Tuesday, October 31, 2006

Monday evening at Club TreEmme

Hi all

yesterday was a real good evening of game At Club TreEmme (Modena). It was the first of two evenings called "Essen Games Festival", devoted to the Essen news.

First game for me was Graenland from the CzechBoardGames. We was five: me, Auro, Glauco, Paolo and CarloLucca. We used the basic rules and the newbie set up. The game was really nice, slow starting (but the was good so we can get into the game easily) but really deep and intriguing.

My early alliance with Glauco (we own one region with a road and we share the resources equally) and my grain improvement in the other territory I control was enough to get a good start (I was the first player).

I was able to build first a Keep (in a region where I was already there with 2 villages) and improve my army to strength 3 in the same round. In the next building phase for me was easy to build the church in the same region and get so the 3rd victory condition.

Really a nice game. I want to replay it soon with the advanced victory condition.

After that we play a quick Santy Annno game. we was 4 player (me,
Francia, Saverio and Auro) and I was able to get an easy victory (19 points for me!). the game is good (we played with the basic rules only) and funny: it is a party game and so is not really the kind of game I'm used to like but it works well.

Finally I have explained Legie to Auro and Francia and look the game: the play the basic rules. I think it is a deep game but since I have only go through the rules and watched it I have not a clear opinion.

In the same evening there was a Space Dealer game (Saverio, Francia and Joker) and a Kings of Chicago (Monty, Mimmo, Zhu, Joker, Franz and Jappo).

Greanland

Liga: really i nice game I'm sure I would like to try again. It seems deep and intriguing and I think the advanced rules for victory could really improve the game. Vote 9/10

King of Chicago

Franz: since far away from a perfect game I quite enjoied it. The rules are to be improved and there are many bugs but the graphics is good. It is not the kind of game I would like toplay often

Jappo: is a beautiful game that will put you deep in the noir atmosphere. It is funny and I think that 5 is the right number of players. It is not boring and the time pass quickly and I think it is shirter with more players since if you are near to other players facilities you can run into quickly. I have to admit that there are many bugs and rules to change. Anyway, as a 5 player game my vote is 8/10

Legion

Francia: nice game without any randomenss all based on strategy and planification. Optimum also as a travel game since the small dimension of the board. vote 8/10

Sainty Anno

Liga: a nice party game, funny and dynamic. Vote 7/10

Saverio: it need quickness and concentration. Best suited for big groups (with some beers drinks for mistakes). It is not the kind of game I like but it could work as party game. Vote 5/10

Francia: nice and frenzied. I think it will best played in more than 4. Vote 7/10

Space Dealer

Saverio: there is not too much interaction since every player is mainly looking at his objective and just quick looking to other players actions in the meantime: anyway is a funny title and you have to try it. Vote 7/10

Francia: catchy game but I think one play is not enough to get all the opportunities this game offers. Also the fact that it was a 3 player game and before the end Joker left the table doesn't help too much in giving a right vote. Vote 8/10

Friday evening the second "Essen Game Festival" and it will be the time to try Marvel Heroes.

Good play to all
Liga

Saturday, October 28, 2006

Vademecum del buon recensore

Hi all

here is my personal contribution to the reviewr buisness: a small Vademecum with some suggestions and highlights that I have wrote for La tana dei Goblin

I'm sorry but it is still only in Italian.

Vademecum del Buon Recensore

Sbrodolata introduttiva

Scrivere una recensione è una cosa spesso assai più complessa e dispendiosa di quanto si possa pensare a prima vista, ma è anche una cosa che da una certa soddisfazione, soprattutto quando si riesce nel difficile compito di trasmettere ai lettori le proprie impressioni su un gioco riuscendo però al tempo stesso a dare una descrizione obbiettiva del medesimo, utile per chi vuole capire di cosa si sta parlando e anche a quelli che già conoscono il gioco per vedere confermate le proprie impressioni o magari per trovare un punto di vista differente sul quale ragionare.

Senza scendere nella bassa e becera denigrazione o nella sviolinata incontrollata, il buon recensore deve riuscire a lasciar affiorare le sue caratteristiche e i suoi gusti, proprio perché una recensione non deve e non può essere una descrizione completamente oggettiva di un gioco (c'è il regolamento per questo), ma è piuttosto una descrizione filtrata dalle sensazioni ed impressioni che il gioco ha suscitato nel recensore.

E' bene cercare di dare uno stile omogeneo alle proprie recensioni: è bello e utile quando nel leggere una tua recensione i lettori ti vedono e ti riconoscono in essa. Bello perché crea un rapporto diretto, meno freddo e distaccato, quasi personale e amichevole. Utile perché tutela il lettore che, leggendo e riconoscendo le tue recensioni, impara a comprendere i tuoi gusti ed il tipo di giochi che preferisci.

Esempio pratico

Ho giocato a CiccioPasticcio e il gioco mi ha davvero deluso perché le meccaniche proprio non girano, cosa scrivo?

Recensore sanguigno: Ho giocato a CiccioPasticco ed il gioco proprio mi ha deluso. Non funziona, non gira: l'autore poteva risparmiarci questa ennesimo gioco pacco!

