Tag Archives: games

A few geeky games that are worth setting aside some Geek Time to play

I've discovered that, unless I specifically set aside Geek Time for me, Wil Wheaton, I end up doing nothing but work. This isn't entirely bad, because most of the work I do is geek-related, but I eventually run out of HP, and I have to recharge. by doing some private geeky thing, like reading comics, playing a little Xbox, or getting together with my friends 

Think of it this way: reading a comic book gives me a little HP, like 1d4. Reading a graphic novel gives me 1d6+2. Settling in with a good book (Currently reading Spook Country) gives me 1d10, but I can't do anything else for several turns and have to save versus distractions at -2. Playing a video game gives me 1d8+1, unless it's Rock Band with my friends or family, which gives me 2d10+5.

In fact, doing any geeky thing with friends is an automatic additional d10, which is why I like to get together with my friends at least once a month to play hobby games. During these gatherings, I can usually count on going all the way back to my starting HP, and if I'm especially lucky, I'll gain 1d10 additional HP that is lost at a rate of about 1 point every two hours after we've all gone back to our regular lives.

(Incidentally, writing those three paragraphs gave me 1d6-2, in addition to the 3d6+10 I got earlier today when I got to be a voice actor for four hours.)

So recently, I had a bunch of friends over for a game day, and we played some games I loved so much, I wanted to share them with the rest of the class, in case some of you are dangerously low on HP and need some healing:

Dominion

This is a card game that plays like a CCG (think Magic: The Gathering) without requiring you to buy a bunch of booster packs and participate in the deck-building arms race that makes most CCGs a meta game of "who can spend the most on cards." BoardGameGeek says: 

In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play — leading to immense variety.

Dominion plays very fast, and is one of those games that you can play while drinking a beer (or three) and still play (mostly) competently. 

There are expansions, but I won't buy them on principle, because that path leads to the CCG stuff I'm trying to avoid or at least limit.

Revolution!

Steve Jackson Games is famous for putting out the classic RPG GURPS, irreverent card games like Munchkin and the Chez games, and war games like Ogre and Car Wars. This is the company's first offering that could be considered a Eurogame, and I absolutely love it. Quoth BGG:

In Revolution! players take advantage of the fluid political situation by secretly bidding for a number of characters, each yielding a combination of territory control, points (popular support) and more currency with which to bid next round. Players win by gaining the support of the people (the most points). Players can gain bonus points by controlling an area of the city at the end of the game. This game is for 3-4 players and takes 60 minutes to play.

What I love about Revolution! is the lack of one clear perfect strategy to win the game. In many respects, it's like poker: you win by playing against the other players as much (if not more) than you play the actual game. It's very simple to pick up (I'd say it takes about 5 minutes to teach) and really needs four players, though you can play with three.

Bonus soon-to-be-released SJ Games: Cthulhu Dice (I played this at RinCon and loved it) and Zombie Dice (which I haven't played, but looks like a whole lot of fun.)

Pandemic

I love cooperative games, where the players are working together against the game itself. Some games, like Shadows Over Camelot, toss the uncertainty of a traitor into the game, while others, like Arkham Horror, are so purely cooperative, they can even be played as solo games. Pandemic is a purely cooperative game that BGG describes thusly:

You are specialists at the CDC/Atlanta where you watch several virulent diseases break out simultaneously all over the world. The team mission is to prevent a world-wide pandemic outbreak, treating hotspots while researching cures for each of the four plagues before they get out of hand.

Players must plan their strategy to mesh their specialist's strengths before the diseases overwhelm the world. For example, the Operations Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are breaking out fast and time is running out: the team must try to stem the tide of infection in diseased areas while developing cures. If disease spreads uncontrolled, the players all lose. If they can cure all four diseases, they win.

This game looks and feels beautiful, and though it's probably the most complicated to learn on this list, it's not nearly as complicated as an RPG, a historical wargame, or understanding one of us geeks. You can adjust the level of difficulty (from easy to legendary) and if you get the expansion, On The Brink, you can add mutations and virulent strains of the various diseases, as well as a bioterrorist who is working against the other players. You rarely breeze through a game of Pandemic, and even though you start out sort of losing, victory is almost always decided by a razor-thin margin. 

Pandemic is so frakking hard to beat, it shouldn't be fun, but I have had more fun losing games of Pandemic than I've had winning a huge list of other games.

Small World 

Days of Wonder is probably best-known for games like Ticket To Ride and its sequels, Battlelore and its sequels, and Memoir '44 and its sequels. Small World is a very recent release from Days of Wonder, and I think it's one of the best games they've ever published. One more time, let's borrow from Board Game Geek:

Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.

Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires – often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!

Okay, so that description doesn't really capture what's awesome about this game. Let me try to explain why I love it so much: first, it's a map conquest game that comes with different maps for different numbers of players, so you get a balanced game whether you're playing head-to-head or with three or four other friends. Second, the zany characters get different unique special powers every time you play, so there's no point in developing a strategy (or counter strategy) exclusively for Flying Amazons or Dragonmaster Ghouls, because you may not get to use it that often. Third, it employs an elegant scoring system that tends to keep the games close (are you sensing some commonality among the games I really like?). Fourth, it just looks beautiful. The counters and the boards feature great artwork, so it's easy to buy into the theme. Finally, it's a relatively quick game, which is important to a guy like me who doesn't have nearly enough time to play all the games he wants to play.

All of these games are suitable for ages 12 and up, with the exception of Pandemic, which I think is >just< a little to complex for the under-14 set.

Now that I've spent enough time on this post to have actually played one of these games, I'd like to close with three RPGs that I haven't played, but desperately want to play:

Okay, now that I've regained some of my HP, I think I'm ready to go ahead and attempt the Drop Off Packages At The Post Office quest. If I don't come back, avenge my death and immortalize me in song.

in place of a title, imagine Ric Ocasek walking around on the surface of a pool

I guess I could just say, "Hey, I'm playing Magic on Xbox Live this weekend, so check out the details here," but it's more fun to tell a story, first.

In 1993, while killing time between appointments, I wandered into a game shop in the valley. I looked around the aisles, thumbed through the RPG books, talked myself into and then out of buying a ton of unpainted lead figures, and eventually found myself in conversation with the owner.

He picked up a deck of cards, and asked me if I'd heard about this new game called Magic. I was a serious wargamer, with numerous Chaos and Space Marine armies, as well as a folder that was bulging with maps and vehicles for Car Wars. Card games were so beneath me, I don't think I even tried to hide my geeksnort.

He had obviously spent time dealing with annoying nerds (being a game shop owner and all) and he patiently deflected my contempt as he opened the box and showed me the cards inside. Over the next ten or fifteen minutes, he showed me how this wasn't just a card game, but was actually a beautifully-illustrated representation of two powerful wizards using primal and astral energies to duel each other. By the end of his demo, I was sufficiently intrigued, and I bought two decks.

I played the game a few times, but it didn't capture my imagination like the board games and RPGs I loved. The mechanics were interesting, but I had a hard time wrapping my head around advanced concepts, like "tapping" and the mysterious "upkeep." (Perhaps I was not the high-level gamer I thought I was.) I went back to that shop a few weeks later (it must have been near a casting office) and ended up talking to the owner about playing Magic. "It's okay," I said, "but I'm just not that into it."

He reached behind the counter and pulled out a long box. "Maybe you'd like the game better if you had access to all the cards."

"That box has one of every card in the whole game?"

"Yes. It's eighty dollars."

"Sorry, dude, there is no way I'm spending eighty dollars on that."

Yes, for those of you wondering, this particular box had a Black Lotus in it, among other things. Le sigh.

Flash forward about a year. I'm on a Star Trek cruise, and there's a dealer's room on board. One of the dealers sells Magic cards. I'm looking at them, wondering if this game ever caught on, or if this was old stock he was just burning through. A fellow geek sees me looking at the cards, and tells me that he ran Magic games every week. He asks me if I would be interested in playing with him. $20, one starter deck and a couple of boosters later, we duel.

Flash forward a few hours later: It turned out that playing with someone who really knew what Magic was and how the game worked made it a lot of fun to play. It turned out that there was a lot more to the game than just dueling, too: there was deck-building and its attendant strategies! I bought everything that dealer had on the ship, and spent more time playing Magic with this guy and his wife than I did looking at the beautiful Alaskan coastline. (Don't worry, I've since been back to Alaska, and I was able to appreciate its beauty and unobstructed views of Russia.) I don't remember that guy's name, but I can thank and blame him for making me fall in love with Magic: The Gathering.

I was never especially good at the game, but for a brief time, Magic ruled my life. I bought boxes of starters and boosters from my friendly local game shop the minute they went on sale. I had black and blue decks, green and red decks, blue and white decks, and I even had a vicious black and red deck that had just 51 cards in it, thanks to abuse of Dark Ritual.

