ellyssian: (sphinx)


DaVinci's Challenge - 2 or 4 players ages 8 and up

The first of three related games (the other two being a modified mancala and a card game), this is an abstract game that requires quick pattern recognition skills as well as strategic thinking.

The board has some of DaVinci's images on them, but they are all in the background. The playing field of the board itself - on top of Vitruvian Man ~ has a series of geometric patterns made up of two shapes. Those two shapes match that of your playing pieces, in both your color and that of your opponent. The four player game ~ which I've never played ~ subdivides the colors into teams, with one player per shape.

The pieces ~ ovals and triangles, they're often called, although it's a slight simplification ~ are made from plastic, and from all reports there is a lot of variation in the quality of molding. I know our set has one mongrel piece that looks like enough material didn't make it into the mold, however, I'm not complaining ~ it seems to bring me a spot of luck!

The game is played by taking turns, placing a piece of your choosing in a location of your choosing that matches the selected piece. After each piece is played, you must see if that added piece became part of one or more patterns, as indicated on the scoring sheet. You make a tally mark next to all of the patterns you completed ~ wholly in your color ~ and it moves on to the next player.

When placing a piece, you have two core strategies: complete a pattern or block your opponent from completing a pattern.

When we've played, we make efforts to stay on one half or the other and complete and recognize as many patterns as possible, so the game doesn't really move into the blocking mechanics until we start running out of space. I'm sure that, under more competitive circumstances, you can just chase each other around, but I'd think that type of game would be rather low scoring, certainly more frustrating, and possibly less fun.

As a fan of pattern recognition, I prefer that aspect of the game, and that is where ~ even with pre-defined sides, and thus an equal chance of coming up with identical scores ~ one's ability to see those patterns quickly makes all the difference.
ellyssian: (sphinx)
I've brought in 8 WUs for 11,981 points, and I've moved up to 113th place in Team Geekdō.

The team itself has moved up to 563rd place, which means it has just overpowered the team from Slashdot (569th place, at the moment).

If anyone has any questions about the proteins being folded, ask [profile] aequitaslevitas. Apparently he is interested in biology. He could look at the molecule the older client on the system downstairs was displaying and identify it and what it was made of. And he was right.

If you have a system to spare, join in the fun by Folding@Home. You can find out more info about Team Geekdō here, and if you play RPGs and/or board games, you already have a Geekdō login, right? =)
ellyssian: (sphinx)


Vineta (domestic edition) - 2 to 6 players ages 10 and up (German edition)

Unless you're a nut like me, the domestic edition of this game will suit you just fine.

Maybe.

If, however, you are a nut, you're going to want to learn to read German and get the international edition, which is to say, the original German edition of the game.

While I can only speak to one of the differences authoritatively, others have reported thiner cardboard used to build the region pieces and some other bits, and a smaller size (which might be an advantage for traveling). What I can say, without question, is this:

The German edition has a board, the newer edition does not.

Region pieces and what difference the absence or presence of a board might make won't make any sense if you aren't already familiar with the game, and if you are familiar with the game, you're probably not reading this, so I expect that, by now, you need some more information about the game so you can figure out which end is up.

The heart of the game is in the 9 regions of the island city of Vineta, the Atlantis of the north. The pieces form a simplistic puzzle ~ three inner regions, three middle regions, and three outer regions. There are a number of little wooden houses that are set out amongst the 9 regions, all in different colors, with one more color (up to seven) than there are players (up to six, of course).

Eight of these 9 regions, and all houses on them, will sink, one by one, below the waves.

Why?

Well, it's simple: some fool in the city has royally ticked off the gods, and they're sending in wave after wave of, well, waves... and eight of the regions are destined to be washed away. By the gods.

And guess who get to play the gods? That's right: Odin, Thor, and the rest of the crew... that's who you're playing as.

Each god secretly favors one of the regions of the city and your followers are housed in one color of those wooden houses. Your goal is to keep as many of your followers safe from the deluge as possible, and, if you can manage it, to make sure your region is the last bit of dry land.

The game plays in eight rounds, and each round results in every player having three (more or less) turns to influence where the waves are, and, through some further intervention, which houses are on the region that will sink at the end of the round.

You play wave cards ~ either targeting a region that is not threatened, or adding to the waves already threatening a region. The region with the most waves at the end of the round sinks. Additional cards give you chances to add huge modifiers for or against a row of waves, or to manipulate houses in a variety of ways ~ moving them from threatened areas, to threatened areas, swapping them, or locking them down. There are also cards that can be played to reduce the number of turns in the round or increase it.

Two complaints that I've heard against this game are 1) that the theme of Norse gods is paper thin; and 2) that there's too much chaos. Obviously, those folks never played D&D where Norse gods were involved. If they had, they'd know the Norse gods are (mostly) chaotic, Chaotic Good, to be specific, for Odin and Thor and (most) friends.

Seriously, if you've ever looked at Norse mythology the gods were larger than life: great power, great might, and, quite often, great oops.

Now, maybe the theme would be more supported if the village was perched on the edge of fjord, and the gods sent avalanches of snow down on the city, but, really, it works quite well with the theme as is...

Overall, I really enjoyed this game. It was wild and chaotic, but it was fun. None of us got to save our own little slice of the city, and I don't think we managed to save any houses, either.