Recensore avveduto: Ho giocato a CiccioPasticcio ed ho trovato che nella fase A il gioco scorre male e tende a piantarsi, sopratutto quando si è in 4 giocatori. Sarebbe stata necessaria una regolina che facilitasse lo Zippaggio dei CabloBlocchi.

Effetti. Il primo recensore butta in faccia al lettore le sue impressioni senza curarsi di dare informazioni e strumenti per capire e spiegare, la recensione è di scarsa utilità e la sola informazione chiara è che al recensore non è piaciuto quel gioco, ma non si capisce perché (magari il gioco è bellissimo ma lui ha litigato con l'autore). Il secondo recensore circoscrive la sua critica ad aspetti ben precisi e comprensibili, che il lettore può poi condividere o meno a secondo del suo giudizio personale (magari lui è un fanatico dello Zippaggio dei CabloBlocchi fatto in maniera legnosa), risultando nel complesso assai più utile in ogni
caso.

E' necessario avere sotto mano il gioco e le regole?

In linea di massima per scrivere una recensione ben fatta è consigliabile avere il gioco ed il suo regolamento sottomano, anche se lo si conosce molto bene e lo si è giocato molte volte. Vi accorgerete infatti che spesso occorre fare riferimento a termini usati nel regolamento, o ai componenti e materiali del gioco ed è sempre bene usare una terminologia omogenea e, per quanto possibile, che sia la stessa del manuale.

Avere il gioco fra le mani quando si scrive la recensione è anche importante per altre ragioni, come stilare l'elenco dei componenti, le lingue del regolamento, l'autore, la casa editrice e tante altre cose che, qualora non sia già presente una scheda tecnica, dovrete comunque scrivere.

Esempio pratico

Nel regolamento c'è scritto che il gioco si svolge in vari turni, dove ciascun turno di gioco è diviso in fasi e in ogni turno un giocatore ha 4 Punti Energia in totale da poter spendere.

Recensore sprovveduto: Nella prima azione del turno se il giocatore spende tutti i suoi punti azione non potrà poi usufruirne dopo o nel turno successivo.

Recensore preparato: Se il giocatore spende tutti i Punti Energia a sua disposizione nella prima fase del suo turno di gioco, non ne potrà poi spendere nelle fasi successive dello stesso turno.

Effetti. Il primo recensore genera una confusione totale nel lettore: a parte la costruzione stessa della frase, cosa sono i "punti azione"? e cos'è "la prima azione del turno"? Il regolamento parla invece di Punti Energia e fasi del turno di gioco. Il secondo recensore è attento, usa la stessa terminologia del regolamento, compreso l'uso delle maiuscole nello scrivere "Punti Energia".


Esempio Pratico

Il regolamento del gioco parla di Territori divisi in Regioni. In ogni regione ci sono dei villaggi e dei castelli.

Recensore disattento: Ogni giocatore può spostarsi da una zona a quella adiacente ed occupare il castello che trova, a patto che parta da un suo insediamento.

Recensore accurato: Ogni giocatore può spostarsi da una Regione a quella adiacente di uno stesso Territorio o di uno differente ed occupare il castello che vi trova, a patto che sia partito da un suo castello o da un suo villaggio.

Effetti. Il primo recensore è impreciso al punto da indurre un dubbio nel lettore quando dice "spostarsi da una zona a quella adiacente": si riferisce forse alle Regioni, o ai Territori? Se avesse utilizzato la stessa terminologia del regolamento, come il secondo recensore, non vi sarebbero dubbi.



Qual'è il giusto livello di dettaglio?


Una recensione non deve essere una trasposizione fedele del regolamento di gioco, che non avrebbe senso, ma piuttosto una sua sintesi interpretata, che non tralasci le cose importanti pur senza addentrarsi nei più minimi dettagli. Dovrebbe essere una descrizione del fluire del gioco guidata dal regolamento, con commenti ed osservazioni pertinenti nella varie fasi ed ai vari elementi. Il livello di dettaglio è sempre a discrezione del recensore, ma è evidente che una recensione di poche righe è indubbiamente scarsa e poco utile, mentre una di quattro pagine potrebbe spaventare anche il più appassionato, anche se accurata e dettagliatissima.



Nella scelta del livello di dettaglio da adottare in una recensione, è possibile fare riferimento ad una regola empirica basata sul tenere a mente il motivo principale per cui si scrive una recensione: far capire di cosa tratta il gioco e come funziona senza riscrivere il regolamento e dando una propria visione delle cose. E' sufficiente infatti chiedersi di tanto in tanto "quel che ho scritto è sufficiente a questo scopo o manca qualcosa?" oppure "quel che sto scrivendo, è davvero indispensabile oppure può essere tralasciato senza rendere monca la mia recensione?", per riuscire a mantenersi su un equo livello di dettaglio.

Esempio pratico


Nel gioco, nella fase 1 del turno, si possono compiere 4 azioni normali, ognuna con diverse caratteristiche, e 12 azioni speciali, a seconda della casella occupata dal giocatore.


Recensore niubbo: Nella prima fase di gioco il giocatore può scegliere una delle quattro azioni qua di seguito elencate: muoversi di una casella e raccogliere, muoversi di tre caselle, raccogliere e basta o saltare. Se si trova sulla casella di acqua può anche [...], se si trova sulla casella di prato può anche [...], ...