Right around the Ice Age expansion, though, I stopped having fun playing Magic in tournaments, because it had become an arms race: whoever had the most money and time to seek out the most powerful cards would usually win the game. Unless I was willing to keep buying new cards every few months, I saw a future where the decks I had now would be obsolete, and I wouldn't be able to play competitively with anyone. Because I was never very good at the game anyway, it didn't make sense to me to commit to that kind of investment, so I put my cards into storage, and didn't play again until…

Flash forward to about 2005. Nolan came home from school one day and asked me if I'd ever heard of this game called Magic that some of his friends were playing.

"Sure," I said. "I used to play the hel– er, I used to play it all the time. I still have my cards, if you'd like to see them."

I went into the garage and took my Big Box of Games off the shelf. Inside, in a plastic box with tape around the edges to seal it, were hundreds of Magic cards.

"Wow, that's a lot of cards," Nolan said.

"Yeah. I had a lot of disposable income when I was younger."

"What's that?"

"Something we don't have now."

I took the box into the house and opened it. Most of the cards were organized by type, but a few decks were still intact. Nolan looked over the cards. "This kind of looks like Pokemon," he said.

"Yeah, it's sort of like that, I guess, but not lame," I said. I pulled out two decks and showed him how to play.

Nolan caught Magic fever like a stowaway on a plague ship. I was thrilled to have something to do together, so I naturally encouraged his madness. He started taking my cards with him to school, and using them to successfully wipe the floor with his peers, who apparently didn't know how to defend against the old ways.

Then, one day, he came home very upset. "These idiots at school just print out cards online – fake cards that they get from websites – and put them in sleeves to play with them!"

"That's complete bullshit," I said. Then, "don't tell your mom I said 'bullshit.'"

"I'm not playing with them any more," he said.

"I totally understand that. I'll still play with you, though, and you could always go play at the game shop."

"The game shop smells," he said. Ah, out of the mouths of 14 year-old babes.

"Okay. Well, if you ever change your mind, I'd be happy to take you there.

We played almost daily for a few weeks, but Nolan eventually got distracted by something new and different that didn't involve spending lots of time with his lame stepdad. Le sigh.

Flash forward to 2007. Nolan found interest in Magic again, though he enjoyed deck-building more than actually playing. One day he asked me to take him to the game shop to play, and he came home with a rather amusing story:

"So I went to play with this guy, and when he saw my cards, he got real upset that they weren't in sleeves because they're so old and apparently valuable. He asked me where I got them, and I told them that they were my stepdad's cards."

Nolan didn't ever put his cards into sleeves, as a matter of pride, as a way of showing his opponents that he was using actual cards, not printouts like those douchey kids at his school.

"He actually refused to keep playing with me until I put the cards in sleeves." He did his version of the Comic Book Guy's voice: "These cards are far too valuable! I will not engage in a contest with you until they are protected."

I laughed.

"So he actually gave me some sleeves! I put your cards in them so we could play."

Nolan started going to the game shop three or four times a week, spending his allowance on cards, and building up several formidable decks, including a Sliver deck and a Zombie deck that, while apparently not tournament legal, were feared and loathed by the regulars at the game shop.

Around this time, I started looking at Magic again, and I rebuilt a few of my old decks from memory. I still wasn't very good at the game, and in the arms race portion of the game, Nolan had nukes and I had boards with nails in them, but it was still a lot of fun to play.

Flash forward to about a year ago: I got my hands on a box of Timespiral tournament decks. Nolan and I began playing 2 out of 3 matches using sealed decks (or randomly-drawn decks from the box) and just like that, Magic was fun again.

Flash forward to PAX this year: I was invited to a party celebrating the release of the latest incarnation of Magic, called Zendikar. The people who run Magic at WotC gave me an extremely rare spoiler card, (which prompted someone from D&D to say, "Hey! Wheaton belongs to us! Hands off!") I hadn't looked into the story behind Magic since that cruise in the mid-90s, but I found the concepts inherent to Zendikar – traps, quests, allies, and especially landfall – really interesting and unique to the Magic universe. For the first time in over a decade, I was actually excited to play a new release.

Now, let's flash back to a couple weeks ago: I was invited to play Magic: Duels of the Planeswalkers this weekend as part of Game With Fame on Xbox Live. My only memory of a Magic arcade game was something very disappointing on the PC in the 90s, so I wanted to play the Xbox version before I accepted. One download later, I settled into the couch with some green tea and began to play.

A few hours later, Anne came into the living room and wanted to know why I'd been there so long.

"I'm, uh, doing research for, um, this thing…" I trailed off while I counted life, power, toughness, to see if I could end this match – the third or fourth time I'd played this particular opponent – on this turn.

