere. Minimizing those and/or maximizing point gains elsewhere is key.

It’s the wheel that sets Vikings apart in my mind; it’s an elegant compromise between the egalitarian but time-consuming auction method (think Power Grid) and the straight assignment method where players can be helped or hurt by fortunate tile draws. Since the start player rotates from round to round, every player will have his or her chance to get the tile or Viking s/he needs, given the willingness to pay for it.

Typical game time was under an hour for us once we got the hang of it, and the rules are well-written. There’s a more complex variation/expansion included that we haven’t tried yet, in part because we like the simplicity of the core game so much. I’m certainly puzzled to see it ranked outside the top 100 on Boardgamegeek; it’s worth checking out, especially if you’re a fan of not-too-complex strategy games as I am.

I received a review copy of a new deck-building game called Ascension: Chronicle of the Godslayer, which seems like a cross between Dominion and the collectible card game Magic: The Gathering, based on what I know of the latter game (I’ve never played it). Ascension takes the core Dominion mechanic – shuffle your deck, deal yourself five cards, acquire new cards, place them all in the discard pile, shuffle again when your deck runs out – and marries it to the fantasy elements of Magic, with one substantial twist: You can use your cards to defeat monster cards and earn “honor” points. You also earn points for certain cards in your deck, and when the game ends, the player with the most such points wins.

The mechanics do vary from Dominion’s in a few ways. The most significant is that you can only purchase cards or fight monsters currently in the center row of five cards, as opposed to Dominion, where all ten Kingdom cards in use in the game are available until their supplies run out. Ascension also adds three cards – a basic money card, a basic warrior card, and a weak monster – that you can purchase/fight when you can’t do anything with the five cards in the center, thus largely eliminating the chance of a turn where you can’t do anything at all.

The limited choice in cards to buy or monsters to fight means that the game has a much higher randomness element and less strategic planning than Dominion; it’s hard to build a cohesive deck when you’re at the mercy of the cards in the market when your turn arrives. But we also found that the game ended so quickly that there was barely time for strategic deck-building. (By that, I mean acquiring cards that work well together, so that when you draw two or more into your hand you can increase your buying or fighting power.) We tested Ascension with three players and I was the only player who managed to pull off this trick (once!) before the game ended.

Other concerns not affecting gameplay are a very badly written rulebook, spawning several threads on Boardgamegeek that address these questions, such as whether the Cultist is available throughout the game for players to defeat (it is); and some horrible artwork on cards that looks like what you might find in the social studies notebook of a teenaged boy obsessed with Dungeons & Dragons.

I’ve never been a huge fan of fantasy literature or a player of Magic or D&D and can see why this might appeal more to those audiences. However, my wife and I agreed that we preferred Dominion and I can’t see us reaching for Ascension over that game.

Race for the Galaxy.

Race for the Galaxy is a card game for two to four players that uses the same basic engine as San Juan while borrowing more heavily from San Juan’s parent game, Puerto Rico. Race junks the colonization theme in favor of a space-exploration one, where players settle worlds and build developments to create the top-scoring civilization. It’s a rich game, different every time, but ultimately has two drawbacks that prevent me from giving it a full recommendation.

Each player starts with a home world that has one or two powers, and then lays other cards representing worlds or developments along side it. Players acquire points for the cards they lay and for producing and consuming any of the four types of goods, represented by cards laid face-down on production worlds, then removed during the consumption phase in exchange for more cards or for points. The game ends when the supply of victory point chips is exhausted or when any player lays his 12th card.

In a turn, each player simultaneously chooses a role from the seven options: Two “explore” roles that allow for card draws; a “develop” role that allows a player to place a development card by discarding a certain number of cards from his hand; a “settle” role for placing a world card in the same way; “consume-trade,” where the player trades in one good in exchange for more cards, then consumes the rest (if he has cards with consume powers on the table) for victory points; “consume-x2,” where the player consumes goods for double points; and “produce,” where each empty card with a production ability produces exactly one good. All players use all selected roles in that round, but receive some extra ability or bonus for the roles they chose themselves – for example, the developer can develop at a cost of one fewer card than the regular price.

Nearly all cards bring some special ability to the table. Some cards allow the player to consume a good for a specific gain – usually a victory point, a new card, or one of each, with a handful of cards offering higher bonuses. Others take a point off the cost of developing or settling a world, or give the player a card draw when he does so. There are “windfall” worlds that only produce goods when the player chooses to be the producer or if the player has another settled world or development that has a windfall production power. So when players have 10-12 cards down, there’s a lot to track, and I’ve found it’s easy to overlook a bonus you might have on one of your cards.