Recensore sagace: Nella prima fase del proprio turno, il giocatore può effettuare una serie di azioni, alcune delle quali sono fisse, mentre altre dipendono dalla casella occupata. L'insieme delle azioni possibili permette essenzialmente di scegliere se muoversi con rapidità, andando così ad occupare posizioni interessanti per i turni successivi, o muoversi poco o niente raccogliendo però i Margheritoni presenti nella casella. Ovviamente sulle caselle particolari si aprono per il giocatore diverse possibilità che sono l'aspetto più peculiare di questo gioco e che rendono vario il fluire dei turni.




Effetti. Nella ricerca di un dettaglio eccessivo, il primo recensore annoia il lettore in una fredda elencazione delle varie azioni possibili, che allunga senza reale necessità la recensione, interrompendo inoltre un ideale filo narrativo. Il secondo recensore riesce nell'internto di far capire gli aspetti peculiari e la varietà di azioni del gioco senza ricorrere alla lista, mantenendo un gradevole filo narrativo che mantiene il lettore attento e interessato.



Quanto mi posso sbilanciare nei miei commenti e giudizi?


E' sempre bene, alla fine della recensione, raccogliere sinteticamente le proprie impressioni generali in un breve trafiletto riassuntivo conclusivo, utile per tirare le somme sul gioco. Questo accorgimento risulta utile, elegante e non in disaccordo con lo schema Pregi/Difetti che dovrete comunque dare alla fine e che risulta utile per chi non ha voglia o tempo di leggere l'intera recensione.



Non va dimenticato infatti che il modo migliore per farsi un'idea del gioco è leggere ciò che il recensore ha scritto, seguire il discorso ed il filo logico della sua recensione in modo da capire e dare il giusto valore a critiche e punti di forza individuati. Il breve trafiletto conclusivo di riassunto è quindi in genere il modo ottimale per concludere il discorso.


Esempio pratico

Il gioco CablaLaCasa mi è piaciuto molto, ho scritto la recensione ma non so come concluderla.

Recensore affaticato: CablaLaCasa mi è piaciuto: giocone.

Recensore attento: Nel complesso CablaLaCasa mi ha proprio soddisfatto; al di là dell'ambientazione originale (pochi giochi sono riusciti a parlare di questo difficile tema con la stessa efficacia) il gioco scorre bene, è divertente e spesso coinvolgente. Gli imprevisti che causano i blackout e la presenza inquietante del Grande Scarafaggio riescono a rendere il gioco avvincente fino alla fine. La possibilità di usare carte Idraulico anche nel turno degli avversari annulla i tempi morti che potrebbero essere un difetto di questo gioco. Unica pecca forse i materiali: invece di counter di cartoncino sarebbe stato bello qualcosa di più evocativo per i personaggi che animano il set di CablaLaCasa.

Effetti. Il primo recensore non sa come concludere la sua recensione, è stanco o non ha più voglia di scrivere così taglia breve e chiude con una frase che non aggiunge nulla di interessante e dà un'impressione di inaccuratezza generale che si evidenzierà probabilmente anche in una stringatissima sezione Pregi/Difetti. Il secondo si preoccupa di concludere il suo discorso in modo coerente, sintetizzando le sue opinioni e aggiungendo in effetti qualcosa di utile, potrà anche permettersi di essere più schematico nella sezione Pregi /Difetti senza rischiare di passare per inaccurato.



Ma devo averlo giocato il gioco per fare una recensione?



La domanda può sembrare banale ma non è certo una novità che vi siano anche recensori che si lanciano in descrizioni appassionate di meccaniche, pregi e difetti di un gioco senza averlo mai giocato o avendo fatto magari una sola partita. Spesso, questi recensori sono facilmente soggetti a errori, imprecisioni, interpretazioni anche opposte a quelle corrette, e difficilmente hanno i mezzi per controbattere o rimediare laddove queste cose gli vengano segnalate. E' quindi chiaro che come regola generale per scrivere bene una recensione sia necessarioaver provato il gioco per benino.


Esistono tuttavia persone che hanno una cultura ed un'esperienza di gioco sufficientemente variegate e lunghe da essere in grado di cogliere gli aspetti più importanti di un gioco anche dalla prima partita, o addirittura leggendone solo il regolamento. In questi casi le loro indicazioni in una recensione possono essere comunque utili ai lettori, l'importante è rendere esplicito in qualche modo all'interno della recensione il vostro livello di conoscenza del gioco.

Vi suggeriamo inoltre di non lanciarvi in azzardati paragoni e asserzioni definitive se la vostra conoscenza ludica non è appropriata, le brutte figure sono difficili da cancellare dalla memoria dei lettori, che potrebbero conservare a lungo un'idea poco "professionale" di voi come recensori!


Esempio pratico

Si parla del bellissimo FrustaLaChiappa, gioco appena uscito sulle corse di bighe con un sistema di movimento a carte. In realtà il tema è stato affrontato già molte volte, anche in titoli di comprovato successo, e la meccanica di movimento non è per nulla originale poiché esistono molti giochi che la usano.