One last word on the German edition vs. the domestic edition: I did notice that the kids really seemed to enjoy looking at the sea monsters that get revealed as each piece of the city goes under the waves, so the extra art is certainly appreciated, and, to my mind, helps make the whole experience more enjoyable.

And, finally, as an added bonus, here's a demo for the game:

ellyssian: (sphinx)


ZERTZ - 2 players ages 12 and up

So simple, so elegant.

Part of the attraction for me in any game is how it looks: if the bits and pieces are interesting, if there's nice art, if, in part, it has a nice theme, and, correspondingly, if that theme is more than surface deep.

Abstract games have the advantage here. The theme is no-theme: it's all about the gameplay. However, the bits and pieces can still be beautiful.

And the gameplay, the other part of the attraction of any game, is there in spades.

There's thought required to play a game like ZERTZ, the third installment of Project GIPF.

Now, I'm no great strategian ~ in fact, I've got a history of being a mediocre chess player at best, and, although my eldest son says I'd always win, I tend to see myself as fairly challenged even at a game of checkers ~ but I really enjoy the times I can see my way through a series of possibilities and correctly determine the way to get things to flow in my favor.

The game of ZERTZ isn't lacking in the looks department. There's no real board, per se, for the hexagonal playing area is constructed out of a series of convex (or, if you played them as we did in the first game, concave...) rings made of a heavyweight plastic ~ good quality feel about them ~ and marbles. The marbles are largish ~ shooter sized, I guess ~ and are beautifully speckled, with white, gray, and black base colors. The marbles have a lot of weight, enough so you might be led to believe that the marbles could, in fact, be made from marble.

To play the game, you have two possible moves you can make: the first is to place a marble from the pool of marbles (or, later in the game, from your own collection of trophies) on to an unoccupied ring and to remove one unoccupied ring from the edge of the board; the second possible move is to jump a marble over one or more marbles on the board, thus capturing the marble(s) you leap over.

Capturing works much like checkers, you can leap in a straight line over any single marble, and, if you can string a bunch together, over any other marbles in the series. If two or more initial jumps in different directions are possible, you have the option of deciding which way to jump. However, the choice to jump is out of your hands: if the move is available, you must take it. One of the strategies that is possible is to force your opponent to make certain captures, thus setting you up in a desired position.

Their are several goals to the game and the first player to achieve one of those goals wins. You need to capture three of each of the three colors of marbles, or capture four out of the five white marbles, or five out of the seven gray, or six out of the nine black marbles.

The first game I played, with Justin, seemed to easy, and it led to an easy strategy, and I rapidly collected all four of the white marbles. The game seemed a bit too easy, and too controllable, and a wee bit shallow of strategy. We reviewed the rules and discovered that ~ oops! ~ we goofed, misread some rules, and were both placing and capturing on the same turn. Of course, this makes for an entirely different game than designed, and, while it does allow some strategic thinking, it pretty much flattens it into a simplistic race without any depth whatsoever.

The second game I played, with Rachel, followed the real, actual rules. Now, as a disclaimer, Rachel can't stand games like this. She likes the ones with the themes well enough, but abstract games in general, and the ones she's played in this series in particular (GIPF itself, and the now-demoted TAMSK) did not entertain her, so it was under some duress, and much puppy dog eyes on my part, as well as providing her the choice of playing ZERTZ or ZERTZ, that I got her to agree to play along.

I almost came to regret that, as I spent most of the game playing catch up, two or three captures behind her, and, seemingly, always setting her up for a capture on her next turn. I had fairly well resigned myself to losing, especially after she managed to succeed on a move I had failed on ~ to isolate a marble on a ring by removing the last ring linking it to the rest of the board.

This method of capturing marbles comes into play not through leaping, but when placing marbles and taking rings from the board. When you take away the rings, you can only remove rings that can be slid away without disturbing any other rings. If you manage to leave an island of one or more marbles, without any open rings, and have it fully separated from the rest of the board, you can claim that marble (and the ring, although that doesn't provide you with any advantage except providing a place to store your captive).

I think Rachel managed to do this twice.

The board was seriously shrinking, and we were already going into our own stock of captures to be able to play, and there weren't many open spots left. On my last move, with Rachel having 5 black marbles (one from winning on that goal), 4 gray marbles (one away on that goal as well), and two white marbles (one away from getting three of each, and two away from winning on the four white marbles), and with me having 4 black, 2 grey, and 2 white, I had to play one of my captives, thus taking me further from the goal.

Luckily, I saw my chance, placed one of the grey down as the point of a three-marble V with another grey and a white, and took the last ring separating them from the rest of the board to complete my move. By doing so, I captured all three marbles, and that provided me with the three-of-each needed to win the game.

The gameplay, when you actually follow the rules, was much more satisfying, and both Rachel and I greatly enjoyed the game.

While it might be a while before I can convince her to play a different abstract game, this might have made that easier, and I'm fairly sure she'll play this one again some time.

I also think I'll need to practice, because I'm not sure I'll stand a chance against her next time...

In the overall scope of the Project, it looks like the edition of the game that I have ~ a few years old, and it has changed publishers since ~ includes some of the ZERTZ potentials to play in a game of GIPF. I still haven't experimented with adding any additional potentials. These pieces provide special moves within GIPF, and can be used to link the other games in the Project together. The reason the pieces are called potentials is because their special move only occurs if the piece reaches the center of the GIPF board, and, even then, the opposing player can challenge you to the game corresponding to the potential, and if the opposing player wins the special move is cancelled...