If all players have some experience with the game, it’s going to move fairly quickly. But the first drawback to the game is that it takes many plays to learn the game’s strategy, because you can’t map out a strategy if you don’t know the cards well, and you have to play several times to get to know the deck. I downloaded a free version with strong AIs and played at least 20 games (they take a few minutes), after which I knew the key cards for the two main strategies I use. That’s a lot to ask a newbie to do, especially one who’s playing for fun rather than with the goal of reviewing it. And without those games on the computer, I doubt I would have grasped some of the badly-written rules as quickly as I did. (It’s also extremely helpful to have the computer handle the scoring and keep track of Consume powers for that phase.) The cards also express their abilities in icons unique to this game, which seems to be a frequent criticism in online reviews, although I thought they were pretty straightforward once I learned them (and it’s fair to say that learning them is a time commitment not everyone will want to make).

The second is that there’s one strategy that will win the majority of the time, pointed out to me by Tim K. – the produce/consume-x2 strategy. Beating it requires a fair amount of luck in card draws; I’ve won with a military strategy twice, but needed to nail a couple of key cards to pull it off. There are many more production and consumption cards in the deck, meaning a produce/consume-x2 strategy is more flexible and more likely to work, especially if no other player tries it. (Your strategy choice is somewhat set by your start world; if you get the military world New Sparta up front, you’re at a disadvantage if you want to try the produce/consume-x2 strategy.) I’ve read descriptions of Trade and Develop strategies, but I think the extent of luck in card draws required to pull those off must be very high. And if another player shoots for produce/consume-x2 using low-cost blue good cards, he’ll probably finish before the Develop strategy can lay its first big-bonus development.

With some of your recommendations for Race for the Galaxy and its very high rating on Boardgamegeek (#13 as I write this), I was predisposed to like the game, but the combination of high randomness in card draws and high complexity in resolving consume phases doesn’t validate the high ranking. San Juan is simple when compared to this, and I understand that it’s too simple for some people, but the simplicity means that the randomness of card draws has a much lesser effect. Everyone has the same fundamental strategy because San Juan doesn’t allow for as much variation. Race for the Galaxy gives you the variation and thus the multiple strategies, but one strategy can rule them all, and keeping track of all those abilities and bonuses starts to feel a little like work. It’s good, better than most games out there, but I have high standards and Race doesn’t quite meet them.

Catan app.

My latest column for mental_floss, a conversation with prolific board game designer Reiner Knizia (the man behind my favorite two-player game, Lost Cities), went up today.

Settlers of Catan remains the top board game on my rankings, even though it requires at least three players; it’s a great game that has simple mechanics, requires players to plan and have a strategy, includes mechanisms to reduce the odds of one player routing the others, and has helped forge a new segment in the U.S. board game market. You can’t overstate its value.

The Catan iOS app costs a reasonable $4.99, with colorful and slightly goofy graphics and an AI good enough to help you learn the game or pass the time, but no AI player strong enough to challenge an experienced player on a consistent basis. The app allows you to play two or three AI players, or to play another person who’s sitting with you, but lacks an online play option. The developers just released the first in-game expansion, Seafarers, today, and I purchased it but have yet to download it.

The Catan app itself works well if you fine tune the options to speed up the graphics and reduce the fake chatter from AI players. The app provides statistics on dice rolls and resource gains for all players, so you see for yourself that the computer wasn’t cheating when it made you roll a 7 when you had 13 resources and were about to build two cities and win the game. The map itself is extremely clear even with the colors and textures on the various tiles, and you can zoom as needed.

On your turn, once the die roll occurs, you click a somewhat-hidden menu buton on the right side of the screen to pull up your options: Build something, buy or use a card, initiate a trade, go to settings, or pass the dice. Building is straightforward, and only items you can build are highlighted, although it would be simpler if it snapped right to the first thing you can buy. Buying a card is simple, but using one requires scrolling to the right until you find the card you already have, at which point the question mark (for a description) changes to a check mark.

The trading engine is simpler to use, and AI players do make frequent trade offers. There’s also an option to decline all trade offers until your next turn, which can be useful when you’re receiving a slew of offers for a resource you know you won’t trade at any likely price. The trade engine screen presents all five resources in a row in the center, and you slide up or down depending on whether you want to give or receive a certain resource in the trade.