Recensore sbruffone e poco esperto: FrustaLaChiappa mi ha in definitiva colpito per l'ambientazione originalissima e la meccanica del movimento con le carte invece che con i dadi, una geniale trovata che potrebbe condizionare molti altri giochi di prossima uscita!

Recensore attempato: Nonostante rientri nella categoria ampiamente sfruttata di giochi sulle corse di bighe utilizzando peraltro una meccanica di movimento non certo originale, FrustaLaChiappa riesce comunque a colpire e risulta in definitiva un gioco molto divertente.




Ortografia e punteggiatura... ahiahiahi!



Niente paura, non intendiamo far tornare a scuola nessuno, tuttavia non possiamo trascurare questo punto. Scrivere un italiano corretto è importante, spesso delle belle idee possono essere annullate da un modo di scrivere disattento, frettoloso e magari scorretto. Fortunatamente, anche se non ricordiamo tutte le regole della grammatica, abbiamo tanti correttori a disposizione sui nostri computer o su internet, che possono darci una mano. Prima di pubblicare sarebbe sempre buona norma scrivere da parte la nostra recensione e farla passare per uno di questi correttori. Non dimentichiamo che con una recensione l'idea che il lettore si fa di noi è basata su come scriviamo, e se scriviamo male...


Una considerazione a parte merita la punteggiatura. Anche se scriviamo un buon italiano senza fare errori di ortografia, possiamo rendere il tutto incomprensibile o dare alle frasi significati anche opposti a quelli desiderati se non utilizziamo bene la punteggiatura! Ricordiamoci che le virgole impongono delle pause e permettono di racchiudere degli incisi, usiamo il punto per chiudere frasi troppo lunghe, o il punto e virgola per spezzarle. Ricordiamoci che i segni di punteggiatura e le parentesi vanno attaccati alla parola che li precede e separati da uno spazio rispetto a quella che segue. Soprattutto, proviamo a rileggere ciò che scriviamo per sentire se "suona" bene, ci accorgeremo così anche delle fastidiose ripetizioni che sono sempre da evitare quando è possibile.



Come detto sopra, non è il caso di rimandare a scuola nessuno, ma se vi sentite poco sicuri o volete cercare di migliorare il vostro stile, la cosa migliore è eleggere un modello da seguire (un giornalista che vi piace, un nostro recensore, chi volete), analizzando il suo modo di scrivere potreste capire come migliorare il vostro.


Conclusioni



Speriamo che questo piccolo vademecum possa esservi utile per affrontare con consapevolezza e competenza il duro lavoro del recensore che, come detto all'inizio, comporta un notevole impegno in termini di tempo e preparazione, ma conferisce al tempo stesso grandi soddisfazioni. Non c'è dubbio che mano a mano che si renderà necessario potremo aggiungere altre considerazioni a questo "manualetto del bravo recensore", l'importante è che ciascuno capisca che si tratta di suggerimenti e non di imposizioni: è più che giusto che ognuno trovi il proprio stile personale, ci mancherebbe!



Non vorremmo avervi spaventati con considerazioni troppo pretenziose: siamo dell'opinione che anche un giocatore non esperto possa scrivere una bella recensione e che il suo commento e contributo siano molto importanti, a patto che affronti la cosa con la dovuta consapevolezza e conscio che il mondo del gioco è molto più popolato e variegato di quanto ci si possa aspettare.


Scrivere delle buone recensioni è utile a tutti. Per chi cerca informazioni sui giochi, perché può trovarne e capirle. Per chi produce i giochi, perché può capire da esse cosa si può migliorare e proporre di nuovo. Per chi come noi prova soddisfazione nel fornire un servizio utile agli altri e lo fa senza fini di lucro, avendo come unico ritorno l'immagine di noi che costruiamo di giorno in giorno con queste iniziative. Scrivere delle buone recensioni è utile a tutti, quindi, scriviamole bene!



Buon gioco a tutti, e... buone recensioni!

by Liga with the help of The Goblin!

Friday, October 27, 2006

Essen Experience: Thursday

Hi all

here I'm in trying to describe the Essen Experience. It is difficult for a non-gamer to understand what really Essen means: thousands and thousands of gamers, more than 500 expositors, tons of new games and friends from anywhere in the world!

This year my Essen Team, the hardcore gamers, was really well suited: me (Liga), Monty and Viki. Monty and Viki are gamers from my gaming club: TreEmme.

We start Wednesday evening at 8:30 PM with my kangoo, some food, a lot of expectations and more than 1000 km of road ahead. We arrived at Essen at 7:30 AM!

Just the time to rest a bit, grab a press pass from SdP (was great to have the car just in front the fai exit ready to be loaded with tons of games!) and some expositor passes from Lorenzo "ManiacHouse" and Claudio "Esagek" and we are in, in the WonderLand!

Monty and Viki was at thet first Essen and got blasted by the huge dimension of the fair: at the end of the Essen Experience Monty decleared " I don't know how I have could lieved without".

The Thursday was devoted to shoppings. I got almost the 90% of the game in the first day! But we have had also some good game:

At lunch time we played Space Dealer and was a real blast! We bought 4 copy: one each and one for club TreEmme!