This greatly expands the possibilities of gameplay, and can also make for a day (or evening) of gaming, all centering around one game of GIPF.

Potentials for both ZERTZ and game #4 of the series, DVONN, can be found in Expansion Set #2

Here's a video explaining the game ~ although note the requirements to win specify one less marble of each type; this is the "blitz" variant of the rules:

ellyssian: (Default)


TZAAR - 2 players ages 8 and up

As I mentioned in my review of TAMSK, it's a bit like Pluto being stripped of its planethood, the way TAMSK was pulled out of
Project GIPF. Except, well, really, there are the possibility of legitimate reasosns in this case.

Anyway, I have a soft spot for ol' Pluto, and no less of one for TAMSK. Maybe more, on account of Pluto being too far away to stop by and play a game or two once in awhile. Or even to give me a call...

Any anyway, I had some brief feelings of annoyance at this whippitysnapper upstart of a game, jumping into the second slot of the Project well after all was allegedly said and done. These feelings were somewhat tempered by the known fact that Kris Brum designs a damn good abstract strategy game, and if he really wants to keep the Project capped at six games, who am I to tell him "Stop!" when a new game, that's sure to be great, is slid into the mix as an old one is put out to pasture.

I already wrote the lament for TAMSK, so we'll just get right on with it: this is a perfect fit with the other games in the project I have played, and it seems like it will be a good fit with the three I haven't yet played as well. It's as engaging as GIPF, the rules are easy enough to pick up, and I can see some strategic challenges arising.

In TZAAR, each player has thirt pieces that are, at the start of the game, laid out on the intersecting points of a hexagonal playing field. It's GIPF-like, but bigger, with a central non-playing area.

There are three types of playing pieces, and each player has six Tzaars, nine Tzarras, and fifteen Totts. You must have at least one piece of each type on the board, or else you will lose.

For all but the first player's first turn, there are two moves you can make each time. The first is a capture ~ simply land on top of an adjoining opposing piece, or one that is on an open straight line from your piece. Any of the three types may capture any other type ~ there is no weight to the individual types of playing pieces. The second move can be another capture, or you can choose to strengthen one of your own pieces.

You strengthen your piece by landing on top of another of your own pieces ~ using the same movement rules as a capture ~ and stack the two together. The top piece is the only piece in a stack that counts, so if you stack on top of your last remaining Tzarras, you'll end the game immediately in your opponent's favor.

You can stack as many pieces together as you want. Each stack can capture any piece or stack of the same or less height. A stack of four pieces can not take a stake of five pieces, for instance, but it can trounce on a single piece, or three piece stack.

Each turn, for that second move, you need to decide whether to make your opponent weaker with a second capture or to strengthen your pieces by stacking ~ it's a bit of an arms race, really.

In my first game with [profile] aequitaslevitas, we had that arms race coming up pretty quickly. Originally, I was content to stop at a small stack and just continue to try to get rid of his Tzaars. The race began when he made his last Tzaar a triple decker, and then higher. Before it got too out of hand, I had him, with his last two Tzarras, both single pieces, right in my sights, each threatened, by both a stack of two and a stack of four.

If he had made either one or the other larger, it still would have been within range of capture of those two pieces, and his monster stack of five or six was all the way across the board. That's definitely a time where two capture moves are called for, and it put him out of business.

All in all, a very fun game, and I look forward to learning more about the strategies that can be brought to bear.

Because this is a newer game, and because YouTube was invented, there's a video of the game's designer explaining how to play this, so you can see it for yourself:

ellyssian: (Default)


Labyrinth - 2-4 players ages 8 and up

This game's been around for a couple of decades, but I've never played it. I picked it out as something all the kids could play, including Mr. B. There is a flavor of the game out there for kids ( Junior Labyrinth, ages 5 and up) and an advanced version ( Master Labyrinth, ages 10 and up), but this one, rated for ages 8 and up, seemed the best fit. The Junior flavor has larger sized pieces, thus a smaller area of play, but looked to have the same mechanics. The Master game has a final dragon battle and guards and changes the mechanics a bit, thus making it not fit my purpose of entertaining Mr. B.

Still, before we played it, I wavered a bit and actually held off on bringing it out for a while. I finally decided to give it a go, and he picked it up without a problem. In fact, he won the game.

The game is played on a standard sized board, but most of the playing surface is made up of tiles, about two inches square, that are slid in from all four sizes. Some of the tiles ~ both the sliding ones and the stationary ones which act as guides ~ have treasures on them. There are cards with pictures of the different treasures, so language is not a part of the game play. The cards are divided amongst the players and kept in secret. You have to get your share of the treasures by traveling to them, in order.

You start each turn by sliding the extra piece into the board in a location of your choosing. You can then travel as far as you want in an attempt to get to the treasure. As the maze shifts with each turn, this can take some planning and some patience. Once you get all your treasures, you have to get back to your home location in one of the four corners. The first player to do so wins the game.

For Mr. B, we did make a few changes to the rules ~ we played the cards face up, so we could help explain to him where he needed to go, but I expect next time we'll be able to try the standard rules. To make this face-up variant work for a kid, we also tried to help ~ or, at least, to not hinder Mr. B ~ with the placement of our tiles, as well as providing him some advice.