"Research? Because to the untrained eye, it would look like you'd been playing Xbox for three hours."

I finished counting. Yes, I could win this turn. I sent my minions out to do my bidding.

"Well, it's both." I told Anne about the Game with Fame event, and added, "so I need to figure out if I like this game, and if I do like it, if I have any chance of not sucking like the Dodgers when I play against people who actually know what they're doing."

The screen announced my victory. I pumped my fist. "Yeah, suck on that, fucker!"

"Um…"

"Sorry. It's, um." I said.

Anne nodded. She's sadly used to this sort of thing.

"So what's the verdict?" She asked.

"I like it enough to play it for three hours today and probably three hours every day if I'm not careful."

"Oh, isn't that wonderful for you."

"Sarcasm detected!" I set the controller down. "But don't worry, I have too much work to do to even think about playing the hell out of this until I am way into Memories volume two."

I picked up the controller again. "Now, if you'll excuse me, I have unlocked a new deck and I wish to play with it."

"Well, have fun playing with your deck."

We looked at each other, playing a game of "who's going to laugh first" chicken. I lost.

I played the game some more, and even though I never did very well, I think they've managed to translate a lot of the fun of the card game into this arcade game. I'm sure I'll get my ass handed to me eleven different ways on Saturday, but I learned a long time ago that the joy I get out of gaming isn't too heavily dependent on winning (except when I'm playing Munchkin with Andrew, but that's a whole different dynamic.)

If you're in the US, and you'd like more information about the Game with Fame events, you can look here. If you'd like information about playing with me, specifically, you can check out this page at Xbox.com. If you're outside the US, I can't tell you where to look, because I get the US links, on account of I'm in the US. I bet you could start at Xbox.com and go from there, though. If you can't be bothered to jump through links, just add the gamertag "AtWilW" (get it?) and I guess that'll put you into some kind of pool or queue or something. 

If you're planning to play Magic, and you want meaningful competition, you do not want to play me, but don't worry, because there are several Magic champions and Richard Freaking Garfield just waiting to drag your corpse across every plane of existence and back.

a spiffy rules variant for munchkin

I'm making myself a little crazy trying to write a column about gaming, gamers, gaming conventions, and why they all add up to mean so much to me. It's not that I can't find the words but – well, maybe it is that I can't find the words. Or, more accurately, I can't find enough words, because I can sum it all up like this: "When I'm gaming, I feel like I am with my tribe."

Hurm. Maybe that's a good launching point, and I can get a little more in-depth from there. (Related: Damn you, Twitter, for making me able to say just about everything I want to say in just 140 characters.)

So speaking of gaming, when I was at RinCon last weekend, I played a couple of memorable games of Munchkin. One of them was an official event called Czar Munchkin that, as the name implies, featured a table of us gamers versus the official Munchkin Czar, who happens to be my friend (and editor of all my books) Andrew. Through some exceptionally munchkin-y behavior, I ended up winning the game, making my Munchkin Convention Play record a perfect 2-0. w00t. Go me.

That game was a lot of fun, and Andrew ran it as a Child's Play fundraiser (what a great idea, Andrew! Great minds think alike!) so we raised even more shiny gold rocks while we played.

The other game I played happened in the lobby of our hotel, where we tried out some variant rules that Andrew wanted to playtest with me and some of our other friends. I can't disclose all the different rules we tried, but one of the ones I really liked was announced in today's Daily Illuminator at SJ Games:

Rules Variant – Listening at the Door

We've been trying out this variant Munchkin rule and figured we'd throw it out for y'all to play around with.

At the start of your turn, draw a face-down Door card ("Listening at the Door"). You may now rearrange your items, do trades, or whatever. Then you Kick Down a Door (starting combat if there's a monster) and your turn proceeds normally . . . except that if you Loot The Room, you draw a face-down Treasure instead of a Door.

I had a great time playing with this variant, because it meant we burned through a lot of cards in a short amount of time (using the original classic set only, we shuffled each deck at least once, and I think we did treasures twice.) I have several expansions, and while it's fun to add new cards to the game, it's also a drag to end up with so many cards, you don't get to see them all. Playing with this rule means you get to see more cards, and it increases the chances of serious mayhem by some number you'd get if you rolled percentile dice.

If you're still reading, you probably play the game, so I think you'll appreciate this: Andrew was at level 9, and seemed poised to win the game, so the rest of us teamed up to defeat him. As it turned out, though, we were just delaying the inevitable.

