Monday, August 20, 2012

Gen Con 2012 After Action Report

So I just got back from Gen Con 2012, and much like last year, I played a ton of games.  I'll mention some of the ones I enjoyed there.

Games I played

Spartacus



If I recall correctly, the first game we sat down to demo was Spartacus.  I have a fondness for ancient Rome and especially gladiators, but at the same time am kind of turned off by games based on television shows, so it was really going to come down to how the game played. The demo consisted of just one round, but what I can tell you is this: it seems kind of cool.  The parts I like are the first phase where intrigues (event cards) are played and you can share the cost (influence) of playing those cards with other tables. You can make deals however you want to accomplish this, trading money, slaves, and gladiators for a hand in playing your card. However, you can also trade the PROMISE of those things, so a wise bargainer would ask for the goods up front. Even still, after the event is played there is no assurance that it will be played in the agreed upon way, which seems like it could result in a lot of shenanigans.  After the intrigue phase there is a market phase where new gladiators, slaves, and items are bid on, followed by the opportunity to bid on hosting the next fight.  The host of the fight gets to invite players to send their gladiators to their fight and that's where things seem like they might fall apart a bit.

I was kind of underwhelmed by the combat in Spartacus. As it stands the combats are only one on one.  They take place on a hex grid but it seems like the maneuvering is somewhat unimportant, as once gladiators get locked in there is little point to maneuvering unless there's a difference in the speed of the gladiators, at which point the faster gladiator is at a huge advantage because attacks can take place before or after movement. The dice resolution for attacks, defense, damage and initiative are kind of cool, but I think the combat might get a little shallow after a while especially because of the aforementioned limit of single combat.  There's some betting that takes place on the fight which is kind of fun and winning gets you influence which is the key to winning the overall game (there are other ways to get influence too).  All in all it seemed kind of promising, but the one round we played was not enough to convince me of a purchase and I didn't get time to play a longer full game in the event hall.

Relic Knights

This might be my new favorite model from the line. It's bigger than it looks.
I got two demos of Relic Knights, one at the booth which was kind of railroaded but still fun and another more open demo with the designer talking me and another player through the game which was a bit more informative.  Relic Knights is an anime-inspired miniature skirmish game that is characterized by fast action and match-3 inspired gameplay mechanics.  Unlike most wargames, there little emphasis on judging ranges since ranged attacks have an infinite range and models tend to move very quickly across the battlefield.

Gameplay consists of alternating activations where you can move a model's first move distance, do an action, and then move the model's second move distance.  The part where you do the action is where Relic Knights really shines, since there are no basic attacks in Relic Knights.  Instead, every attack is done by playing a combination of power cards out of your hand to activate the ability.  There's six colors of power, and it seems like most factions are focused on two primary colors with an extra third color thrown in to make things more challenging.  Power cards have one major color worth two and one minor color worth one, and an example attack might have an activation cost of two red and one purple, so you could make that attack with any combination of cards in your hand so long as it added up to two red and one purple.  Models are placed in an activation queue that specifies the order in which you'll activate them, so hand management becomes super important because you need to make sure you have the right colors in hand when the next model comes up.  Luckily, the game mechanics allow you to cycle through your hand quickly enough that you won't get "mana-screwed."

There's a kickstarter going for this game right now that looks very promising in terms of value for your dollar. I've been a fan of the models since last year and playing with them at the con cemented my commitment to backing this game.

Alcatraz: The Scapegoat

Alcatraz is a semi cooperative boardgame from Z-Man games that was debuting at the con.  Z-Man runs full demos of their games which is very cool, and it was cool enough for me to buy it.  Expect a full review soon.

Android: Netrunner

Probably the talk of the con, Netrunner is the re-release of the cult classic TCG from the early 90's, dressed up all fancy in Fantasy Flight Game's LCG format.  I played a ton of this over the weekend and will be doing a full review. Great game, even if the Android setting is kind of scraping the bottom of the cyberpunk barrel in my opinion.  It's far more I, Robot staring Will Smith than it is Neuromancer.

Sky Traders


The six regular goods and two special goods in Sky Traders.
Sky Traders is a game of shipping goods and manipulating prices with an airship theme.  Each turn involves buying goods and taking them around to different cities around the map which is made entirely out of hexes.  There are six regular goods and two special goods, and at the end of each turn the six regular goods go up and down in price depending on dice that are assigned by the players.  Each round you roll three dice and each of those dice has the power to change the value of a regular good by one step up or down.  dice results can be traded for other dice and even for goods and money so this seems to be the main meat of the game: making sure you can sell your goods for more than you bought them for and turn a profit.  This might be harder than it sounds because of limited cargo space forcing you to sell goods to make room for better ones and the chance to take damage which can eliminate one or more of your six holds and everything in them.  At the end of the round players have a chance to buy influence, and the game ends once you've reached a certain influence level.  Sky Traders seems like a fun game, but after two rounds I was worried that it might be kind of a one note song.  It's not a bad song by any means, but I didn't sense a whole lot of strategic depth in the game.

Aerotech


My Sai didn't get shot down!
Not a new game by any means, i played in an aerotech event designed to teach new players familiar with Battletech the rules of the game.  All I have to say about aerotech is that it is a totally awesome game for crazy people, and actually far less complicated and ponderous than Battletech. The combats are far more lethal, determining line of sight is much simpler (cause, you know, you're in the air), and the game is an all around blast to play.  I picked up a few Inner Sphere aerospace fighters and the 3039 technical readout so i could get the background stories for all the inner sphere designs that would later fight during the clan invasion. I don't normally like to play clan vs inner sphere, but we were told that the clan have less of an overwhelming advantage in aerotech than they do in battletech, so I'm looking forward to playing that game.

phew, that's enough for one day.  I think I'll save my impressions of the show in general along with some of these reviews for some other time.


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