It might not be a fit for the serious gamers out there (who sometimes really need to step back a bit and remember that gaming should be fun =), but it's definitely a good choice for a family game night. With a little help from the other players, you can stretch that age range down two or three years and the kids will have a blast.
ellyssian: (Default)


TAMSK

Including a review of this game is a bit of a tease... sure, I linked to the product on Funagain Games, and, sure, it's a great game... but it's also slightly out of print.

You see, TAMSK was the second game of Project GIPF, a series of abstract games designed by Kris Burm. To avoid going into too much detail about what an abstract game is, but since it's been so long since I reviewed the first game of the project, I'll point you to that review here so you can get some background on the subject. I'll wait here until you read that, unless you're already pretty familiar with what an abstract game is, and then you can just go ahead with this now.

There, back now? I will ammend that prior review by adding that Project GIPF has really got me hooked on abstract games, so, yeah, I'd have to say I'm a fan of them now.

Anyway, TAMSK is now out of Project GIPF, and it's been replaced ~ the game that replaced it, TZAAR, will be reviewed within a week or so. TAMSK was slated to be produced as a standalone game under a different name*, and I have hopes I'll be able to update this review at some time with a link to that product, because, as I noted it's a great game.

TAMSK is a two player game ~ I played with [profile] aequitaslevitas earlier today. It's fairly complex in construction (for the manufacturer; no assembly is required by the player, other than setting up pieces for gameplay), and there are conjectures about cost and complications of production that have led to its replacement in the project. There is a plastic hexagonal game board, 32 rings, two smaller plastic pieces to store rings for the start of the game, one 15 second sand timers, and six three minute sand timers.

The playing board has tubes of varying heights that hold one of the six timers ~ the pieces players move around the board ~ and one to four rings. To make a move, you turn the timer over and place it in an adjacent tube and you place a ring around the tube. Once the tube is filled to capacity with its allotment of one to four rings, you can not return to that location again ~ if you do, you automatically lose the game.

The object is to get rid of your 16 rings as fast as you can. The first player to get rid of all their rings first, or to get rid of as much of their rings before there are no valid moves left, wins.

Time is a key element in this game. At the start, you have three hourglasses to work with. If you allow one to run out, that piece becomes frozen, and you can no longer use it. You can trap pieces ~ that punk kid o' mine trapped me in our game today. Sealed me off before I realized what I was doing. Of course, he also let sand run out of his timer on his second move or so, so we were both down to two timers each.

Additional time pressure can be brought to the game by the use of the 15 second timer. It is played, optionally, during your opponents turn. If they fail to make their move before the sands run out, they lose their turn.

With all the time pressure, the game is extremely fast to play. The time pressure also prevents long strategic pondering ~ if you don't move fast, you're going to lose a turn or a playing piece. If you're down a piece it's very hard to catch up, as [profile] aequitaslevitas found out. I'm pretty sure those handful or two of turns I had when he was down one piece (before he trapped my third piece) was what turned the game in my favor. Although it was bad enough to see my piece taken out by his, it's worse when you trap yourself all on your own... and if you're trying to keep up with the pace, that's a very likely occurance!

If you can track this game down, I highly recommend it. It works great as a filler, and, despite how the astronomers game producers might have demoted Pluto TAMSK, it can still be used within the Project, as, indeed, any game can be brought in to GIPF through the use of potentials.**

Just like Pluto still keeps up its dance, no matter what those astronomers might have said about it behind its back...

~ ~ ~

* I say "was slated to be produced" because it was due out in 2008 and it's not here yet, to my knowledge.

** Three potentials, and rules, are included with at least some, if not all, of the editions of TAMSK. They're not likely to be included with the renamed TAMSK, as it will be out-of-Project, but they are available in the Project GIPF Expansion Set 1. I expect TZAAR will use the TAMSK potentials, as the TAMSK potentials are identical in appearance to the unpainted TZAAR pieces.
ellyssian: (Default)
We went to see a certain piratey type movie today. And then we played Cartagena (review : game) and Pirate's Cove (review : game), and then we watched Dead Man's Chest (review : DVD).

Justin won Cartagena for the first time, and I utterly lost it - the only one who didn't get all six of my pirates onto the boat - for the first time. Along with Justin, both Rachel and Josh (a first time player) out-strategized me. They may have had me down and out, leaving me alone in prison, but when we next spent a year of sailing out of Pirate's Cove I never returned to the cove once, although I sent people back a time or two. In the end, I sailed to Treasure Island to take on Blackbeard, and, along with Justin, we brought him low and took the spoils. My planing was wise, and despite losing nearly everything - one more hit on my cannon and it would have been all over after a very close battle with Josh - I gathered more fame and fortune than all the other captains combined.

And, in PotCII: Dead Man's Chest we noticed certain things a lot more than we had the first time.