Here in the pictures you can see Tobias Stapelfeldt, the designer, explaining us the game and we was already getting fun thinking about how it could be evolve.

Here we are close to finishing the game.

The game was nice but I got last since one of my timer was really slower than anyother ones!

After a short visit to the Italian's booth I run at R&D where Richard was waiting my team ("the hardcore gamer") for a session of playtest of his new Keymarket.



I don't know how much I can say about it but the game was good and I think with small fixes could be ready for publishing. At the R&D booth I was also pleased to meet Cynthia from MeeplePeople: we decide to donate here and her website the Hardcore Gamer logo: I think you could find it soon on MeeplePeople.

We finished our first day in Essen just walking around and looking booths and games.

Here you can see me getting my copy of Esagek signed by Claudio, the designer.


We have a dinner at Draco together with SdP, Racca and Genma from Tana dei Goblin, the Acchitocca team and some other Italian friends. I just passed quickly to the Istra's Hall to say hallo to some friends and then go to bed early!

Wednesday, October 25, 2006

Essen Days

Hi all

from Wednesday 18 evening to Monday 24 morning I was involved, together with Viki and Monty (The Hardcore Gamer Team) in the Essen 2006 Fair Experience! It was great and I hope soon to be able to post a detailed report. Here is my list of buying:

- Dungeon Twister Collector Box
- Esagek
- Factory Fun
- Fiji
- Graenland
- Hermagor
- HisteryCoach
- Imperial
- Legio
- Marvel Heroes
- Perikle
- Saint Anno
- Space Dealer
- Tempus
- Through the Ages
- Thunder's Edge + Exp
- UR
- Yspanha
- Zigomar

plus some other small things (like the Expansion for Power Grid, Command and colors: ancients dices, Knizia Almanac, subscribe to counter and so on ...)

good play
Liga

Tuesday, October 24, 2006

In the new house

I'm in the new house. We have just finished to move all the furniture. the house is still full of boxes to open and almost anything is the right position: the kitchen is still unavailable but I'm here, in my new house.

The great new is that the space for my games is really really increased. I think I'll still have enough space for my next years buying. Also Serena (my wife) and Caterina (my daughter) are really happy about the new house. I think I'll have not too much times for games in the next week.

good play
Liga

Wednesday, October 18, 2006

Leaving for Essen

Hi

I'm leaving for Essen. I will drive from Modena starting this evening and I hope to be there at the opening tomorrow morning.

I'll start to write again, I think, next Wednesday.

Good play!
Liga

Monday, October 16, 2006

Cosa Bolle in Pentola ? #27 - Paolo Mori

Here is my Interview to Paolo Mori, published on BoardGame News, a new Italian game designer and web master of Inventori di Giochi.

[Liga] Hi Paolo. So we are able to arrange this interview just before Essen. The first great event you will attend as designer! Please, tell us something about yourslef.

[Paolo] I am 29 years old and I live in Parma. After a ‘prelude’ some years ago, made of RPG (mostly D&D) and some Games Workshop games (until I realized I didn’t have enough money to waste to stay in the miniatures
hobby), I got back to gaming 3 years ago, when I met a group of gamers of my town (GMI: please don’t ask me what it means!) and I discovered the world of eurogames. The approach wasn’t soft, actually: while most
of the people get into eurogames through Ticket to Ride or Catan, I first sat around the table for a game of Euphrat and Tigris. I was totally stunned!. A couple of friends of this gaming group are also amateurish game designers, so I immediately got in this other way of ‘playing’ through designing games. Now together with some friends and talented authors (let me thank Luca Bianchi and Walter Obert) that helped me in developing the idea, I am now “admin” of IDG - Inventori di giochi, a website the gathers the community of italian game authors. We’ve got something like 500 users and a growing list of published authors among us. I am really happy about it.

[Liga] I think your work on IDG is really a great things for Italian designers and gamers. And now, Cosa Bolle in Pentola ?

[Paolo] No doubt, at the top of the pot (ready to go in the dishes) there is UR, my game that is going to be presented by “What’s Your Game?” in Essen 2006. It is a civilization game that I usually define ‘minimalist’, because it is an attempt to recall the main fields of a civ game (agriculture, trade, politics, culture, war) just through a ‘sketch’ of them. That’s my personal idea of the game. I’m quite proud of the finished product, but I know it is a game that can be hard to understand and manage in the first plays. As I already told, the learning curve of the game is steep! This is why I am not sure the game will be warmly welcomed at the Essen Fair. Many people are used to judge a game for how cool it looks, or how it plays at the first game. Well, if you expect a civ game with a lot of stuff in it, and all you get when you open the box is a bunch of tiles (but with an amazing design!) and coloured cubes, maybe it won’be love at first glance! Nonetheless, it is a deep game that allows to discover a lot of different strategies, game after game.
In the pot there is also the “Cimentum for game designers” that we are running with IDG: it’s a kind of symbolic contest, where authors challenge themselves in inventing games that use the same components, keeping a diary of their ideas and playtests on the net (for italian speaking: www.inventoridigiochi.it/blog). There are almost 30 designers partecipating, and my sincere hope is that at the end we will get almost 30 published games out of it.

