Gaming with the Relatives
Generally speaking, playing with my wife and mother-in-law during holidays is about the only boardgaming I do. DeanCon 2011 was an exception, of course.
This has some serious drawbacks, since I’m limited to games they can easily understand, and to games without any real conflict. This Christmas, it was:
Caylus
I was pretty psyched about playing Caylus since I enjoy the mechanic of building the tools to build the tools. Caylus is largely about producing goods cubes and then trading those cubes to build better production buildings, parts of the castle, or for cash.
I don’t think we played terribly well, none of us took the “Build” royal favor track at all, mainly because the first space gives you nothing, and the economy is tight enough that a goods cube or money now looks a lot more attractive than easy access to construction later. The group bias against conflict also hurt, because my mother-in-law just doesn’t think about moving the Provost to screw up other players. “Why would I want to do that?”
I liked it a lot, but I think it’s joining the pile of games I think are great but which I don’t bring because they don’t really get the game.
Powergrid
Powergrid proved to be remarkably fiddly. It’s not just the constant twiddling of the power plant market, I found I was constantly referring to tables in different locations - the reference card, the back of the rules, and inside the rulebook. I managed without interrupting play too much, but I was very aware of how much more of this I was doing than with the other games, despite being significantly simpler than Caylus.
It seemed pretty dry to me. I get the impression that good players (i.e. not us) get a lot out of subtle tweaking of turn order by deliberately underproducing power. Going last at the right time can be a significant advantage, and the marginal cost when you’ve got a lot of cities is low. I’m not a big fan of games which are about gaming the mechanics of the game rather than complex investing decisions.
Chicago Express
I asked for this one for Christmas because it was mentioned in this thread. I’m a fan of train games, and after a few plays, I think this is a pretty good one.
The other players had some difficulty with the idea that the company pays for rail expansion, not the player calling the action. The way the game differentiates between players as investors and the rail companies worked fairly well, even so. We had 4 players for one game, and I’ve read that this often degenerates into each player running just one company as their “private” company, but we didn’t find this to be true. If one player is doing well with “their” company, there’s a strong incentive to dilute that by auctioning a share in that company, so you can get a piece or at least force them to pay out some of their earnings to defend control.
The way income rises by connecting cities or even mountain hexes is simple and works well. That part works better in my opinion than the much more complicated 18xx games, which give you much the same result with far more work.
Attika
This is the one returning game from prior years, because it’s my wife’s favorite. Most of my collection tends to fall into one of two categories: games I’m bored with (i.e. Carcassonne, Ticket to Ride) or games the group doesn’t get (Race for the Galaxy, Puerto Rico), which is why I mostly brought new-to-us games. I’m still enjoying this one, and 2 of the 3 games we played we won by connection, through the mechanic of drawing, laying a map tile, and then using amphora to get enough additional draws to connect.
While it’s a winning approach we’re all aware of, blocking it isn’t as easy as blocking a simple direct connection without laying map tiles. We had several situations which required expensive emergency play, i.e. paying full price for a tile and the surcharge for playing on a space not connected to your existing pieces.