Andrew was a Cleric, and went after me. On my turn, I looked for trouble, and fought (and defeated) the Floating Nose to get myself to level 9. Andrew resurrected the Floating Nose on his turn, and announced that he was fighting it for the win. We did the usual things with whatever cards we had left, and when it appeared that we were going to hold him off for at least another round, he played the Potion of Halitosis to beat the Floating Nose and win the game. It was delightfully silly and Munchkiny, too, because he could have just played the cards together, but he made us all go through our hands and gave us just a little bit of hope, before he dashed it all to hell.

Munchkin seems to be one of those games that really divides gamers into seriously polarized camps. I know it's not for everyone, but I just love it, because it's just so silly.

Everybody walk the dinosaur. Well, except for you. You’re not working out.

I have no idea what the title of this post has to do with the content of this post. In fact, I think there's no relation at all, other than the fact that I wrote them both. But when your brain compels you to quote Was (not Was), it's best to just do what it says, and slip in a Simpsons reference if you can manage it.

So. Moving on.

RinCon was awesome this weekend. The delves were a huge success, even though both parties managed to finish them, despite my best efforts to kill them all. I am absolutely going to run Child's Play Charity delves at future cons (and may even organize a special event here in Los Angeles at a local game shop, if enough people commit to playing) and those delves will all be of my own original creation, because running these two delves and listening to our D&D Podcast has made me want to write and run a campaign more than at any other time in my life. I know I keep going on and on about how easy it is to pick up and play 4e, but … dude, it is so easy to pick up, play, and run 4e, the only reason I'm not playing every week is because I haven't had the time to do it. (Fun fact: we had players in both delves who were totally new to 4e – one of them hadn't even played since 2nd edition! – and it took all of about 5 minutes to get them into the swing of things. I know 4e has its detractors, but I just love it that this system is so easy for new players to pick up, whether they're PCs or DMs.)

I had an incredible time playing a lot of new games, as well as many of my old favorites. I especially enjoyed an indie game called Castle Panic
, and an unreleased game from SJ Games that I wish I could tell you all about. I also picked up a storytelling game called A Penny For My Thoughts
that I think was the sleeper hit of the convention. The Rock Band party was also a lot of fun, and some of you may be interested to know that James Ernest is an absolute beast on the drums.

A full con report, including some various thoughts I had about gaming at cons and why they are such an important part of our community is forthcoming, probably as this month's Geek in Review column.

Now, on to business:

My episode of The Big Bang Theory airs next Monday, October 19, on CBS. Yes, I'm excited enough about this to use the silly bold letters in my blog. Yes, this also means that I won't get to watch it live because I'll be performing at w00tstock San Francisco while it airs, but it also means that those of you who wanted to see w00tstock San Francisco on Monday but could only get tickets for Tuesday can still get your USRDA of Wil Wheaton sightings (snort) without ever leaving the comfort of your own home. Because, um, that sounds funny in my head.

SPOILER ALERT! Info about my episode of The Big Bang Theory follows:

The ‘Star Trek: TNG’ alum is guesting next week as a nastier version of himself. And as it turns out, this Wil Wheaton has a longstanding rivalry with Sheldon. How did this geektastic casting come to be? Says Kunal Nayyar (Raj), “The writers were discussing, ‘Who would be a good villain for Sheldon?’ just as Wil Wheaton was writing into them, saying how much he loves the show.” 

(via)

Okay, the final bit of business before I hit publish and go to work on the Memories of the Future release post and a few related bits: the project I've been working on that I wasn't sure if I could talk about, has been revealed. I'm voicing Bill Willingham's Peter & Max: A Fables Novel. It's been a delight to spend five hours a day exploring Bill's world and brining his characters to life, and we're going to have something very special when the whole project is completed.

LA Daily: A Gamer’s Arcade Memories

This Week's LA Daily was knocked out of my brain by 8 bits of sound this weekend:

My son is home from college, visiting briefly before he goes back
for his summer session, so I've been making a concerted effort to cram
as much writing as I can into limited working hours each day, so my
evenings are free to spend with him and the rest of our family. This
weekend, my wife and I took him out to dinner, where I found myself in
front of a Centipede arcade machine, drawn there by the unmistakable
sound of the player earning an extra guy.

Something caught in the mental driftnet, and I began to reel it in.
"I have to play this," I said, doing my best not to be as manic as
Richard Dreyfuss behind a pile of mashed potatoes.

They looked at each other, warily. "Okay…" my wife said.

I dropped a quarter into the slot, felt the trackball fit
comfortably beneath my right hand, and began to play. By the time the
first flea dropped, I'd retrieved a childhood memory from the early
'80s.

You can read the whole thing at the LA Weekly.

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