Showing posts with label civilization. Show all posts
Showing posts with label civilization. Show all posts

Innovation Review

Innovation cards beautifully laid out


One of the most innovative games I've played in a while is Innovation! (First, yes I love puns. Secondly, this is actually a true statement.)

Innovation is an abstract version of a civilization building game. Whereas you go through "ages", your powers get better but you never really feel like you're building an empire (and you don't really get troops to attack people with). But that's ok. What you actually do is this: each turn you get to perform two actions. These can be to draw a card, play ("meld") a card from your hand, "achieve" if you have enough score (gaining a certain number of achievements wins the game), or activate a card effect for one of the cards you have "melded" ("perform a dogma"). That sounds pretty straightforward and possibly even boring. Where things get interesting, however, are when you are performing a dogma. When activating a card's power, the power is related to a symbol - a castle, leaf, crown, clock, etc. If another player at the table has more of the corresponding symbol showing than you do, then they have to do the card action first.  The game keeps going like this until one person has enough achievements to win (or the last draw pile is empty and someone has to draw from it; or one of the instant win conditions is met).

The first thing that I like about Innovation is how the dogmas work. Specifically, there are two different kinds of card powers - there are "demand" powers, and there are normal powers. Both of these are related to the number of resource icons each player is showing. If you perform a demand action, then all of the players with less resource icons than you of the given type are affected (generally negatively). If you perform a standard action, then everyone with as many of that resource icon as you get to perform the action first (this generally helps them, but it can sometimes allow you to perform the action more powerfully). This works really well. It encourages people to both have good cards in front of them, but also to make sure that they have large amounts of resources showing - specifically for whatever power their opponents are using.

splayed Innovation cards
Splaying Up
My next pro is something unique to Innovation (as far as I know). It's a concept called "splaying." Splaying is especially important because of the previous pro of how dogmas work. There are various cards in the game that allow you to "splay" cards in different directions. What this means is that you can take a stack of your cards (by default you can only have one card showing of each type (color)) and you can reveal part of the cards underneath the top one. For example, when "splaying right", you slide your top card along with each card underneath it to the right so that the far left resources of each bottom card are displayed. This can be very powerful as it can allow a player to suddenly have large numbers of resources showing - and since resources let you perform actions on other people's turns (or prevent them from doing actions on your turn), this is a crucial component of the game. This is a mechanic that works masterfully, and only works because the cards are both well thought out conceptually and well laid out graphically.

Innovation Skyscrapers
Skyscrapers - A very powerful card!
Now, with those brilliant pros, there are some other things that you need to be aware of with Innovation. First, there feels like a runaway leader mechanic while playing the game. If you are losing (especially because you have less resource icons showing), you can start to feel hopeless. However, there are enough resource types that it is very difficult for one player to be winning in all of the different categories. And, there are some incredibly powerful cards that can quickly sway a game. For example, if one player is winning in every category except for the "crowns", they can have entire piles of their empire (including all of the splayed cards underneath the pile) removed with the "Skyscrapers" card - suddenly the leader is the one playing catch-up! On the other hand, if a player that is already winning gains a powerful card like this, they may be able to completely obliterate their opponents! Essentially, it felt to me like one of the "balancing" mechanics was to make cards that were more and more powerful as the game progressed. This makes sense to some degree from a thematic perspective (we have better weapons and technologies now than 100 or 200 years ago), but you really need to be prepared for this kind of giant power swing before trying the game.  Some people will not have any concerns with this, but I wasn't a huge fan of it (granted, Skyscrapers was used against me, so take that how you will).

Another thing to realize before deciding whether you would like Innovation is that the game plays out quite differently with different numbers of players. I have played it with 2, 3, and 4 players. With 2, obviously you have the most control over what happens in the game - you're going every other turn. However, you have the hardest time catching up if a player starts winning (I believe) because you have nobody to help you slow down the leader. On the other hand, a 4-player game is almost chaotic because so many things can happen between your turns that you almost feel like the game is out of control. Yet, with key strategic moves, you may be able to score a victory. There is a good chance that you will have a strong preference of what size of game you enjoy most when playing Innovation.

My main con for Innovation is that I felt like it deserved to have some better art and graphic design. This isn't something that I normally care much about, but I felt it warranted mention here. Whereas the graphic design that allows for the splaying is beautifully setup, much of the art feels like generic "Clip Art" that you would find anywhere on the Internet. Plus, whereas the player aids are helpful, it would be nice to also include what the end of game conditions are as well as how to gain the non-age specific achievements (these are some special achievements that you can get throughout the game for being the first player to match a certain condition - like having all of the cards on top of your piles be from age 8 or higher).

Overall, I give Innovation an 8.5/10. I really felt like this game brought some fresh new ideas and I really enjoyed them. However, the power swings in the game are a bit more extreme than I would like, which kept the overall game score down just a touch.