I suppose I should do this, because you know, click here and there just may be spoilers. )

I'll do an actual review once it's out on DVD. Until that time, go see it - preferably before you read the previous paragraph. Either immediately before or after seeing #3, watch #2 carefully.
ellyssian: (Default)
Friday night we went to a neighborhood halloween party, where Brandon-as-a-Pokemon ran around (mostly out in the cold rain) and visited with pumpkin friends in the yard. Deb wound up chasing him because my sword and Justin's dragon couldn't get wet - however, since Deb chose to go as a harried housewife, I thought this added an extra touch to her costume. =)

Rachel reprised her roll from last week's-having-absolutely-nothing-to-do-with-the-real-actual-Halloween-which-*still*-hasn't-happened trick-or-treat, and went as a karate student. From Mars, she decided, although I can't verify for the authenticity of that part. Justin went as a dragon mage, with his familiar sitting on his shoulder and looking around attentively, almost nearly poking a few eyes out with his long wings. I just carried a sword instead of a walking stick (I debated bringing both, and bringing my dragon along for the ride, but decided to keep it simple. Two hands were needed to prevent people from attempting to draw the katana, and to keep it from swinging around into people.

Later that same evening, Justin read of some of the maneuvers from The Book of Nine Swords so I reinvent Tungur Knivur as a crusader of Thor (which he always was anyway; the DM allowed the swap with the level of fighter because we didn't have the book to begin with.) The name of the class and of the three disciplines available underwent quasi-Norsification, so, in addition to being a Skald and a Stormsanger, he's also a (big nod to a certain Michael) Storm Bringer with studies in the Gathering Storm, Mountain Heart, and Frost Raven disciplines. He's also a couple sections into The Saga of Giant's Gate, but I'll hold off posting it for at least a week. I'd like to catch up so I'm not posting bits of the sagas so long after we play them out, but I don't know if that will happen. It is, after all, just a game, and not my highest priority.

Saturday, I broke my back into tiny little pieces for [livejournal.com profile] dragonflypug, who moved. Again. Much use of the heating pad over the rest of the weekend, and Deb even gave me a massage. Anyway, owie.

Sunday, Rachel had her trophy day and soccer olympics - her team came in second place, so in addition to the trophies for the season, they all received silver medals.
ellyssian: (Default)
IX. Giant Slayers

Broiling fiery wrath,brother of fallen
hero sings Ilduværwhirling, blade of fire
biting brother-slayer;Hjolvar implores Hled
to reign down her firesSkaroya Elf-Lord
singes giant-flesh with words;     Stranger to heroes,
long-beard bears poundingof trees; Skalding sings
Thor, Thor, his voice cries;Thor, in hall on high -
sinks an arrow deepin kin-killer flesh;
Dwarf-friend stranger nomore strikes low giant
foe; In coldness giantheart falls upon snow;
In coldness comes thestillness, comes silence;
From the stars cold-cloudsride Valkyrie maidens
their voices takingup fallen Bjorn's song;
Swelling with pride, Bjornrises to greet them
and with their honourguard rides to Valhalla;
On snows cold step, theBlade of Thor salutes
fallen brother, thedeparting hero Bjorn;
With mighty swing ofvengeance, he brings down
Ilduvær upon foefrost-giant's thick neck.
  
So ends the journeyof Hled-Bond, one with
the Heart of the IceHjulvar Rime-Fire wields;
Journey home tempered,loss of a brother,
pride, claimed by the Host;One with the Eidolon,
yet Heart of the Icethreatened, steps away
from Jotunheim, vilegiants stalking Midgard;
Claimed-kin well met indwarf-bearded stranger,
wanderer lost farfrom caverns home;
Thor, Thor, the voices cry;Thor, in hall on high;
For now they returnto stand before the
Mountain and Storm's fairDaughter and tell of
the brave death of theirson.





Thus ends The Saga of the Heart of the Ice, as told by Tungur Knivur, Blade of Thor


ellyssian: (Default)
VIII. Son of the Mountain

Thor, Thor, the voices cry;Thor, in hall on high;
Mighty Bjorn rides tojoin you in your Host;
Thor, Thor, the voices cry;Thor, in hall on high;
Son of the Mountainstowers at your side;
Thor, Thor, the voices cry;Thor, in hall on high;
Oppi Fjellet raisesmighty axe in salute;
Thor, Thor, the voices cry;Thor, in hall on high;
Kari Stormsdottircries at her son's flight;
Thor, Thor, the voices cry;Thor, in hall on high;
Tungur Knivur singsthis song of lament;
Thor, Thor, the voices cry;     Thor, in hall on high;
Mighty Bjorn rides thesky.



ellyssian: (Default)
VII. Giant's Fall

Dwarven-deep, cavernsold, mines of ice, hearts
bold; Stagmuir Ice-Carver,war-blade with axes twain
taken from dark cavesto peaks of snow, the
frost-giant holt ofJotunheim Giants-Land;
Mighty dwarf warriorraises the ire and wrath
wicked frost-cousinwith tree-spines in hand;
The mighty Sons ofthe Mountains, frost-giant
kin Bjorn and Tung Knivstand-fast against evil
rally to Dwarf-Lordwho shimmers and steps
out of Jotunheimto Midgard's fair plain;
Thor, Thor, the voices cry;Thor, in hall on high;
Light-bolts greet the dwarfwho roars warning with
Thor-welcome, for uponhis heels white-wolf cur
comes; bold Skald runs forth     with flames of Ilduvær
to greet giant-lapdogwho runs before master;
Hjolvar Hled-Heart spreadswings to arctic winds,
soars towards the fight withnew-found might as evil
footfall resounds inthe valley, frost-giant
bursts from Jotunheim,treads the ways of man;
roars at the heroeswho slay his hearth-mate.
  
