Showing posts with label randomness. Show all posts
Showing posts with label randomness. Show all posts

Monday, September 12, 2011

Why I Like Cosmic Encounter

Illuminati minus all the bullshit

I enjoy Illuminati. The mechanics are solid, if a bit simplistic, the player interaction is swell, and it's definitely in the running for best theme ever (YMMV, depending on your love of conspiracy theory and controversial knowledge). But I rarely play it, for the simple reason that it takes a fucking eon. Part of this is bookkeeping: collecting money, spending money, shuffling it around, making change; part of it is table talk - the whining and cajoling and promises of support to one side or the other; and the lion's share is how anyone within spitting distance of a win condition gets dogpiled by all the other players, exhausting their resources and letting the second place runner walk to the win, or possibly third place if fate is exceptionally fickle. Overall, a soup-to-nuts game of Illuminati can take four or five hours, and that's assuming that everyone involved knows what they're doing.

Also, the game's art is a) fantastic and b) features jokes like this.
Cosmic Encounter features all the things I like about Illuminati - politicking, sudden reversals, a simple system leading to complex results and a metric assload of possibilities - filed down to the razor point. Originally released in 1977, the game has gone through five different publishers and has a thriving community of grognards* to attest to how time and revision have done nothing to dampen its elegance. A game of Cosmic takes about an hour and contains the same amount of plotting, backstabbing and "No, fuck you"s as an Illuminati game four times as long.

The basics of Cosmic are clever enough, the kind of game you hope you could come up with if stuck in a mountain cabin with a deck of cards, a bunch of counters, and a group of friends who don't care for poker. Each player has five planets and 20 ships (the ships are cute little 50s saucers that stack equally cutely). Each turn, the offensive player draws a card from the Destiny deck to determine which player he will encounter, and sends one to four ships to meet'n'greet on one of the defensive player's planets. They then both ask for assistance from the other players - Anyone who's invited to can tag along on the invasion or try to defend the planet, depending who called on them. The offense and defense then each pick a card from their hand, play them facedown, and then reveal them.

The hand mechanic encourages strategy- each player gets eight cards, but they have to use all their encounter cards before they can get a new hand, so more isn't necessarily better. There are two types of encounter cards, attacks and negotiates. An attack has a value which is added to the number of ships on that player's side, and the higher total wins, destroying all of the other side's committed ships. A negotiate (essentially, "I come in peace") loses to any attack, but the losing player gets to take cards from the winner's hand equal to the number of ships they lost as compensation; so if you're going to lose anyway, you might as well get something for it. If both players play negotiates, they have one minute to make a deal or both lose three ships. There are many devious ploys to be had with this simple setup, such as trying to convince your opponent you want to negotiate and then shanking him with a low attack card, blasting a foe you know is going to play a negotiate with a high attack card to prevent them from getting it as compensation (or conversely using a negotiate to make an opponent waste a good attack), and a personal favourite, convincing one or more opponents to ally with you and then dropping a negotiate - You all lose your committed ships, but only you get anything for them. Not the kind of trick that works twice in one game, or earns you a lot of friends. But as Pope Boniface said, fuck 'em if they can't take a joke.

Winning as the offense gets you a colony on the attacked planet - both for the main player and all of his allies. Gain five colonies outside your home system and you win the game, easy as that. Winning as a defensive ally gains you extra cards, or gets back ships you lost before (the defensive main player himself gets no reward aside from keeping his planet) . Of course, either way you risk losing your ships and getting bupkis for them, so players won't want to get involved with every encounter.

And this.




That's the steak (and not a bad steak, either) but the sizzle is that every player gets a power that breaks these basic rules in some fundamental way. The Oracle can make their opponent reveal an encounter card before choosing their own, the Loser can make whoever loses win and vice-versa (but has to decide to do so before playing cards), and the Zombie doesn't die (a power that seems ludicrously broken until you note that it means he can't receive compensation for negotiating, the only sure way to get new cards if people won't let you ally). If a player loses three home colonies, they lose their power, making a full-offense strategy dangerous. Adding to these powers are a class of cards called Flares, each keyed to a particular alien, which either give another player a "wild" knockoff version of that alien's power or, if held by the player of that alien, supercharge it, and which can be reused. The core of the gameplay is in these powers (regular, wild and super), their use and interaction, and how this affects player interactions, threat perception and plotting.

