Stick to baseball, 2/17/18.

My one new piece for Insiders this week covered the top 30 prospects for this year’s MLB Draft, in advance of yesterday’s opening night in Division 1. And I held a Klawchat on Thursday. Unfortunately I did not recover enough from whatever ailment I had this week to make the trip to Myrtle Beach, but hope to be on the road next weekend.

I reviewed the board game Seikatsu, one of my daughter’s new favorites, here this week, with another review hitting Paste‘s site next week. Also, I never tweeted this link at all, but reviewed the Romanian-language film Graduation, from Oscar-nominated director Cristian Mungiu, on Wednesday.

Smart Baseball comes out in paperback on March 13th! Some readers have reported difficulty finding the hardcover version in stores, but it is still available on amazon at the moment.

And now, the links…

Seikatsu.

Seikatsu was one of my honorable mentions on my list of the top ten games of 2017, maybe the best-looking game I played last year with gorgeous artwork and solid, heavy tokens. It’s listed as a game for 1 to 4 players, but really works best with 3 and fairly well with 2, not with the other counts.

Seikatsu calls itself “a game of perspective,” which is true for the final scoring, which accounts for the bulk of the points in the game. You score two ways in Seikatsu: once when you place a token on each turn, and then once for each row on the hexagonal board at the end of the game – but the rows you score depend on where you sit, so each player scores those rows (or columns, if you want to get all pedantic about it) differently. The result is a fast-moving game that asks you to balance two different scoring methods with every turn, but that keeps those turns short because your options are finite and it’s not that hard to figure out an optimal move.

The tokens in Seikatsu each show a bird and a ring of flowers, which correspond to the two scoring methods. You can place a token anywhere adjacent to another token or the neutral center space, and you score 1 point for that token plus another point for each adjacent token with the same bird image on it. In theory, you could score a maximum of 7 points, but in practice you’ll get 1 to 3 each turn and maybe luck into a 4 once every other game or so. There are four koi pond tokens that function as wild cards; you can place one and name any bird type to score it, after which the tile no longer scores as any bird type for tokens placed adjacent to it.

The flowers come into play at the end of the game. There are pagodas on three vertices of the board, each of which corresponds to one player’s perspective for scoring, splitting the board into seven columns unique to that player. In each column (or row … I’ll stop that now), the player identifies the flower type that appears on the most tokens, and scores points based on that number – 1 point for a single token, then 3, 6, 10, 15, and 21 points for the maximum possible number of six tokens with the same flower type. Koi pond tiles are wild again in this stage, and each player can assign whatever flower type s/he wants to those tiles.

Seikatsu is ideal with three players; with two, it’s a little easier to work the board independently until the last few moves, whereas with three you can’t plan ahead as easily. You only get two tokens in your hand each turn, so long-range planning is just not part of the game, but with two players you can set up your rows of flowers with less interference from other players. We’ve found that with two players, the scores are extremely close – we’ve tied once and never had a margin of victory over 5 points. That makes it a great game for a parent to play with a child, because it’s hard for the parent to run away with the game and thus doesn’t require playing ‘down’ to the younger player’s level. With four players, it’s “team” play, which I don’t think works very well; there’s a solitaire mode I haven’t tried. Seikatsu lists for $40, which I think reflects the high quality of the components but is a bit dear for this type of game; now that it’s been on the market for six months, though, I’m seeing it for under $30 (e.g., $28 on amazon) which is just right.

Stick to baseball, 2/10/18.

My one new piece for Insiders this week covers the Cubs signing Yu Darvish to a six-year deal. I also held a Klawchat on Thursday.

I reviewed the new, light strategy board game Majesty: For the Realm for Paste this week.

I’ve been sending out my free email newsletter a bit more regularly now that the prospect work is over. Also, Smart Baseball will be out in paperback on March 13th; you can pre-order it on amazon or elsewhere, although at the moment the hardcover version is about $1 cheaper.

And now, the links…

Stick to baseball, 2/3/18.

My org reports and top ten prospect lists for all 30 teams are now up for Insiders, which concludes this year’s prospect rankings package:

NL East
NL Central
NL West
AL East
AL Central
AL West

I also held a Klawchat on Wednesday.
I’ve been selling some of my board game collection and donating the proceeds to charity, including the Food Bank of Delaware and hurricane relief efforts in Puerto Rico and the U.S. Virgin Islands.

With the prospects project done, I resumed my free email newsletter this past week. Also, the paperback edition of Smart Baseball comes out on March 13th; you can buy any of the editions through HarperCollins’ site.

