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.

Puerto Rico (game).

Hat tip to Matthew Leach, who covers the Cardinals for mlb.com, for pointing out that The Roots’ new album, How I Got Over, is just $5 as an mp3 download on amazon.com (through that link). No idea how long it will last – the Arcade Fire sale was supposed to last one day but amazon extended it at least through the end of that week.

I’ve been promising a writeup of the game Puerto Rico for about six months now, but up until a few days ago didn’t feel like I’d played it enough to offer an informed take. The significance of the last few days is that I discovered the site Tropic Euro (two points to anyone who gets the reason for that name), a very slick Java-based application that allows you to play Puerto Rico against bots or live opponents. With a three-person game involving two bots running about 11-12 minutes for me, it’s been a nice way to take a quick break from packing as well as a way to get more familiar with why BoardGameGeek users rate Puerto Rico as the #1 board game of all time.

The goal in Puerto Rico is to amass Victory Points* by producing and shipping goods from your “island” back the mother country and/or by constructing buildings, especially one of the five large buildings that provide bonus points at the end of the game based on what else you’ve accomplished. Your island is a board with spaces for twelve plantations and twelve buildings; the plantations, which are free, can grow one of five crop or house a quarry that reduces the cost of any building by one doubloon. Corn is the least valuable crop, with a trade value of zero, but doesn’t require a processing building; coffee is the most valuable crop for trading but you can’t produce more than two units per turn.

*One thing you have to get used to when playing German-Style board games is that even a fairly concrete game concept, the goal is nearly always the abstract victory points. Completing certain tasks, building specific buildings, or shipping goods earns you points, but the assignment of points to deeds can feel a little arbitrary. I’ve just learned to accept it for each game and move on.

Buildings come in three types: Production buildings, for processing any of the four crops beyond corn; small buildings, each of which grants you a few victory points and some special privilege on every turn; and large buildings, which offer no in-game benefits but can provide significant bonuses after the game ends. Every building and plantation must be manned by a colonist, but their supply is limited, especially early in the game.

In each round, each player chooses a role, with options including the mayor (obtaining colonists), the settler (choosing plantations), the builder (obvious), the craftsman (producing goods), the trader (each player can put one good on the trading ship, as long as another good of that type isn’t already there), the captain (shipping goods for points), and, in larger games, the prospector (take a doubloon). Every player gets to utilize the roles chosen by other players, but the player who chooses a specific role gets an extra privilege, such as producing one additional good of his choice. Roles that go unselected are worth an extra doubloon in the next round.

The complex and slightly crazy part of Puerto Rico is that shipping round. There are five goods that players can produce, but there are only three ships available to take goods to the mainland, and a ship can only hold goods of one type. When a player chooses the shipper, all players must ship all of their goods; if there’s no room, most of their goods spoil and are lost with no compensation. (There are large and small warehouses that a player can buy and man to protect some of his goods.) The ships empty at the end of a round and only when they’re full.

Every good shipped is worth a victory point, and in the later rounds a player could easily ship five goods or more in a single shipping phase, especially if he’s the shipper and can place his goods first. Since points from shipping can easily be around 40% of a winning score, possibly more, there are a host of considerations behind the set of decisions of what goods to produce, how much to produce, and when to ship them, and those decisions also include considering what your opponents plan to produce and what they have on hand. A well-timed decision to choose the shipper role can grab you six points while spoiling goods for several of your opponents.

That’s what makes Puerto Rico a great game, and I’m going to assume it’s why the geeks over at BoardGameGeek have it at the top of their rankings: The decisions each player has to make are rich and complex and depend on potential future moves from both the player and his opponents. Just choosing a role means weighing four or five variables – money, colonist supply, the shipping situation, production potential, and what your opponents will do with this role if you choose it … or what someone else will do with the role if you don’t. Given the game’s complexity, it’s surprising that it works as smoothly as it does, and I think the only truly difficult part of Puerto Rico is setting the game up and putting it away.

It is, however, the most complex game I’ve reviewed on the dish so far, so I can’t just tell you that, say, if you love Settlers of Catan or Stone Age, you should try Puerto Rico. It would be more fair to say that if you’re looking for a more involved game than those two – both among our favorites – you should try Puerto Rico, not just because I recommend it but because the consensus of the boardgaming world is that it’s the best game out there.

Back to Tropic Euro, I’ve found that the software works very well; I’ve had occasional trouble logging on, where the main window was blacked out, but closing and restarting the app solved it. It offers PR expansions, swaps the prices of the Factory and University buildings (per the original boardgame’s designer’s suggestion), and the AI moves quickly and pretty logically, enough to punish me for making rookie mistakes. The app’s author, Chris Gibbs, says on the site that there will be a “hard” AI option available in the next week or so.