Boulders, rock-rain fromthe hands of the giant
threaten the warriorswho block Evil's way;
Mighty Bjorn, bravestof brothers, shakes with
wrath as giant-kin roars;Rage-full Axe-Biter gnaws
at steel, swings mightyaxe, frothing for blood;
Stamping the snow likeSleipnir Eight-Hooves girded
for war, charging atfrozen-heart foul foe;
Mighty Shield-Bitertastes kin-giant blood,
cutting deep massivecold flesh; Sore-pressed
brother Bjorn, Son ofthe Mountains, crushed
by the pounding oftrees ripped from Earth;
Shrugging the World thatis weighting atop him,
Bjorn Axe-Frother strikestrue once more, his steel
feasting upon thetrampler of sweet life;
Thor, Thor, the voices cry;Thor, in hall on high;
Bjorn Oppison lifts headhigh to meet his demise.




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VI. The Hled-Bond

Iborighu-wickedwinter-bringer, foe,
God of Icing-Death,chiller of bold hearts;
Hled-maiden, Ladyof Winter, Goddess
of the Heart of Thor,warmer of bold hearts;
Dark-hearts conspire,shatter Rime-Fire Mistress,
dark upon the snow,scattered across the world;
Oaths to the Goddessby wise winter healers
to slay the servantsof foul-Iborighu;
To find the heart ofthe ice, become one
with rime-fire, freezingevil in sweet snow-fall;
Hled, Hled the voices cry;Hled, Heart of the Ice;
Hjolvar Hled-hopefulsees the way in dream,
and wakes, wild with hispurpose before him;
As the path openshe points down mountain,
across the frost-stilledwaters to rock of ice;
His cry from his heart,mortal-man, owl-throat,
silent-winged he fliesto her to be one;
Heroes heart-proud forthe journey is made,
slow they walk, grand they     descend, Hjulvar delivered.
  
Mighty Sons of theMountains, Oppi Fjellet's
Heirs, Second-Son Bjornand the Blade of Thor:
brave Skalding Tung Kniv:ware the pillars of
sky-arrows, Thor-gift,keep-safe of Hled-Eidolon;
Wise Elf-Son, wielderof fire and ice-spells
sees aberrationin space and time-haze;
World-gate, distant realmsfolded close in threat,
Thor, Thor, the voices cry;Thor, in hall on high;
Skog-Grey feels ThunderGod's touch and all heed:
Foe, Foe, Thor thunders,for there is Jotunheim;
Tungur Knivur piercesWorlds, deadly bolt flies
true into the voidaway to Giant-realm,
for his arrow isunseen on man's side;
Unseen to mortal-eye,Hjolvar Rime-Fire finds,
while heroes warywatch for Giant-sign;
Hled, Hled the voices cry;Hled, Heart of the Ice;
Hjolvar Hled-Bond made,mighty hearts rejoice.




ellyssian: (Default)


Mississippi Queen
Mississippi Queen: The Black Rose

This is a race game with a dual-minor in strategy and resource management. I can't vouch for the dynamics without The Black Rose expansion, as I haven't played it that way - but it felt right playing as we did.

We played this at one of the cookouts, so we had a good sized crowd, hence we didn't actually bring The Black Rose herself onto the board.

The game boards are hex sections of the Mississippi River, and each turn the first one onto the last section rolls a die to determine which way the river flows next. Your job is to pilot a steamship along the river and be the first to reach the ending docks.

One thing you have to manage and balance out is picking up two passengers - if you don't slow and stop at two different docks, you can't dock at the end.

Another aspect of resource management is gauging your supply of coal. Each turn, you get one facing change for free - this allows you to change direction. Want to turn more? It costs a coal. You're on a hex, so it takes four turns to do a 180 - you've only got six coal, and only two chances of picking up more coal along the way.

You also can change speed by one position each turn - if you need to slow down or speed up faster, it costs coal. Your speed determines how many spaces you move in one turn. To pick up a passenger or more coal, you must move onto the space at a speed of one - and often, you have to spend some coal to slow down in time.

On the river there are obstacles to avoid - sandbars and logs can be piloted through but cost you speed, coal, and other things. There's also islands, and the direction of the river itself to take into account when charting your course. The other players also form an obstacle - they can hit you and force you onto their choice of an adjoining hex. The only plus to that is you get to choose your facing, which might actually result in a very positive change.

The rules were fairly involved, but they were also grasped easily as many of them only needed to be learned in certain circumstances - and with a lot of players, there were a lot of reminders about what you could and couldn't do.

It was an enjoyable game to play, and one I would purchase (although it doesn't seem to be available at the moment - hopefully it will be in the future!)
ellyssian: (Default)
V. Ambush on the Cliffs

Thor, Thor, the warriorswhisper, name of Thor;
Silent-wing Hjolvartakes flight, spies them out;
Five, the foes, in wait;Five, the foes to fall;
Winter Haunt Iborighu,shadow-drow and folk
watch attentively,unaware, cat and owl stalk;
Frost-folk pair look down,Skald, Elf-Spell, Viking
sneak with stealth unseenas Druid slays frost-folk;
Shadow-elf muttersdark words and hides away
afraid of warriorswielders of the light;
Bjorn Reaver-Born andSkaroya Elven-Son slay
wayward frost-child,from Skalding's hand fiery
Ilduvær flies to strikefrost-heartless foe in flames;
Grey-Spell speaks arrowsof light to strike Haunt-evil
who cringes at snow-cat'swrath; Iborighu-thane calls
down the cold of hisWinter-God and brings
forth dire-wolf from ether;     Shadow-Lord, in fear
for his life, summonsshadow-stuff to fight
in dark-elf weaknessas Bjorn Axe-Biter slays.
  
