kerravonsen: cartoon Ood: "would you like a piece of my mind?" (piece-of-my-mind)

So I've been battling with Terraforming Mars again, prompted by Anne Reardon talking about Food On Mars (including how difficult it would be to grow). After an entire afternoon and evening of losing over and over again -- clearly I'd forgotten what methods were needed to win the solo game -- I tried again a few days later, and managed to get through after a couple of fails. And then again, this evening, more play, and managed to succeed.

So what's the trick? Well... no trick, really. You do need a certain amount of luck, or one is doomed to failure. (Or, as I kept on muttering to myself, "We're all gonna die.")

Read more... )

kerravonsen: 11th Doctor and Amy Pond; "Peter Pan and Wendy" (peter-pan-and-wendy)

So, we were playing Elfenland yesterday, and my brother remarked that it was like solving a puzzle, and I said that it wasn't the kind of puzzle you could solve in a solo game, because it needed randomness to make it interesting. So my brother suggested one could play a solo game by putting tokens down randomly.

To explain, for those who have not played Elfenland:

Elfenland is a board game version of the Travelling Salesman Problem; that is, there are twenty cities on the board, all connected by a network of roads, and you have to travel to them ALL. But wait, there's more! There are four types of terrain (meadow, forest, mountain, and desert), and six forms of transport (boar, elf-cycle, magic cloud, unicorn, troll-wagon, and dragon) and these are limited depending on the terrain. Plus there are rivers and lakes, which can only be travelled on by raft. To be able to travel along a given road, you need two things: there needs to be a (legal) transportation token on that road, and you need to have matching cards in your hand for that form of transportation. Without going into too many details, game play includes taking turns putting tokens on the roads (and a road can only have one token), and then when everyone had put down tokens, then each person (using the cards in their hand) tries to travel across the game board as it is currently set up. Then the tokens are removed from the board, and the next round starts, where people put down new tokens on the board, and the journey continues. But it only continues for three more rounds, so you have a limited number of moves in which to make the full traversal.

So I tried my brother's suggestion, to put random tokens face down on all the roads on the board, turning them face-up and then removing the illegal ones, but it still wasn't interesting enough, because you didn't have the factor of having to revise your strategy when someone else put a token on a road you had intended to travel on.

So I had a think, and this is what I came up with. Rules in italics are where it differs from the multi-player game.

Solo Rules )

I've played these rules once, and it seemed to work. More playtesting will be required to see if it is too easy. Any of you out there ([personal profile] watervole) who play Elfenland are invited to playtest these rules also, and suggest improvements.

kerravonsen: Sam Carter, red desert, moon: Another day, Another planet (another-planet)

I am increasingly frustrated with the Solo version of Terraforming Mars.

For those of you not familiar with it, Terraforming Mars is a game where, as it says on the box, you are terraforming Mars, simplified down to a game that one can play. It is a pretty cool game. The goal is to get three criteria (oxygen, heat, and oceans) up to minimum liveable conditions for humans, which is nine oceans (from none), 14% oxygen (from none), and 8 degrees centigrade (from -30C). Oh, and to get fame and glory (victory points) while doing so. One increases those criteria by undertaking projects such as planting greenery, melting icecaps, and throwing asteroids at the planet. Yeah. And one also needs to build infrastructure to aid you in doing those things. Infrastructure enables you to produce resources, such as steel, titanium, plants, electricity, and heat. And stuff costs money.

The normal game is played with 2-5 players, but there is also a solitaire (Solo) version. Obviously since one isn't competing against other players in the Solo game, one has to compete against something else, so what they've done is give you a turn (Generation) limit. You have to complete terraforming Mars by the end of the 14th Generation or you lose.

And that's fair enough - or would be fair enough if they had not also required a rule variant which makes it practically impossible to win.

The variant is known as "Corporate Rules". The Corporate Rules variant can be played in a multi-player game, but for a Solo game it isn't optional; one is required to play Corporate Rules. This variant adds in a whole bunch more cards, but also requires that one starts off unable to produce any resources. Whereas in a standard game, players start off with the ability to produce one of every resource per Generation.

Because of this, one spends the first five or so generations just building infrastructure without getting any actual terraforming done. That doesn't give one enough time to complete terraforming before the 14th generation. So you ALWAYS lose. That's not very happy-making game-play.

So I thought I'd try the Solo game without the Corporate Rules, and lo and behold, I was able to terraform Mars by the 14th Generation. But maybe that is making things too easy? Dunno. Maybe I'll try doing it where you initially produce only three types of resources instead of all five.

reporting in later... )

reporting in even later... )

kerravonsen: Romana in fancy hat: "Time Traveller" (Romana)
I don't know if any of you are interested in (board) games besides [personal profile] watervole and [personal profile] thewayne, but if you are, and you play Splendor, here is a nice variation of the rules, which I invented. (It is apparently similar to the "Cities" expansion of Splendor, but I hadn't known anything about that when I invented it. Besides which, it doesn't need an expansion set to play it)

Buried Treasure Variation

Rule 1:
For the first turn, every player must reserve a random Level 3 (blue) card from the deck. This is their "Buried Treasure" card.

Rule 2:
Altered winning conditions. Besides having to get 15 points, a player must ALSO purchase their Buried Treasure card "for free" before they can win.

For example, if their Buried Treasure card costs 5 Diamonds, 3 Sapphires, 3 Rubies and 3 Onyx, then they have to have at least 5 Diamond cards, 3 Sapphire cards, 3 Ruby cards and 3 Onyx cards, so that they can buy that card without having to use any tokens ("for free").

All other rules are the same.

I've found, when playing this variation, that it pays to focus only on getting the Buried Treasure card, because by the time one does get it, one usually already has 15 points.
kerravonsen: Steampunk raygun: "R is for Raygun" (r-is-for-raygun)

Thursday when I was out, I bought a couple of games. One of them was "Terraforming Mars", which I hadn't heard of, but which looked interesting. From reading the back of the box, the idea is that the different players are different corporations, contributing to the terraforming of Mars (for money and power and fame, of course, not altruism). The game ends when Mars is deemed to be terraformed. The player with the most victory points wins.

Yesterday I unpacked it and read the rules and discovered at the back of the rule book that one of the given variations is a solo game. So I set it up for that, and played one game, to help me get a feel for the rules and the play. I lost, of course. The way the solo game goes, rather than counting your victory points, you have to complete the terraforming within 14 rounds (called "generations" because terraforming has to be done over multiple lifetimes). Of course I kept going after the 14th generation, and managed to complete the terraforming four generations later, so it wasn't too bad. Read more... )

In conclusion, I would say that I definitely want to try this out with my gaming friends and family - though I expect Certain People will have unholy glee in playing the nasty cards...

Cataaning

Sep. 29th, 2013 08:59 pm
kerravonsen: "Seriousness is not a Virtue" (seriousness-not-a-virtue)
And the word for the evening is SHEEPNADO!

I love my family.

And the Nailed Cross is now in the possession of Nephew M, because they are not coming down for Christmas, so I gave it to him today. Much pleasedness was had. \o/

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Kathryn A.

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