[Liga] I was lucky enough to have the possibility to try your UR before Essen and, as you can read from my first impression here I would like to play it again. And your projects for the future ?

[Paolo] I always have too many open projects, but I already know the most of them will never reach the prototyipe stage. UR has been a great designing experience, and if gamers will like it, maybe I will put some more efforts in a small ‘plug in’ for it. But I like to think and design a lot of - cough! - different games. On one hand, I am working with a friend (Luca Chiapponi) on a game dealing with the building of the rock-hewn churches of Lalibela in Ethiopia, and with another one about mercantile companies in the Eastern Indies. On the other, I’m having fun in designing a game about greedy dogs escaping with a balloon after a robbery at the Bones Bank, and another one about the throwing of the flower bouquets at the weddings… What will see the light first? I really don’t know at the moment: maybe none of them..

[Liga] Really a lot of things. I hope you got luck with all this your projects. And finally, since you are a gamer, I want to see you passing the most diffisult test: the 10 games you like to play most ?

[Paolo] Since my game sessions are not as frequent as I would like, the games I like to play most aren’t on the table more than 1 a month, or less. I will name just 9 games, the first one being is the new one, better if it’s still a prototype. But among the published one, I either love or play A Game of Thrones, Princes of Florence, Meuterer, Vinci, Lost Cities, Ticket to Ride, Bohnanza, Coloretto, Maniki.

[Liga] Thank you Paolo for your kindness. Good luck and good play! See you in Essen

Good play to all!
Liga

Thursday, October 12, 2006

First Impression: UR

Here is my First Impression about UR, the new What's Your Game by Paolo Mori. This article soon will appear also in BoardGame News. I have just played one game in 4 players with a final version prototype.

You can download the rules here.

UR is a game settled in the ancient Mesopotamia. Every player takes the role of one of the populations living there and trying to develop through agriculture, wars, culture, politics, trades and also building Ziggurats.
The one that is most able to evolve in all these aspects will probably be the winner.

UR is a game played over a square grid of tiles representing the 5 'actions': agriculture, culture, war, trade and politic. Every tile has one of these five actions on each side: the action represented on the upper face determines what could happen in that tile. The game turns acts like this: the player can use both the actions represented on the tile he has in hand, occupying turn after turn the tiles with their tokens and then replacing one of the tiles of the board with the one in their hand. This continue until all the five Ziggurat have been built, or until there are not empty tiles on the board. At the end of the game, players score according to the number and type of tiles they occupy.

The tiles act both as the map and as the cards determining the actions you can perform on the following turn, according to the aspects on both sides of the tile. Replacing an empty tile in the map with the one you have just used in your turn allow you to act on the map changing it. You also have to choose the actions you could carry out in the following turn one turn before, allowing the other players to react properly to that.

The game mechanic is really nice and, as far as I know, quite original. The five aspects (and so the 5 possible actions) are really different. Agriculture makes your population grown on tiles with agriculture; Culture makes population grow on tiles adjacent to culture tiles; Trade makes population grow on the trade tiles according to the number of neighbours; Politics let you reorganize all your populations and Wars let you move and conquer new tiles. Instead of making one action you can just add one token on one of yours tiles. Skipping both actions let you place a token on an empty tile.

Despite the abstractness the game well simulate the developing of the civs: in the beginning there is a race for the Agriculture tiles or just trying to surround cultural tiles with your tokens. In the second stage you need wars and trades to expand and keep improving. Since you are not allowed to place more than 20 tokens on the map soon you discover that you need wars and politics to reorganize your population. Building up a Ziggurat can also be useful to remove five ore more tokens from the map.

In my game we all fought for the agriculture and culture tiles in the beginning and than we raced for the building of Ziggurat. The game could finish suddenly because it is possible that 3 or 4 Ziggurat are built in the same turn.

I quite enjoyed my first game at UR and for sure I would like to play it again although is not really the kind of game I used to love. The main perplexity is about the strategy to use for winning: it is not easy to understand when is the time to stop growing and start spreading. In the end we really don't understand why one of us was the winner and what (and when) really he has done we haven't during the game. The designer himself told me that the learning curve of UR is quite steep and so i definitely need to play more games to have a clear idea.

Good play!
Liga

Wednesday, October 11, 2006

New House: painting and cleaning

This week end was most devoted to the hard work for the new house. Me, Serena and Caterina spent all the Saturday painting the wall of Caterina's room. At the end it was really nice, with flowers, clouds and a big green grass!

Also preparing the boxes for the relocation was an hard stuff. I start packing my games: I have done just 6 boxes with only the small ones (card games, little board games and so on).

Tomorrow I'll go to buy the shelves for all my games (and also for books and movies).

Today there is the house cleaning and so I hope, starting form tomorrow, to be able to move something in the new house.

It's really time consuming and I'm not able to play and write articles too much in these days!

(the link in google map points somewhere in the middle of a field but my new house exist and it is in the picture!)

good play to all
Liga

First Impression: High Voltage

Here is my First Impression about High Voltage, the new game from Post Scriptum and designed by Gianfranco Sartoretti with the arts by Scribabs.