And now, the links…

Stick to baseball, 1/13/18.

No new Insider content this week, as MLB appears to still be asleep and I was working on the top 100 prospects package, which is scheduled to start running on January 22nd. I did hold a Klawchat on Thursday.

My latest board game review for Paste covers Pandemic: Rising Tide, a standalone spinoff of the original Pandemic, this time pitting players against rising waters threatening to flood the Netherlands, so players must build dikes and pumps while trying to complete four hydraulic stations to win the game. We liked it, as it gives a new twist to the now-familiar cooperative mechanics of Matt Leacock’s various games.

Feel free to sign up for my email newsletter, which costs you nothing and totters somewhere between occasional and infrequent. And, of course, thanks to everyone who bought Smart Baseball for themselves or as a Christmas gift, or as a Christmas gift for themselves.

And now, the links…

Exit: The Game.

I have a new board game review up at Paste today as well, covering Pandemic: Rising Tide, a standalone spinoff of the best cooperative game on the market.

Exit: The Game won the Kennerspiel des Jahres in 2017 in a bit of an upset over the heavily favored and much better-reviewed Terraforming Mars, which I thought was the best complex game (or “expert game,” which is the literal translation of Kennerspiel) of its year. (It also beat Raiders of the North Sea, which I have played just once but enjoyed.) I’m guessing Exit won because it’s novel – it’s a series of cooperative puzzle games that are supposed to mimic the escape-room experience in a tabletop setting. There are other new games in this vein, like Unlock!, but Exit does this really well, with puzzles that you can reasonably solve in the allotted time and, more importantly, a very strong system for helping you if you’re stuck.

Each Exit box gives you a single play, because you’ll be changing destroying components, including tearing or cutting cards, marking up pages, and maybe even disassembling the box. I played four of the games: The Abandoned Cabin (the first in the series), The Forgotten Island, The Polar Station, and The Forbidden Castle, which vary from two to four on the game’s 1-5 difficulty scale, and there was a noticeable difference in the challenges – although I’m not sure the difficult boxes are better, just harder.

One Exit game box comes with three card decks – riddles, solutions, and help cards with hints – plus a booklet specific to that game, a disk of three concentric dials used to decipher codes, and sometimes some “special objects” that may be stencils or windows for finding clues on other cards or pages. You’ll start the game with one of the riddle cards plus the text on the first page of the booklet, and then must find a series of three-digit codes to progress through the game. Each game has roughly ten codes to find, represented by different shapes on the disk, which also help you figure out which cards and pages might work together. The puzzles come in lots of forms, and we found it was better to think a little like a kid to solve many of them. Some of the puzzles are visual – you have to trace things, connect dots, color in cards, fold pages into different shapes, cut pages into strips, all things you’d never expect to do with a board game. Some puzzles are self-contained, while others require you to solve three smaller ones to get each of the digits for the code.

Once you think you have the code for a specific puzzle, you locate that puzzle’s symbol on the outer rim of the disk and then rotate the three inner dials to match the code. (Some games use colors or other glyphs instead of numbers, but there will then be a reference card to help you translate them into numbers so it doesn’t become a drag on the game time.) A card number from 1 to 30 will show up in the center of the disk, which sends you to the Solutions deck. Some cards in that deck will tell you you’re wrong right away; others will ask where you saw that symbol – on a piece of furniture, a briefcase, a trunk, a door – in one of the images you’ve seen in the booklet or on a new card. You’ll then be directed to yet another Solution card, and if you were right, that new card will give you further instructions that will include at least one new Riddle card and perhaps give you a special object. This multi-step process makes it difficult to accidentally see an answer to a Riddle, and cheating via the Solutions deck would be nearly impossible.

Components from Exit The Abandoned Cabin
Components from Exit: The Abandoned Cabin.

The Hints deck is the cleverest aspect of Exit’s mechanics by far, and I think it’s what makes this game so playable even if you run into a puzzle you can’t solve. Every puzzle gets three Hint cards with its symbol on it, with the first card telling you what cards, pages, and/or objects you need to solve the puzzle (and maybe one small hint), the second card telling you most of the information on how to solve it, and the third giving the actual solution with an explanation. There were puzzles we solved without any Hints, and a few where we needed all three hint cards to move along. (The game has a timer app you can use, but there really isn’t any need for it except to let you know how long you’ve been playing and nudge you into looking at Hint card.) Having the first Hint card tell you which cards you must have to solve that puzzle is particularly useful if you have pieces of a few puzzles and aren’t sure which one to attack next.