I’ve previously reviewed San Juan, the card game variant of Puerto Rico; while it’s consistent with the theme, it is a massively simplified game. I enjoy San Juan in its own right, but it’s just a different experience.

Posting here will be sporadic over at least the next seven days as we pack and await the moving vans. I should have at least one ESPN chat either this week or next, and both ESPN and dish blogging will become more frequent by the week of September 20th. If you’ve emailed me or asked me a question in any forum without receiving a response, I apologize, and I hope you understand.

Power Grid.

The final piece of this week’s package on prospects for 2010, players who might jump on to the 2011 list, is up. If you missed the main list, it starts with numbers 1 through 25. I’ll have one more piece on prospects next week, possibly Tuesday. As for Ulysses, I have four sentences – running twenty-odd pages – to go, so I’m hoping to write it up on Sunday or, at worst, Monday.

I got the board game Power Grid on the recommendations from several of you, and it’s currently the fourth-ranked game on Boardgamegeek. It’s a brilliant game with a few drawbacks that are easily surmounted, fairly simple to learn with some game-to-game modifications, and (as far as I can tell) no easy strategy to win.

The idea of the game is to build a power grid across a map of Germany or the U.S., including power plants and power stations in connected cities. You can have up to 3 power plants that run on coal, oil, garbage, uranium, coal/oil (hybrid plants), or green sources; except for green power, the others require players to purchase resources in each turn to fire the plants and power the cities. The first player to build a network of 17 cities, with the capacity and resources to power them, wins the game, with the magic number varying slightly depending on the number of players.

The great hitch in the game is that the power plants each take different inputs and power anywhere from one to seven cities, and they come up for auction rather than selling for fixed prices, while resource prices vary as well depending on how many players are chasing those inputs, which can change as each player upgrades his plants. It’s a complicated economic question: costs vary, and the marginal revenue from powering another city is positive but declines slightly as the number of cities in a network increases. I imagine that someone could build a model (I’m thinking Monte Carlo simulation) to figure out what these plants should be worth, or roughly what they should be worth depending on when they come up in the game, although I think that might ruin the fun.

With three or more players, two competitive dynamics come into play. One is the map – for the first part of the game, only one player can occupy a city; in “step 2,” it’s two players per city; and it’s never more than three players per city, giving multiple opportunities for a player to block others and prevent them from expanding their networks, deliberately or as part of naturally expanding their own networks. A player could have the money and power plants to expand his network but be slowed dramatically because he has to pay extra – a lot extra on the western side of the map – to go through someone else’s network, and while I’m not sure if it could happen in practice, I think I could see how a player could end up pinned in for several turns while he waits to accumulate the cash to expand out of region. The other is the competition for resources, which are refilled at fixed rates for each step of the game, so they can be depleted if too many players need them to power their plants – in fact, I can’t see how in a five- or six-player game you wouldn’t run into shortages, forcing players to change their plants and perhaps driving up purchase prices. And uranium is refilled so slowly that there’s a severe disincentive for two players to run nuclear plants simultaneously.

I did mention drawbacks. One is that it’s a mediocre two-player game, because the constraints don’t really constrain. You have room on the map, resources won’t be depleted, and the auctions don’t get too crazy – my wife and I engage in de facto collusion, so we buy plants at face value unless it’s a green one. Three works, although I’ve only played two games with three, and I imagine four would be perfect and five-plus would be a little cutthroat. With three players, each game took over an hour, so a five-player game could certainly run two.

Another is that the board is drab. I don’t care that much about artwork, but my wife really dislikes the game because she says it looks depressing – and she’s right about the cards with the power plants on them, which depict varying levels of air pollution. It wouldn’t stop me from playing the game, but it will stop some people, and for what these games cost I think it’s fair to consider the artwork.

And the third is that the mechanics of the game are complex. To keep the game in balance, the game author had to put a number of unnatural rules in place, including artificial constructs like the shift from step one to two (when any player has seven cities in his network) or two to three (when the “Step 3” card comes up in the power plant deck) and a table for how many resources to add back to the resource market at the end of each round … it’s a lot to keep track of over the course of the game, and we usually screw something up, somewhere, like forgetting to put coal back in the market one turn only to wonder three turns later why coal is so expensive. Even the order in which the players go in each round varies – you set a new player order each round, but then for some phases in the round, players go in reverse order. Yeah. I imagine the more you play, the more natural it becomes, but I don’t see it ever become as intuitive as most of the games we enjoy.

I’d recommend Power Grid because I enjoy playing it, especially the economic twist from the power plant-resource interaction, but I know from your feedback that you guys are split between folks who like the quicker-to-learn games like Ticket to Ride or Dominion and those who think I should be playing more Agricola and Puerto Rico. Power Grid, to me, is more for the second camp than the first.