This will appear soon also in BoardGame News web site

Players: 2-4
Playing Time: 45 minutes

Game Played: Final Version
Number of Plays: 1 with 4 players.

In High Voltage you control one of the 4 power companies and you will try to make connections between Power Stations as long as possible (scoring points yourself) and also using as much as possible lines of your colour (scoring point for the company). At the end of the game you will add your personal score to the one of your company: the highest will win.

Like in Clans, the colour of your company is kept secret and you will have to try not to discover your plans too much early but also make connections that give your company a lot of points.

The game is played in a 7x7 grid of tiles with an empty free space in the middle. All around there are power plants tiles (with lines pointing toward the ce ntre of the grid) also used as score track. In fact it could be really better to have a map with the power plants and the scoring track, since the set up is always the same and it could be a bit time consuming.

During your turn you can reveal a new tile (and place it face up in the free space or in the square when it comes from) or rotate an existing one. Spending action points (you have a fixed amount at the start of the game) you can swap two already revealed tiles or move on already revealed tile in the free space. As soon as two power plants on different side of the board are connected with 4 or more tiles you score points. You get personal points for making long connections (5 tiles or more) and also every company will score as many points as the link of the matching colour. after that you will place an "high voltage" counter on every tile used in the connections and you will turn to the "danger" side any "high voltage" counter already there: a tile with a danger counter becomes fixed (you can't move o rotate it). You can't close a line if you will use more tha n 3 tiles already occupied by high voltage counters or by one ore more danger counter. This is the very new idea in that games, since the tiles become more difficult to use after each connections.

In that way you always have a free space and turn after turn the grid will be revealed and build. As the game progress the great amount of possible moves/combinations need a lot of thinking. It is a game with simple rules but you really need to think a lot before making your movement.

You also have a special action counter you can use only one time in the game to make a double room or to move a tile with a danger counter on it. when and how to use this special counter is really important in determining the winner. Since all the 4 colours are equal distributed over the tiles and since you will use almost all the tiles before the end of the game, it is important how you use the tiles and how you rotate it.

In my 4 players game I found the game becomes too much time/brain consuming in the middle of the game and also in the final stages one or more players could be cut off from the winning and a "king maker" aspect will appear. I really prefer High Voltage over Metro but it is still too much abstract for me and too much brain consuming. I think it will work better as a 2 players games since you will have more control on what will happens between your turns.

Good play to all!
Liga

Tuesday, October 10, 2006

Monday evening at Club TreEmme

Yesterday evening was another nice night of games at Club TreEmme.
We start with a quick Ave Caesar: me, Ciuffo, Monty, Gianluca and Auro. Ciuffo won the race with a final rush (from 4th to 1st position in the last movement) and I was second. The game is always nice but I confirm my bad impression about the new tracks: not clear at all, boxes too little for the chariots. I think we will remake the tracks ourselves.

After that I convince Auro, Monty and Gianluca in trying a 4-players Dungeon Twister. The game, as usual, was really funny (but I think Dungeon Twister get is best as a 2 players game). I easily won (I forgot to play with handicaps and was too much easy for me to win the game against people at their first game). first I kill with my troll a goblin and a wall-walker; than I got two points saving my goblin wit a 5 actions runs and in the following turn I close the match with a 4 actions + speed potions wall walker run, grabbing a treasure. Nice game but too much easy for me!

We close the night of game with a 5 players Medici match: me, Auro, Monty, Ciuffo and Gianluca. Apart from Gianluca, that was at his first Medici game, all the other players was quite expert. I fight with Auro until the end and I was able to win with a bit of luck, scoring the top for the yellow in the last turn and the 20 points.

Other game at TreEmme Monday evening: a table playing a miniature game about the Russian Revolution, a Dungeons and Dragons RPG group, another boardgames group playing Das Amulet and the usual big group playing Warhammer Fantasy Battle.

good play to all
Liga

Monday, October 09, 2006

Cosa Bolle in Pentola ? #26 - Emanuele Ornella


Here is my Interview to Emanule Ornella, one of the best italian game designers and also a friend. The interview will be also soon posted on Boardgame News wher you can find the full series.

[Liga] Hi Ema, finally we are been able to arrange this interview. I think the reader could be interested in a short introduction about yourself

[Emanuele] I'm 34 year old. I love games since I was very young. I remember I designed and played a baseball simulation when I was about 8 years old. In Italy baseball is not so common, so I never find a team where to play. This gives me the idea to create a board game about that sport. I played several board games for kids until I discovered video games (years of Commodore 64). So I loose the passion for board games during 80s and played a lot to Magic the Gathering during 90s. At the end of 90s I started again with board games with some Faidutti's games (Mammouth valley, Castle) then passion came back. I started to design games in 2001. In
2003 with my wife Barbara I started to produce games and to attendee to Essen fair with the label of Mind the Move. Then we released one game at year
(that are Fantasy Pub, Oltre Mare, Il Principe).

[Liga] That really nice. I have also designed a game about baseball when I was kid, but I'm not evolved in a good game designer but in a restless gamer! And now, Cosa Bolle in Pentola?