Across the gulf Ilduværflies, tastes Iborighu-flesh
as light-arrow takesfoul Winter-Haunt life;
Shadow-master fallsunder leopard claw
and Hjolvar's righteouswrath; but shadow-thrall
stalks, wraith-formslipping through Skald's
well-aimed arrows;Elven-Grey calls bolts
of acid and magicksdissolving shadowy resolve;
Mighty Bjorn scaleswalls like a spider
descending to the pathand up to the other,
where wrath-fuelledaxes bite into the shadow
as darkness falls uponthem in their victory;
Thor, Thor, the voices cry;Thor, in hall on high;
As warriors findmuch-needed sleep,
Hjolvar stirs in dream,Hled-Eidolon reveals
itself in ice-clad home,their quest-goal in sight.





ellyssian: (Default)
IV. Battle on the Ice

Early light, warriorswander across fields
snow-mirrors blindingwith frost-winds whirling,
Treacherous crevassehungry-ice yielding
heroes cross with greatNorth-lands skill safely;
Thor, Thor, the voices cry;Thor, in hall on high;
Into ice bolt-holeescaping mighty
storm-wrath brewing,snow upon snow-fall,
burying heroes inicy-cold warm burrow,
waiting blizzard-blownStorm-God's scouring snow;
Bjorn Axe-Frother burstssnow-drift gates, emerging
from storm-slumber, thewarriors rise, bring warmth
to the frost-touched world.Walking the snow, quickly
discern white blight-wolvesstalking their trail, led
by frost-folk masters;Cleverness in the
cold-hearts of their foescut to the quick with
wise Elven-sight andshrewd Viking prowess;
Foe-men behind andmore lie ahead in
wait on rock-strewn cliffsto catch by surprise
too-wary heroeswith hands to their steel.
  
Thor, Thor, the voices cry;Thor, in hall on high;
the warriors roar infull war-wrath, whirling,
turning, and chargingsurprised foe-followers!
Winter-wolves twain,a mated couple,
would be sundered that day,     sang Tungur Knivur,
snow-flying fleet-footedheroes run into battle;
Hjolvar Bear-Walker tasteswolf-flesh, tearing, rending,
as friend Snow-Leopardrakes snow-fur bright red;
Grey-Elven majiroars words of power
fire-burst lays low twofrost-runners, scorching
frost-rager, makinghim howl in fire-fright;
Bear-wrath hard-pressedunder ravening wolf-teeth;
Snow-cat battered bywild white-furred foe;
Fire rages once againas Elven words chant
screaming ice-hearts meltflesh-fire extinguishing
maddened frost-frother;Mighty Bjorn bellows,
berserker-battlecrumbles; axe-biter howls
slays lone snow-wild foe;Magicks whirl lights bright
piercing bear-taster,slaying white-wolf;
Tung Kniv heals healer,Hjolvar rises once more;
Bjorn Thor-rager's steeldivides last foe-beast;
In silence warriorsfall, listening for
those lurking in wait,in silence they remain.




ellyssian: (Default)
III. Ogre's Lair

Deep under the Earthsnow-crest rock-burrow,
Mighty-Bjorn rock-openerreveals foul tunnel,
ogre-stench turningcold-warriors blood to fire
slumber-locked foe-beastssnore-roaring vermin
raise axe-biters wrath;Blood-mad Bjorn charges,
lays low foul foe, axecrush, sweep bite, in the
flickering arrow-light;Frost-cat leaps, slashing
biting, filth-stompercringes, Skog-Spellweaver
pierces rotten heartgreat-magicks slaying;
Hjolvar Fir-talker strikesogre rising, smiting
rock-biter as Bjornfroths for more;
Thor, Thor, the voices cry;Thor, in hall on high;
Searching for spoilsmost spoiled rotten
foul trash-sifting gleansfive sparkling gems;
Eyes Elven-bright findhidden-path leading
well-cut rock hewnwith skill from halls
carved in haste bywaste-spewing ogres;
Hall ending, ominousand ornate room-ward;
  
Heavy Knife seeshidden snares, clever
hands undoing lockand life-stealing trap;
Lo', he lays openthe way most foul,
chilled to his heartSkalding and Berserk;
Ice-blue ogre freezestheir hearts, brave heroes
shrive the cold and slayempty-hearted foe;
Thor, Thor, the voices cry;     Thor, in hall on high;
Mighty Warriorsvictorious, ogres
fall to Skald, Druid,Mage, and Shield-Biter
claim the lair ashaven in cold-lands;
Shelter, what once wasthreat, safety where once
walked the hideousbastard-child of giants;
Mountains cleansedof Evil, pure-snow drifts,
towering citadelsThor-hammer crags, peaks
rising to Thunderamongst the clouds.




ellyssian: (Default)
II. The Journey Begins

North to snow and ice,walk against the wind,
frost-crunch of their stepin silent North-woods,
distances great pass withmighty stride; night falls:
Northern lights acrossthe sky swirl like maidens
fair and warriorsheart-strong sword-dancers;
Thor, Thor, the voices cry;Thor, in hall on high;
God of Thunder silentwhispers in Elven-Grey ears,
Wake! Awake! Bjorn roarsrage-mad axe-biter rises
swinging, cleaving slysnow-wolf, shredding life;
Ilduvær tastes wolf-fleshbiting, leopard strikes;
Victory granted, alllay claim to the kill
under swirling lightflashing in the night;
Blood-drawn, vicious beastsfallen, blood-red snow
forest-spirits whisperof the might of heroes.
  