If Innovation sounds interesting, you might also enjoy Glory to Rome, Race for the Galaxy, and Sentinels of the Multiverse.

I would like to thank Asmadi Games for providing me with a review copy of Innovation via Game Salute.

Civilization: The Board Game (2010 Fantasy Flight Games) Review


A game that I was quite intrigued by and definitely wanted to check out was Civilization: The Board Game. Since I finally got that opportunity, now it's time to ponder on my experience with the gameplay for your, my dear reader's, enjoyment.

In Civilization, each of the players takes on the role of one of the different historical world leaders who is attempting to grow and lead their civilization into world domination, whether that domination would be in military, technology, economy or culture. Each turn, players will collect an amount of "trade resources" (these are primarily research points but can also be used to help build things). Next, after they are allowed to trade with each other, each player uses his cities (up to 3 of them) to do one of the following: 1) build new units, buildings, etc, 2) gain cultural points, or 3) collect resources. After this, each of the players is able to move their various markers representing the locations of their military and their scouts. Finally, they are able to research a new technology assuming that they have enough trade resources to do so. This continues until one of the players has achieved one of the 4 victory conditions stated previously.

There were a lot of things that I liked about Civilization and a lot of things that I was not a fan of. The biggest thing that I liked about the game is that they "simplified" it (assuming you can call a game that takes about 3-4 hours and has 26 pages of rules "simple".) Essentially, they allowed you to have the feel of the computer game but without most of the monotony that normally comes with board games that are too closely tied to computer games. One of the best examples is troop movement. In this game, each of the players has "figures" which represent where they have troops deployed, and they also have a pile of cards representing their "standing army" which is their total military might. Instead of keeping track of exactly which pieces you have in which locations and having to move dozens of pieces each turn, there were only a few figures which had to be moved, and it allowed the movement phase of the game to flow smoothly.

The next aspect of the game that I need to discuss is how the battle system works. I really think a lot of the mechanics of the battle system are awesome, but I must confess that how this worked in practice made me so angry during the game that I was very tempted to quit and walk away. As stated previously, each of the players has a deck of cards which represents their "standing army". There are 4 different kinds of cards that can go in this deck - infantry, mounted, ranged, and aircraft. Within these cards, there are three different levels of cards and when the players purchase new units for their standing armies, they get a random card from the pile that they choose (ie, they can choose to get an infantry unit, but cannot choose how good that infantry unit is). Also, each of the cards is divided into quarters, with each quarter representing the strength of that unit for whichever technology level those units have. (That was a really complicated way of saying that if your infantry is at level 3, he is 2 points stronger and has a cooler picture than if he is at level 1.) Here's one of the places where I feel that this part breaks down - I do not feel like a good card that happens to be level 1 should be evenly matched with a crappy card that is at level 3, and this is a situation that you will in fact encounter.

Continuing with the battle system, each of the 3 basic unit types (aircraft are not really a "basic" unit type) has a unit type which it defeats and a unit type that it is weak to in a rock-paper-scissors system. Therefore, when buying new units, each player must make sure that his "standing army" is fairly evenly distributed. Once a basic battle starts, each player gets three random cards from his standing army deck (he can get more depending on if he has another figure in the square, what his government is, etc). These three cards are played one at a time, and each time a card is played the results of that skirmish are immediately determined. If a unit fights a unit type that it has a strength against, then it is able to deal its damage immediately without receiving damage in return (if it deals enough damage to successfully kill the opposing unit).

The rock-paper-scissors works pretty well. The difficulty comes in drawing cards. A situation that I encountered (when I was so frustrated I wanted to give up) was this: I had 3 level-3 infantry, 2 level-1 mounted and 1 level-1 artillery at the beginning of the turn. I intended to upgrade artillery during the research phase (after all the fighting), and so I bought 2 more artillery (while they were still cheap - now I had 3 level-3 infantry, 3 level-1 artillery, and 2 level-1 mounted). I went and fought barbarians (they get a level 1 unit of each type). For my three cards, I drew all 3 of my level 1 artillery (none of which were especially strong cards to start with because of a bad draw when getting them initially), and got absolutely destroyed because they drew good cards. This, in practice, just seemed like it did not work out well. I have played enough games to realize that this is the aberration and not the norm, but it was still excruciatingly annoying.