[Emanuele] Hermagor of course! It's the new game from Mind the Move that I designed. The game will be produced by Rio Grande Games in the US market and from Quined and White Goblin Games in Netherland.
It is about merchants in a fantastic land. I would not say fantasy because there are no such as monsters or elves or dwarves. It is rather something about dark middle ages, where magic and superstitions are the natural way of explain things. There is a big city in the center of the map: Hermagor. There is a castle, and outside the castle there is market place where every week merchants and traders meet each other for their business. There is a lot of business to do with the main products asked in the land of Hermagor. There are Relics and Blessings to be trade. There are Salt and Maize for food purpose, there are Books and Amulets for your superstitions, and there are Weapons and Dragon's eggs for your strength.
On the main market at Hermagor you just buy your products and then you move with your goods from village to village in order to sell them. Find the better way and sell the most precious good is the way of the success. But it is only one of the way: each time you go to sell in a village you just build a Trade Station there! This will give you future income thanks to your opponents business. Moreover you want to grow in respectability and nobility.
I tried to have a fast game where rules are very easy to learn. Infact in Hermagor you just place 4 merchants on the general market to try collect the best products for yourself. Then you move your caravan on the near villages to sell them. That's almost all. Well, there are something more like buzz about business that give you extra income, special tiles that give you special abilities during the turn and a price table where product prices are floating.
With easy rules I wanted a game with good challenge each turn and the need to build a good strategy to win. Of course the winner will be the richest of the land.
I searched for a fantastic theme instead of a historical one because I tried to avoid the usual Catan like products. I thing that this theme is really good implemented thanks the great artwork from Frank Czarnè

[Liga] I like Hermagor and I'm really curious to see the final version and art. I think it works very well but I also know you have already at least another game almost ready to be published: so, please, tell us your projects for the future.

[Ema] Barbara and I had a new baby (Leonardo) just few days ago (3th of October). So our projects are for sure concentrated on him and his wonderful sister Alice (already 2 years and half old!!).
We planned to release another game for Nuremberg but this is still not decided which one.
Mind the Move try to grow up looking for other authors than me, but this must be carefully planned and we hope to achive this goal during the next year.

I want to thanks all my play testers in Italy (in Padova most of them) and around the world.

[Liga] Good luck. I know be a father is really a full-time job (I'm also father of a 5 years old daughter and she will have a little brother!) and also game designing will take away from you most of time, but I know you are also a gamer, so tell us the 10 games you like to play most.

[Emanuele] It is always hard to say because there are some games I play more often even if these are not my best choices, and because there are always so many new games to try (or someone old that I not yet tried! For instance El Grande!!).
Let me try to give you a list: Amun-Re, Hansa, Puerto Rico, Euphrate and Tigris and Caylus are about the most heavy.
Pockimino, Ticket to Ride Europe, Dragon's Gold, Kingdoms and Carcassonne Die Burg are from the more light. As you can see there are a lot of Knizia there.

[Liga] Hi Ema. thank you for this nice interview. Good luck and good play! See you in Essen

Friday evening at Club TreEmme


Friday was a nice evening at Club TreEmme Modena. A lot of gamers and a lot of play!

We start the evening with Ave Caesar. It was the new release. I really like the new cards but the tracks are ugly. I think that in a game like this the only thing they will have to care making maps was the clearness and have enough space for the chariots: it dis-attend in both this aspects. But the game is always nice. We was six (me, Jappo, Gianluca, Saverio, Daniele and Auro): I won the first race and I got 4th in the second one.

After that we move to Saboteur: we was 8 players. Was the first time for me. The game was nice (at least in 8) but, I think, too much luck driven and I'm definitely not a party-game lover.

After Saboteur was the time of Graverobbers. Six players. I really like this game Ie have followed and play-tested since his early stages when it was themed in Lucca. The game was quite in equilibrium and, in the end, I won scoring both my white objectives and a plus 1 form the cards in my hands. I think I'll write soon a Review of this nice game from Carlo A. Rossi.

In the end of the night I played a Dungeon Twister Base + Paladins & Dragons Expasnion against Jappo. I think it is really a very good games (one of my few 10s on BoardGameGeek). My team was: Wizard, Priest, Troll, Golem, Warrior, Paladin, Thief and Weapon Master. I was able to score quickly 3 points killing the Ghost and the Dragon (I was lucky to meet the ghost with my troll settled in very advanced position). The last two points has been an easy task (killed the Weapon Master and escaped the Thief) but in the meanwhile Jappo was able to save his Elven Scout. So, was a 5 to 1 in the end. Very nice evening!

Apart from me (and people gaming with me) at TreEmme there was a lot of players: a RPG group (I think was a classic D&D 3.5), people (more than 4 for sure) playing Warhammer Fantasy and Warhammer Ancients. A group involved in a classical wargame (I think it was a World in Flames) and another boardgames groups playing Puerto Rico.

Friday, October 06, 2006

What I'm going to do ?

I'm not sure what I'm going to write in this blog. I think most will be in English but probably I'll post also something in Italian, especially the game reviews I'm use to post on Tana dei Goblin and Giochiinscatola.

I', sure I'll try to post something about my gaming sessions at Club TreEmme Modena, and, as soon as I have time, a report of ModCon.

good play
Liga