Showing posts with label Friedmann Friese. Show all posts
Showing posts with label Friedmann Friese. Show all posts

Friday: A Solo Adventure Review

Friday, one of the best solo games, in play


So, I normally don't play solo games. Because I have so many friends? In my mind the answer is yes, but in reality it's probably because the part of board gaming that I enjoy is the social aspect. Yet, when some reliable sources (other blogs I read) highly recommended Friday (and when I realized it is really cheap), I decided to give it a try.

In the game Friday, you are on a deserted island - and you love it! Unfortunately for you, the infuriating Robinson has crashed on your island. So, you decide to teach him how to survive (not because you're nice, mind you, but because you really want him to gain the survival skills needed to leave the island by defeating pirates). Let's face it - Robinson was a bit of a wimp when he landed (and not very smart either). So, you go through teaching him the basics of survival. In terms of gameplay, you start with a basic deck of cards - Robinson's initial skills (as pitiful as they are). There is also a hazard deck, and each turn you draw two cards from the hazard deck and choose one of them to resolve. The hazard will give a certain number of cards that you can play for free, and any additional cards will cost you a life to play. If you have enough points to defeat the hazard, then it goes into your deck (it has two images on it - one representing the hazard and one representing what Robinson learns by defeating it). If you lose the hazard, you lose life equal to the difference - but when losing life, you can also trash cards that you played based on how much life you lose (which can let you get rid of cards that are -1 strength). Unfortunately, you don't live in a time-warp where Robinson can do this forever. He is getting older. This is represented by having an "aging" (bad) card added to your deck each time you have to reshuffle it. You will go through the hazard deck three times (with it getting progressively harder), and then if Robinson is still alive, he fights two pirates. If you win this, Robinson has left the island, and you are left in peace!! (Otherwise, he died while fighting the pirates - so either way, you win, because he's leaving you alone.)

Friday game card
Cards are dual use
The first thing that I like about Friday is how the deck building element of the game works. I like just how bad your deck is when you start the game (mostly 0 and -1 point cards). Yet, I like the fact that you can purposely lose hazards in order to sacrifice some of these cards. I also love the fact that Friday prevents you from doing a fairly standard deck building strategy of trashing most of your deck to only leave the best cards because, if your deck becomes too small, you will get aging cards very quickly. Yet, even with the aging cards, there are hazard cards that (once defeated) you can put in your deck that allow you to discard (or redraw) a drawn aging card. All of these things fit together beautifully.

The second thing that I like about Friday is that it is incredibly challenging - and that there are different difficulties in which you can play the game. Specifically, there are four different difficulties, and they change what the initial cards and lifepoints are. It amazes me how tightly balanced this game is, because a very slight adjustment to the starting conditions can make the game drastically more difficult. The first time I played was on Level 1 (since I was learning). I scraped out a victory with about one life left. So, I began trying Level 2 (which means that I start with an aging card in my deck). I played Level 2 about 5-10 times in a row, and I never won; I didn't even come especially close to winning.  I went back to Level 1 - won again, this time by more than I did the first time. I think that these different difficulties make Friday have a lot more replayability than I expected from a solo game.

pirates from Friday: A Solo Adventure
You must defeat two pirates to win
The final pro that I will mention about Friday is that I like how the hazard deck works. Since you will go through the hazard deck three times, a lot of the strategy of the game lies in which cards you choose to encounter at various points throughout the game. If you choose to encounter all of the small hazard cards early in the game, then you will be more likely to lose many of the hazards - but if you win, you will have better cards for challenging the hazard deck the second time through. If you choose to take on the easier cards, then you're more likely to win, but you won't have very good cards for challenging the more difficult hazards - which only get stronger the second and third times through the deck. This aspect of the game is another area in which I think that the game is masterfully balanced.