Everything is fair game for solving these puzzles, including things like the game box itself, outside or inside, and each game we played had at least one puzzle that required us to use something that you might assume wasn’t part of the task. (The image on the inside of the top of the box in one game was quite faint, though, which I think is a mistake and makes the game less accessible.) We did find one glitch in The Forgotten Island, as the final riddle’s solution didn’t work; I haven’t heard back from the designer about this, but I’d pass on that particular module for now. The other three were all quite good and my daughter and I were able to solve them in about an hour using a few hints here and there; each had at least one eye-roller solution, but I think that’s the price of entry given that the designers have to come up with ten or eleven puzzles for each box, meaning some are going to be a little weird or ridiculous, especially when the designers, Markus & Inka Brand, try to make the riddles more difficult. The games list for $15-18 and, even as single-play games, they seemed like a good value to us, enough that we bought one after we finished the review copies I’d received (and my daughter will get some more for her birthday). If you’re intrigued, start with The Abandoned Cabin, since it’s first and I think the most straightforward of the four I’ve played.

Race for the Galaxy app.

I’ve mentioned previously that I don’t share the broader tabletop community’s love for Race for the Galaxy, a very popular deckbuilding game that ranks in the top 50 on BoardGameGeek, for two reasons – you need to know the deck rather well to play the game at even a competent level, and there’s one strategy (produce/consume x2) that is superior to others (military, trade). That strategy isn’t entirely dominant, but you are also somewhat restricted in your choice of strategy by the ‘home world’ card you’re dealt to start the game; if you get New Sparta, you almost have to use the military strategy, for example.

So it might surprise regular readers to hear me offer a strong recommendation for the Race for the Galaxy app ($6.99 on iTunes or Google Play) given what I’ve said before about the game itself. Those problems still hold true in the app, of course – this is a faithful implementation of the physical game. The app, however, is just about perfect in how it implements the game, with strong AI players (on the hard setting), and because it’s so fast to play, you can start to learn what’s in the deck a little faster to get yourself up to speed.

In Race for the Galaxy, players must build out their tableau of cards, representing worlds, ships, or people in their empire, using specific action types each turn – drawing cards, spending them to play cards, producing goods on cards that have that power, trading goods for more cards, or trading goods for victory points. Cards you play also carry victory point values of their own for the end of the game, and some award bonuses based on what else you have already played. You start with a home world card that, as I said above, kind of dictates your strategy for the game – some home worlds are ideal for trading, some for the military, some for the produce/consume strategy.

On a turn, each player chooses one of the available seven actions, and then the choices are all revealed simultaneously. Every player gets to take all of the actions chosen in that round, but you get an extra ability when taking the action you chose, such as building for one card less than the normal cost, or getting to keep two cards of the ones you draw instead of just one. Turns are fast, and players can usually do their turns at the same time. The game ends when one player has built (played) 12 cards to the table, or when the communal pool of victory point chips is exhausted.

The app is nearly perfect, and it helps reduce the time new players might spend learning what’s in the deck and what cards are useful (or even essential) for certain strategies – for example, if you are trying the military strategy, getting the cost-6 development card New Galactic Order, which gives you one victory point per unit of military strength on all your cards, is critical. The AI players move very quickly, and the actions chosen by each player are clearly visible twice, once at selection, then during the round in a bar on the left side of the screen that highlights the actions in use for the round. You can see the details on any card – the app uses the graphics from the physical game – with a double-tap, which is necessary to play it on a small screen, and you can see key details, like cards or VP tokens remaining, easily on the right side. You can also see how many cards your opponents have played and what goods they have available without expanding their tableaus, so you have ample warning if the game is approaching its end. There’s an undo button on the right-side menu for just about every action you can take, and the app requires your confirmation of certain actions, like discarding cards or trading multiple goods. The trading/consuming mechanism isn’t quite obvious – when that phase starts, cards with a trade or consume function will be highlighted, and you must click the card you wish to use, then drag the good(s) you wish to trade/consume off into the blank area next to your tableau.

I did mention above a few times that the produce/consume x2 strategy, where you alternate turns producing goods and selling them for victory points with bonuses, tends to be the optimal strategy, but the first time I beat two AI players in the app came via a military strategy. I started with New Sparta and blitzed my way through to twelve cards before either AI player could really get rolling with production and consumption:

You’re damn right I’m proud of that one. So it can be done, but it requires a bit of luck and leaves you no margin for error – which I think is more evidence that the hard AI players are up to snuff.

The app comes with the New Worlds mini-expansion, and the Rebel vs. Imperium and Gathering Storms are available as in-app purchases.