Snow-white hidden traps,spiders wait, worthy
heroes to waylay,vermin-foul, skulking
Loki-spawn, poisondripping, stone-heart gripping;
Thor, Thor, the voices cry;Thor, in hall on high;
Insolent insects leapBear-Bjorn Mountain-son
too massive for fouleight-legs many-eyes;
Teeth-sink deep-bitingSkog caught, foul bite
crippling skill, robbingblood-biters bringing pain;
Two collide aboveStormsanger, Tung Kniv,
eyes dancing in dazed circles     the skald strikes one;
Snow-cat ends the otheras Hjolvar Owl-Borne
circles-down, aid-giver;Skog-biter strikes again,
mighty conjurer downas owl-claws rake and
axe-biter froths, killsfoul venom-wielder;
Fire-Tempest burnsbreath stilled, heart to
stone with spider bite;Bjorn-rage bursts as
beloved brother skaldblood-frozen poison
courses where life should,so falls the last foe.




ellyssian: (Default)
I mentioned a while back that I was playing a bard skald in a D&D game... this is Tung's take on things, his skalding impression of events, as it were... as things go on, it's likely that ol' TK will, well, embellish things just a bit, although it's fairly blow-by-blow at first... =)

The Saga of the Heart of the Ice



as told by Tungur Knivur, Blade of Thor


I. The Heroes of the Heart of the Ice


Frost-heart ice-chilledwind-swept Northern lands,
mountain-crags home ofgiants, rock pierced by
fjords deep, spruce and firwarm the Viking's heart.
From dragon-ships, meadhalls high, voices sing deep
as the mountains, deepas the wave-splashed sea:
Thor, Thor, the voices cry; Thor, in hall on high;
Warriors four frommead-halls warm depart:
Tungur Knivur, Bladeof Thor, mighty skald,
Ilduvær fire-bright swordcleaving storm-clouds song;
Bjorn Oppison, greataxe-rager, frost-cleaver, and
brother to the Bladeof Thor, proud mountain-son;
Skaroya Ogleanae,forests forgotten,
conjurer of fire, frost-wielder, Elven-Grey;
Hjolvar Shape-Shifter, healer, snow-cat friend,
Hled-bond dream-quest call     against Iborighu-thralls.




ellyssian: (Default)
GIPF

I wouldn't describe myself as a fan of abstract games. I tend to like a good, creative theme. It is, of course often pointed out that themes have little to do with game play, but that doesn't phase me, I still prefer things with a theme rather than without. With GIPF, the only thing vaguely themelike is the beautiful but simple artwork on the cover.

For those who are unsure exactly what an abstract game is, think of checkers vs. Monopoly or connect 4 vs. Operation. There is no premise for why you are doing what you're doing, there is only the game, the rules, and the strategy. There is no king of Candy Land to be found, just winning or losing. Chess straddles the line - it is nearly abstract, but there are the shadows of kings and knights cast over the board.

It's very easy to think of GIPF in terms of checkers - it's a two-player strategy game. The pieces are similar in size, they can even be stacked in certain types of games. The pieces move about on a game board. That's about where the comparison ends.

The board is a grid of intersecting points, and on each point a piece can sit - however, every piece enters the board on a dot outside of the grid and slides in. Any piece on the intersection it slides on to is pushed back along the line, in the direction the piece is going; that piece moves others in the same fashion. No piece can be pushed off the board. There is no "side" - both players can slide in from any point, provided the spot is free or the piece(s) in line can be moved one intersection further along the board. Get four pieces in a row, and you remove all pieces on adjacent positions along that line. Your opponents pieces are captured, yours can be reused. You win when your opponent runs out of pieces and can not add any to the board.

That's the basic game - there is also the standard and tournament games, which have variations on those rules.

Justin and I are still exploring the basic game, although I've gone a bit further and have some level of understanding of the standard and tournament rules. There's a lot of depth in it just sticking with the basics. Patterns, out-maneuvering, and out-thinking your opponent come into play even with the simple rules.

GIPF actually goes even further - and here is where it moves from interesting and addictive to downright intriguing - you see, the game is extensible.

GIPF is the first game of Project GIPF - six abstract two-player games that can be played separately or blended in a number of ways. The first extension is to use special Potentials pieces from each set, which can be put into play on top of a basic playing piece. Slide one into the center, and it can do something special, each of the other five games providing a different game mechanic. Further, you can play it such that the ability can not be used immediately - get a potential on the center, and your opponent can choose to challenge you to the corresponding game to prevent you from using that ability.

For me, that will be a long way away, as I want to really solidify my abilities at GIPF before I extend it, but I look forward to learning and playing those other games, and then combining the games.

First, I have to sharpen those basic skills...

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Mina Ellyse

November 2024

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