As mentioned, despite the dizzying number of interactions (with the 90 aliens released thus far, there are over 5 trillion possible 7-player games), the base game is incredibly fast and simple to play; the straightforward scoring of offworld colonies (and the low number needed to win) makes it easy to grasp who's in the lead, but the Destiny deck's randomization of encounters makes it difficult to directly attack the leader, encouraging negotiations (or the negotiation-related shenanigans I mentioned earlier) between other players. The allies getting colonies and the potential of one-minute negotiations means that multiplayer wins are more than possible, they're likely**. The end result is a game that, while fast, has remarkable depth. Since I bought it, I've played it almost every day, I've won exactly half a game, and I'm still utterly obsessed with it.


* The Cosmic fan community, like game fans generally, is a mixed blessing. While hugely prolific and methodical (CE fansite The Warp has some 1700 alien powers in its catalogue, the bulk of them homebrews), it also teems with the nostalgic elitism and senseless causes one inevitably gets among gatherings of elder beardos. The most notable of these latter are the campaign to reintroduce the "Lucre" money mechanic (an entirely unnecessary addition to the game's economy of ships, cards and colonies, IMHO), the eagerness to bring back certain powers which they admit aren't very fun simply because they were in the first edition, and the seething hatred of a particular alien for being a Calvin and Hobbes reference.

** I can't help thinking that Cosmic would make an excellent game to play for money, if only to provide something more than gamer pride to discourage these kinds of group victories. Then again, handicapping the various alien and their powers would be a herculean task. Better make it nickel-ante.

Monday, July 25, 2011

Cthulhu 2210

I won a copy of Cthulhu Dice at a con, and it's become an obsession to try and find an actual use for this goofy die covered in Cthulhoid iconography, given that CD, as a game, ain't that hot. So I figured hey, what game appreciates a good bit of randomness and occasional hilarious unfairness better than 2210? So here's a new threat to add to your amoebas and zombies and alien conquerors, the mythos cults, with the twist that it's quite possible (and occasionally beneficial) to coexist with them. Right up until ol' tentacle-face eats you.

Setup: Draw a number of land territories equal to the number of players, or a minimum of 3, after all players have claimed their territories but before the 3-unit fortification begins. Place a cult marker on each territory thus drawn. Cult markers coexist with any units in a territory, and have no effect on that army until the end of the year. No territory can ever have more than one cult marker.

Roll: At the end of each year, roll the Cthulhu die.
Yellow Sign: Spread. Cults attempt to spread to adjacent territories.
Tentacle: Seduce. Cults attempt to seduce units both in their own territories and in adjacent occupied territories.
Elder Sign: Dark Power. All players gain energy equal to 1/2 the number of territories they share with the cults, rounded up.
Eye of Horus: Dark Reinforcement. All players gain MODs equal to 1/2 the number of territories they share with the cults, rounded up.
Cthulhu: Rising. Destroy 1 unit in every territory with a cult marker. Roll again.

Spreading: When a Yellow Sign is rolled, draw a number and type of territory cards equal to the number and type of territories with cult markers. If any of these territories are adjacent to a territory that already has a cult marker, but does not have one of its own, the cult attempts to spread. Roll 1d3: If the result is higher than the number of units in the territory, the cult spreads. Place a cult marker on that territory. Unlike invasions, the player who controls the territory may choose to voluntarily fail this roll, inviting the cult in. If a territory drawn has no adjacent territory with a cult marker, or already has a cult marker, it has no effect.

Assisting the cults: On their own, the cults may not spread to water or space territories. Players may opt to assist the cults, either to infiltrate rivals, because they hope to take advantage of the cults' very occasional generosity, or because they just want to make it somebody else's problem. A player with a naval commander and a territory with a cult marker may replace one land territory card the cult would otherwise draw with a water territory. A player with a space commander in play and a space station in a territory with a cult marker may replace one land territory the cults would otherwise draw with a space territory. Only one such substitution (either water or space) may be made per player. The cults, being reckless and in league with dark powers of both ocean and space, do not need to limit themselves to the prescribed landing zones and coastlines that limit traditional armies, and cards drawn from such assistance do not need adjacent territories to support the attack (in later turns, such assistance cards should be separated from water and space territories drawn normally). However, water and space are difficult for cultists to survive in, and their rolls to spread to such territories are made at -1 (thus a 1 always fails). If successful, the cult establishes itself in the new territory, and on future spreading and seduction results, draws a card from the appropriate deck. The cults may spread into water territories adjacent to coastal land territories with a cult marker, or any of the normal space landing areas if there is any land territory with both a cult marker and a space station.