Now that the battles have gotten some press, its time to talk about the tech pyramid. I liked how the tech pyramid worked (well, mostly). Instead of having certain technologies which are prerequisites to other technologies, Civilization had a concept of a "technology pyramid". How this worked in practice was that you had to have 2 Level 1 techs before you could build a Level 2 tech, 3 Level 1's and 2 Level 2's before you could build a Level 3, etc. This was a neat, streamlined way to handle techs and prerequisites. Unfortunately, the world is still not all roses and cherries, as this system gets quite frustrating at the end of the game. If you play games like everyone that I know, you will start getting the best technologies as quickly as you can. Because of this, you don't do a great job of building the base of your pyramid. What this means in terms of actual gameplay is that towards the end of the game, you will be generating tons of resource points, but you will waste them all on some Level 1 technology that you care nothing about so that you can build a Level 2 technology the next turn (that you care nothing about) so that you can eventually buy a Level 3 technology that is actually helpful.

Now for pondering about cities. In this take on a Civilization game, each player is only allowed 3 cities (and the 3rd one only after you have a certain technology). I'm pretty sure this was to keep the game streamlined and "short" (short.... 4-5 hours.... hmmm... I guess it's better than 12 hours or more.)  Each city is only allowed to do one thing per turn (and if it is building, it can only build one thing - unless you have the right technology, then one of your cities can build two things). What's more, the only buildings that you're able to build during your turn are ones that you have discovered the technology to unlock. Perhaps I just built way too often and should have focused more on other things, but I regularly had significantly more production points available than I was able to use. This seemed a bit messed up to me.

Since I have rambled on much more than I normally do, I'll just hit a few more points of note quickly and without explanation:
  • Governments seemed useful but not especially important (I never changed mine)
  • Economic and Cultural victory seemed much harder to achieve than Technological and Military
  • The way that city attacks worked grows on me the more I think about it
  • How resources work is interesting, but I don't know if I like it
  • The game turned being "cultural" into being able to back-handedly screw your neighbor through culture cards
  • I wasn't a fan of the terrain limitations for building buildings - this seemed unnecessarily
  • I liked that the different civilizations actually had different traits and victory conditions that they would more easily be able to achieve
Overall, I give Civilization a 7.0/10.  Almost everything I liked about the game also frustrated me, and so I'm really confused about whether I like it - that makes it hard for me to really give it a great score.  With that said, though, there were a whole lot of things that I liked about the game.  If you're a huge fan of empire building games, then you should give this a shot.  However, for my time, I think I'm going to play Through the Ages instead.

Love Fantasy Flight Games? Some of my favorites are Lord of the Rings: The Card Game, Battlestar Galactica, Blood Bowl: Team Manager, and the often under-appreciated Lord of the Rings (Knizia's co-operative version).

Civilization the Board Game (Eagle Games) Review

Civilization board game from Eagle games
So, I finally got around to playing the copy of Civilization Board Game that I bought a year ago. As a disclaimer, I only played the standard version of the game due to learning and time constraints (the standard version still took 2.5 hours).

Civilization has a few good features. First, as with most Eagle board games, it has high production value including over 200 figures that were well sculpted along with a very large, detailed board. Secondly, the game has several fun elements to it (assuming that you enjoy empire building games). You are able to advance through multiple ages, build on previous success, and attack when you have a strategic advantage militarily.

Unfortunately, the cons on this game highly outweighed the pros. When playing this, when one person got an advantage, there was no way of gaining ground. And, unfortunately, a lot of the early advantages are luck based more than strategy based. In the game that we played, one person was able to get several good tiles while exploring, whereas the other person had some of the bad tiles that were revealed. This gave the first person a minor advantage early, but then since success builds so heavily on itself in this game, that person's advantage grew quickly. As a disclaimer, we played this game 2-player, and I would assume that a third player would keep some of this in check, as the two people that were losing would be able to join forces to gain ground on the person winning.

The next problem that I had with this game came with being able to easily recognize what was going on. Since the military units were all the same color (and distinguished with a flag bearer in the same region as the military units) it is difficult to see what units are yours and where you have the strategic advantage.

The next point of interest could be a pro or con, depending on what kind of game you enjoy. The amount of time to play the game is very excessive. Our game took 2.5 hours, and we played 1) the standard "fast paced" version of the game, 2) we only had 2 players, 3) we had very little military conflict, 4) we advanced through the final 3 ages in approximately 3 rounds. As stated previously, I think that this game would work better with 3 or more players - however the problem with that is that I would imagine that this would take 4+ hours to play with more players and in the "full" version of the game. This is a time commitment that I am rarely able to make to a game, and there are several games that I would rather play if I were to make this commitment.

This was a decent game, and I don't feel like I wasted my time playing it. I would, however recommend Through the Ages if you are interested in empire building games, as it can be played much more quickly.

Overall, I would give this game about a 5.0/10. Next time that I'm in the mood to play a game like this, I think I'll just wind up playing Sid Meier's Civilization V or Sid Meier's Civilization Revolution.

If you're looking for a civilization board game, you might check out Fantasy Flight's Civilization board game, Clash of Cultures, and Empires of the Void.