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6 janvier 2008 7 06 /01 /janvier /2008 18:22
Well, it has been quite a while, but I finally had a break from school for a few weeks, and in that space of time I played a tonne of Age of Steam, including two plays of my new Soviet Union prototype.

The quick run through of the non-Soviet stuff:

The new Ted Alspach 1 and 2 player maps
Ted is an odd designer, I like a lot of his early stuff, but I find that most of his recent releases are a little plain. The 1 and 2 player scales are, to say the least, challenging ones though, and I was pleased to try out his 4 new offerings.

The two solo maps, Barbados and Puerto Rico, both are serviceable though unspectacular. Puerto Rico is the more challenging map, especially on the high difficulty level because you need to use up half of your overall ships just delivering useless cubes. I think both of the maps suffer from predictable track building patterns and sameyness though. I anticipate getting a total of 5-10 plays on each before they collect dust. Not bad, but nothing exciting.

The two, 2 player maps are a study in contradictions. Jamaica is easily the worst 2 player map I've played...the thing is so restrictive that players only have about 3 track building rounds before they can't place any more tiles profitably. The patterns are scant, and I just didn't think that the map worked very well.

The St. Lucia map, however, is easily my favourite 2 player map, miles beyond Austria, which is my second favourite. St. Lucia's goods scheme makes for interesting, and different track building decisions and track is often abandoned, and complex tiles are often used to different ends. This is the only 2 player map that I have ever been actively excited about playing again, an excellent design.

Steam Brothers: Mexico
I've had this map around for a while, and I finally got it onto the table. Most of the Steam Brothers stuff is saved for my gaming with less experienced groups, as I find the rules changes too gentle and the maps too expansive for the most part. Mexico's new rule, Nationalization, is an interesting one though, so I had some high hopes for this one.

In terms of play, the role, whereby a player's link is appropriated by the government, and they are paid out money equal to its building cost is not as evil as I anticipated. The fact that anyone can run over it for income essentially means that rather than tightening the system up, the role actually softens it because you can build to exited out areas if you simply take the role. Losing your track to the role didn't seem all that bad either.

The map thus is a solid middle of the road one, and doesn't come close to challenging China as the best Steam Brothers map.


I will cover the first Soviet Union play in my next entry...
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26 septembre 2007 3 26 /09 /septembre /2007 04:42
Tonnes of Age of Steam play last weekend for me, as I visited both of my old gaming groups on the west side of Michigan. I don't have the energy for full session reports, but here are my thoughts on the three new to me maps that hit the table in the order in which they were played.

New York Subway

I was thrilled to get this map onto the table for the first time. The complete overhaul of the system here includes virtual track routes based on subway stations and goods which are actually the player disks stacked into skyscraper formation. We played the map with 4, and the basic flow of the game saw two of us playing in our own parts of the map, and two others fighting from the get-go. By about mid-game, 3 of us were connected together into a big, fat tunnel and one other player was still relatively isolated. Sean, one of the players who was in constant competition throughout the game, ended up winning by 1 income over me.

I like the map, and I think the changes are neat, but I think they make maximum length deliveries a little too easy. As long as you build a fat tunnel, and are sure to place two stations on each skyscraper (city), it is easy to make maximum length shipments. In the early game, I set up in a small area, and simply moved goods of complimentary colours back and forth between a few skyscrapers while I built up my infrastructure.

In fairness, I think this map would probably best best with 5 or 6, and we played it with 4. Neat though, very interesting changes.


Mississippi Steamboats

This was one I had had lying around for a while, and I finally got it to the table with 4, including a newbie (Ted has said that he thinks this is a good learning map). From the get-go, I found the central mechanic, the "steamboats", to be irksome to an annoyingly high degree.

For those who aren't familiar, the board is long and skinny, and is divided by a river. When you urbanize, you put the city on the river, and it moves up and down at the end of each round based on dice rolls. Unfortunately, the colours are set up on the board to create shortages on each side of the river, and the only way to get across is to have a steamboat sitting there with two docks on either side of it. In other words, there is no predictable way to bridge the river, and there is no predicatable way to ensure the city you want is going to be in the area when you want it.

I found the map maddeningly random, and as much as I've enjoyed Ted's other maps, I felt this one was a huge whiff, it's easily my least favourite AoS expansion.


War in Iraq

At the end of a long day of gaming, a few of us still had enough energy to pull this map out. The primary flavour in Iraq comes from the lucrative oil field hexes, which are loaded up with black cubes at the start of the game. These can be delivered to the black cities if they are urbanized, but they can more profitably be sent to the EU/US, in which case they are kept in front of the player shipping them for an end-game scoring bonus.

I liked this map, and I found that even with 3 the competition was very tough. Using the veteran rules, we only were rolling 2 dice for goods growth, and the map ended up with only 5 goods on it (and this was with above average rolls for the oil fields prior to the game!).

Of the "high value goods drive map decisions" expansions, I consider this solid, a slight step below Alspach's PA, and a slight step above Mars. The only really soft thing here is the auction, because there are so many goods roles to choose from, but there were still some high bids and tense moments because sometimes players couldn't be sure what the other person wanted, and had to bid high for security.


Overall, a most enjoyable, AoS heavy weekend :-)
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