The game comes with a half-dozen or so AI players that vary in overall skill and in style of play, some aggressive, some focused more on building internally. But no AI player does much in the way of blocking the human player’s strategy, and they all have a tendency to hold resources too long – I’ve won a few times when the AI players each had 9-13 resources, and there had to be something they could have built with those resources to gain some points.

The Seafarers app doesn’t seem to have added any new AI players, and the game requires that you play a few of the basic scenarios before unlocking the Seafarer ones, even though I’ve played the First Island numerous times before buying the expansion. I’ll report back on that once I’ve had a chance to play it a few times.

I’d recommend the Catan app to anyone who’s been listening to me rave about the board game for years but hasn’t had a chance to try it, and I’d recommend it to anyone looking to improve his play. For me – and I am far from an expert at Settlers – it’s more of a fun diversion, not as challenging as some other apps I’ve tried but still fun, probably because I enjoy the underlying game so much. The fact that they’ve issued a major expansion also gives some hope that they’ll continue to develop for it, adding new features and maybe other expansions or AI players along the way.

Forbidden Island.

Forbidden Island is another cooperative board game by Matt Leacock, designer of the fantastic cooperative game Pandemic (reviewed earlier this month), with similar mechanics and a similar goal. It’s more visually appealing than Pandemic, coming in a tin box rather than cardboard with nicer artwork on the island tiles, but is a little simpler to play and definitely simpler to win, making it a better family game than Pandemic but perhaps a little less challenging for a group of 3 or 4 adults.

In Forbidden Island, two to four players take on adventurer roles to capture four relics on the titular island and attempt to escape as a group before the island sinks. As the game goes on, the water level rises, making certain tiles flood and, if they flood again while already flooded, sink permanently, after which they’re removed from the game; players must therefore choose between capturing relics and running around the island restoring flooded tiles.

The island itself varies in each game, similarly to Settlers of Catan – the set of tiles is drawn randomly to build a 3-4-5-5-4-3 island, and no fixed position for any of the nine critical tiles, the tile required for departure and the eight tiles for the four relics. To capture a relic, one player must possess four cards showing that relic (within the hand limit of five cards) and then move to either of the two tiles with that relic on their corners, using one action to take the relic. When the team has captured all four relics, the players must all go to the departure tile and play a special Helicopter Lift card to lift all four players off the board and into victory.

On each turn, a player has four actions to use, including moving to an adjacent tile, restoring (“shoring up”) a flooded tile adjacent (horizontally or vertically) to where he’s standing, giving a card to another player on the same tile, or playing four cards to capture a relic. Diagonal moves are prohibited, so most of your actions will go to moving around the island, with a fair amount of thought going to positioning yourself for future moves. But because the board is fairly simple to navigate, it doesn’t have the same critical-path modeling feel as Pandemic, which may be good or bad depending on your point of view. I prefer Pandemic’s operational complexity; your mileage may vary.

Each player plays one of six roles giving him special abillities. The Engineer can shore up two tiles for a single action. The Pilot can use one action each turn flying to any tile anywhere on the island, regardless of its distance from his starting point. The Explorer can move or shore up a tile diagonally. The Messenger can give a card to another player even if they’re not on the same tile. The Diver can move through multiple flooded tiles or even the empty spaces where removed tiles sat for a single action. And the Navigator can move another player up to two adjacent tiles for a single action to set him up for his next turn. The key to winning is, of course, figuring out how best to use the special abilities of all players, using them as often as possible; most roles are helpful although the Diver isn’t as useful as the others in a two-player game.

A few island tiles are flooded at the start of the game, and each player completes his turn by drawing two to five cards from the Flood deck. Each Flood card shows an island tile; when a player draws an island’s card, he flips the tile over to show that it’s flooded or, if it’s already flooded, removes it from the game permanently. As in Pandemic, several times during the game, the stack of used (played) Flood cards is shuffled and placed back on top of the Flood deck, so an island that has already been flooded is going to be flooded repeatedly as long as the game goes on. The timing of those shuffles depends on when the Waters Rise! cards are drawn from the master Treasure deck that includes relic cards and five special ability cards: three Helicopter Lifts (move one player anywhere on the island, with no action required) and two Sandbags (shore up one tile immediately, also for no action). A player draws two Treasure cards at the end of her turn, discarding if she’s over five cards in her hand.