Stick to baseball, 12/30/17.

Since my last links post, I’ve written three Insider pieces, on Colorado signing Wade Davis, Cleveland signing Yonder Alonso, and San Francisco trading for Evan Longoria.

On the board game front, I reviewed Photosynthesis for Paste, and ranked my top ten board games of 2017 for them too. Over at Vulture I did another Best of 2017 list, looking at the best light game, heavy game, board game app, expansion, and more.

The Wall Street Journal asked me to contribute to their annual “Who Read What” series, where 50 avid readers provide one or two books that really stood out for them in the preceding year. I was specifically asked to name one work of fiction and one of non-fiction, and chose The Erstwhile and Betaball.

As always, feel free to sign up for my email newsletter, which costs you nothing and won’t clog your inbox; I’ve only sent three total in the last two months, so if anything, I should probably be sending more. And, of course, thanks to everyone who bought Smart Baseball for themselves or as a Christmas gift.

And now, the links…

Lotus.

The new board game app for Lotus (itunes) • android), a 2016 title from designers Mandy & Jordan Goddard, comes from the same studio that brought us the wonderful Lanterns app last year, and the game has a very similar look and feel from the graphics to the animations to the sound. The game itself is quite simple and should lend itself well to the app format, but there are a couple of problems with the implementation that keep me from recommending it yet.

On each turn, a player has two actions, which can include placing one or two petals from his/her hand to a single flower, trading in cards for others from the player’s own deck, or adding a ‘guardian’ with his/her symbol to a flower already underway. Each petal card has a specific color and shows one or two icons of your own symbol; when a flower is finished, there’s a bonus for the player who had the most symbols on the flower, whether from petal cards or guardians. When your turn ends, you can refill your hand from your deck or take ‘wild’ flower cards from the table, which have a specific color but no player symbols, and thus are useful for finishing a flower but not for gaining control of it.

When a flower is finished, there are two bonuses handed out. The player who finishes a flower gets one point per petal on the flower, from three (purple) to seven (pink). The player who had the most tokens on the flower, whether from petals or from guardians, gets a second bonus, which can be five points regardless of flower type, or can give the player one of three special abilities for the remainder of the game: a hand size limit of 5 instead of 4, the ability to play three or more petals to one flower in a single action, or adding a guardian with double the influence. The first two are extremely valuable if you get them early, but I’ve had minimal success with the bigger guardian and prefer to skip it for the five points.

Lotus app screenshot

Lotus largely devolves into a game of chicken, where you’re trying to force other players to play petals so that you can finish off one or more flowers on your turn, especially the higher-valued pink or white flowers. There’s always the five-point bonus you get when you have the most petals/guardians on a flower someone else finishes, but even that is subject to change if an opponent plays wisely. If you finish the most flowers, you’ll probably win, even if you weren’t working too hard on maintaining control via your symbols – you’ll get a few along the way regardless. So often players, even the AI players, will trade cards to burn off an action in the hopes that someone else will place cards that make it easier to finish a flower next time. It’s a bit of a drag, and also boosts the luck factor because you need to get the right cards at the optimal time.

The app is gorgeous and runs smoothly, but I have two real issues with it, one of which is that the AI players are not very good, even on the ‘hard’ setting. I had never played this game before I downloaded the app, but can easily beat the hard AI when playing one or two opponents, and usually win or come in second with three. The AI players just don’t utilize the added abilities well enough to compete with a decent human player. The other issue is the lack of an undo function. You have two actions on your turn, and thus should be able to undo the first one before you’ve taken your second one. This is a simple enough function for the programmers to include and I think it’s a necessary one for a board game app that isn’t real-time or involves revealing information with each action. So while the game itself is pretty and pleasant to play, I think both of this issues need to be addressed before I can recommend it.

Stick to baseball, 12/16/17.

The MLB winter meetings were a bit slow this year, but I did have five new Insider pieces this week, covering:

The Dodgers/Atlanta salary swap and the Matt Moore trade
The Santana and Cozart signings, plus the Galvis trade
The Piscotty and Kinsler trades, and the Shaw/McGee signings
The Marcell Ozuna trade
A quick take on a few interesting Rule 5 picks
The Giancarlo Stanton trade

My ranking of the top ten new board games of 2017 went up at Paste on Sunday evening. My latest game review for the site covers Ex Libris, a fun, light strategy game that’s extremely well balanced, and made my top ten as well.

The holidays are upon us! Stick a copy of Smart Baseball in every stocking.

And now, the links…