The only real thing that I can come up with as a con for Friday is very nit-picky. When playing the game, since the hazard cards are two sided, it can occasionally be a bit confusing to remember which card you are challenging at any given time. You are told to put the "free" cards on one side of the hazard and the cards that you sacrificed life for on the other side. However, when you actually look at that, it often looks like you just played one of your cards upside down, so it takes a second to register what exactly is going on.

Overall, I give Friday a 9.5/10. I originally was thinking 8, decided that 8.5 was more appropriate, and really just kept talking myself up from there. When I struggle to find a con with a game, that means that the game really probably deserves a 9.5. I recommend that everyone try Friday at some point or another, and if you're like me and both love board games and periodically travel for work, I think that Friday is crucial for your gaming collection.

If you like games where you are playing against the game itself, you might also want to check out Nemo's War, Defenders of the Realm, and Lord of the Rings: the Card Game.

Power Grid Review

Power Grid board game setup to play


A game that regularly hits my gaming table is Power Grid (shown in the picture with the Power Grid: New Plants Expansion.

In Power Grid, each player takes on the role of a power company that is attempting to power the most cities. In order to do this, however, he must both own power plants to generate the power and build enough infrastructure to transmit the power to the cities. How this works in game terms is that at the beginning of each round, new power plants will be auctioned off. After this, resources will need to be purchased to power the (non "green") plants. Third, the players will purchase "cities" (which represents bringing power to that city), by paying the connecting cost from one of their other cities plus the cost to build the city itself (10, 15 or 20 depending on how many other players are already there). Finally, each player will power their cities and generate income (and the resource market gets restocked).

There are several things that I like about Power Grid. The first thing I like is the mechanic where whoever is in last place gets an advantage for that round. This seems to be a trademark mechanic for Friedemann Friese (the designer), because I have also seen this in Furstenfeld. Either way, I like it as it adds a new level of strategy to the game - when should you go ahead and take the lead (and have a slight disadvantage) as opposed to purposely staying behind. Fortunately, the advantage given to last place is useful enough that it is worth sometimes staying behind to acquire it, but small enough that it does not prohibit someone from wanting to be in the lead. It is an incredibly nice balancing element that keeps almost every game of Power Grid very close all the way until the end.

The next aspect of the game that I like is how the auctions work. In many games, there are a certain number of whatever that are available each round. Starting with a certain person, they choose one of the things to auction and once they have bought it there is one less item available on the market. In this situation, the person who picks last has a bit of a disadvantage because they have no chance of getting something at list price, and their options are also very limited. This is not the case in Power Grid. Instead, you can see both a "current" and a "future" market of power plants. Whenever a plant is purchased from the current market, a new plant comes out and the cheapest one from the "future" market goes into the "current" market. This does two things: it makes it advantageous to go last (and hence the person losing gets that position), and it also makes you strategize when you want to lose auctions in order to get to the plants in the future market. Again, this is a really nice mechanic - I like it a lot.

Another pro of the game that keeps it balanced is the diminishing returns on powering cities. For the first city that you power each turn, you get around $15. However, if you power 20 cities, you get $2 more than if you power 19. This is another aspect of the game that keeps it very balanced and keeps all of the players close together throughout. Also, this gives the players more to think about - should I burn the resources to power these cities this turn, or would it be better to keep them just in case (the winner is the person who powers the most number of cities on the last turn). After all, sometimes you can actually lose money on powering cities if the resources needed are in high demand.

Overall, I give Power Grid a 9.5/10. This is one of the best games that I have played. I was incredibly skeptical when I saw the theme (I used to work for a power company, and so I didn't think it was very exciting), but it is a well balanced, well implemented, innovative game that I have thoroughly enjoyed.  If you have never played Power Grid, I think you should either go buy a game or convince your friends who have a copy to bring it so that you can play it.

For some more opinions on this one, check out Games With Two's Power Grid Review, or this other Review of Power Grid by Play Board Games. Alternately, for even more reading, check out my thoughts on Mice and Mystics, Risk Legacy, and King of Tokyo.