There are several ways to lose Forbidden Island, although we only lost via one method. You lose if both island tiles that show a particular relic sink before you capture it, thus leaving you unable to do so. You lose if the departure tile sinks. You lose if an island tile sinks with a player on it and he’s unable to swim to an adjacent tile because those have already sunk. And you lose if the water level rises a certain number of times – nine times if you play the Novice level or just six times if you play at Legendary level. We lost when the departure tile sank too quickly for us to shore it up because we drew Waters Rise! cards on consecutive turns; other than that, we played up to the Elite level (one below Legendary) and finished the game with plenty of time left on the theoretical clock.

The relative ease of winning with two players didn’t make the game less fun to play, but it wasn’t as challenging or frustrating as Pandemic. I prefer the higher level of difficulty, even though I can still say “Bogota” to my sister and her husband they’ll remember exactly which session of Pandemic I mean and how aggravating that loss was. If you’ve played neither game and want to try the cooperative concept, Forbidden Island is under $13 on amazon, or about half the cost of Pandemic, making it a great introduction to this style of game and this designer’s mechanics.

Thanks to a reader recommendation, I’ve set up an amazon.com aStore that includes all board games I’ve recommended and that will eventually include the entire Klaw 100 (I think I’ve added 30-35 titles so far). It’s also linked permanently on the Amazon link above.

Jaipur (game).

If you missed it yesterday, I chatted right after the Hall of Fame announcement.

Back in July when I complained in my review of Lost Cities about the shortage of good German-style two-player games, two of you recommended the card game Jaipur, an Indian-themed trading game with a solid mix of luck and strategy. The recommendation was spot on, as it’s one of the better pure two-player games we’ve tried, not quite as good as Lost Cities but perhaps our second-favorite in that category.

In Jaipur, each player is a trader looking to collect and sell cards of six different types of goods, ranging from jewels to leather. Each good sold brings in a token worth 1 to 7 bonus points, with the first goods of a type sold within a round worth more than the same goods sold later. But there are also bonuses for selling 3, 4, or 5 goods of one kind in a single transaction, so there’s a tradeoff between selling early to get the best goods tokens or waiting to collect more cards and receive a bonus for a larger trade. There’s also a 5-point bonus for having the largest herd of camels (also cards), although camels have some strategic value beyond their points.

Each player begins the game with five cards showing goods or camels, and the market opens with five cards as well, three camels and two randomly drawn from the deck. Players place their camels in a pile in front of them, so they don’t count against the hand-card limit of seven. On his turn, a player may take one card from the market; exchange as many of his own cards (hand or camel) with the same number of cards from the market; take all of the camels from the market at once; or choose to sell goods to the Maharaja (what you’d call “the bank” in other games). The round ends when the deck is exhausted or when three of the six piles of bonus tokens for goods are exhausted.

Because cards are drawn from the shuffled deck, there’s a relatively high degree of randomness involved in Jaipur, and you may go through a round where you just can’t get cards of a certain good – but the fact that there are more cards of each good in the deck than there are tokens of that good on the table mitigates that and allows you some flexibility. We found that there is a strong strategic element to Jaipur, including deciding when to sell and how many to sell, when to go for a bonus and when to try to steal the highest tokens out from your opponent who might be collecting the same good, and when to exchange several cards even though doing so may restock the market for your opponent. It’s light strategy, but enough that there are clearly better and worse ways to play the game, and on every turn you’re thinking about your options or watching what your opponent is taking so you know what she’s collecting and what cards are left in the deck.

Jaipur, like Lost Cities, is also extremely compact, with just the single deck of about 60 cards and a handful of tokens that you could just throw in a zip-top bag, so I imagine it would travel well. Even in the box, it’s one of the smallest game packages I own. If you care about graphics and art, everything’s done in bright colors and the images are appealing in a cartoonish way, although I would gladly play this game with bad art and dim colors.

I interviewed Reiner Knizia recently for an upcoming mental_floss article, and brought up my affection for his game Lost Cities. He said many people call it “the spouse game,” because in many couples you find one game-player more serious about gaming than the other, but Lost Cities seems to sit perfectly in between those two poles. That’s not the case in our house, as my wife likes about 90% of the games I like, but I love the “spouse game” description because it gives such a concise description of where Lost Cities and Jaipur are on the strategy scale. I’d still recommend Lost Cities first, but if you liked that and are looking for another game in the same general area of strategy, ease of learning, and fun, I’d recommend Jaipur for your next two-player purchase.