Seduction: Seduction works similarly to spreading: When a tentacle is rolled, draw a number and type of territory cards equal to the number and type of territories with cult markers. However, there are several differences. If a territory drawn during seduction is entirely unoccupied, or only has a cult marker, or has no adjacent territory with a cult marker, it has no effect. If a territory drawn is occupied, has no cult marker of its own, but is adjacent to a territory that has a cult marker, the cult attempts to seduce the army there: Roll 1d3, and if the result is higher than the number of units on the territory, destroy one unit and place a cult marker (this can entirely depopulate a territory except for the cult marker). Again, the player who owns the territory may voluntarily fail the roll to invite the cult in, but they still lose one unit. If a territory drawn is occupied and already has a cult marker, roll 1d3+1: If the result is higher than the number of units in the territory, destroy one (again, this can entirely depopulate a territory except for the cult marker.

As with spreading, players may choose to assist the cults' seduction by replacing land territory cards drawn with water or space territories, with the same restrictions and the same exception to the need for an adjacent territory (an empty territory, or one with a cult marker alone, still has no effect). However, seduction does not have the same -1 penalty to expand to such territories as spreading, since they are co-opting the existent survival structures (and the cults roll 1d3+1 as above if the territory drawn already has a cult marker).

Dark Power: Rolling an Elder Sign provides a pure energy benny for those willing to put up with an occasional ritual sacrifice and the possibility of monstrous rising. All players gain energy equal to half the number of territories they occupy that have cult markers, rounded up.

Dark Reinforcement: Likewise straightforward, rolling the Eye of Horus means the cults lend their military power to those good enough to turn a blind eye to their doings. All players gain MODs equal to half the number of territories they occupy that have cult markers, rounded up. These MODs may only be placed on territories with cult markers, but may otherwise be placed freely

Rising: But it's not all gravy trains and bloody sacrifice. One unit is destroyed in every territory with a cult marker, and the die is rolled again. And yes, it is possible to roll Rising repeatedly.

Fighting the cults:
Considering the nastiness of seduction and the always-present possibility of the big guy's rising, players may be justified in wanting to exterminate the cults. This is done during a player's turn as an invasion, including any bonuses for commanders, territory type or Command cards. Cults defend using a single d8, and win ties as normal. Cults cannot be purged from a territory with only one unit. A territory's surviving units may still invade as normal after purging a cult, and an attacker may purge a cult in an invaded territory as a continuation of the original attack (the defending player cannot use the cult to defend, and the attacker is not obligated to destroy the cult before occupying the territory).

The only way to be sure?: Nuclear cards only destroy a cult if they have already destroyed all other units in the territory and there is still at least one unit worth of overkill. Thus, the continental weapon cards cannot kill a cult unless the territory was already otherwise unoccupied; ditto scatter bombs. Other Command cards have no effect - Cults cannot be removed by MOD Reduction and are immune to Death Traps.

Potential variants being considered:
Weaker cults: Change the cults' defense roll to a d6. Makes them less of a hassle to wipe out, and thus less of a strategic concern.
Monstrous rising: When a Rising is rolled, 1d3 units are destroyed in each territory with a cult marker. Multiple risings are catastrophic, and cleansing cults becomes a major concern.
That is not dead: At the end of a year in which all cults have been destroyed or when there are fewer than three cult markers in play, draw three land territory cards and place a cult marker in each, then roll as normal.
Multiple rolls: At the end of the year, roll once for every (5/7/# of players in the game) cult markers in play, resolving each roll completely before the next is made. Risings (or multiple Risings!) and the following roll count as one roll.
Wiped themselves out: If a Rising is rolled and there are no other units in a territory with a cult marker, remove the cult marker.
These were the most loyal: In conjunction with the above, every time a cult marker is destroyed by a Rising, place it aside (on a doom track, if you will). It now counts as permanently in play for purposes of the number of rolls made if using Multiple rolls, above, or raises the minimum number of cult markers that must actually be in play for That is not dead, above, or adds an additional territory card to those drawn for That is not dead, or adds to any rolls made by the cults still in play, or if you're exceptionally masochistic, all of the above. For slightly less masochism, restrict this to one marker per Rising rolled, or one per year.
The End is Here: If at any time a cult marker would be placed and there are no more cult markers available, Cthulhu rises and nobody wins. The viciousness of this is dependent on how many markers are available (I have 21).

Oh, and for those of you who don't have the overpriced novelty die this is based on, you can replicate it with a regular d12:
1-5: Spread
6-9: Seduce
10: Dark Power
11: Dark Reinforcement
12: Rising

Friday, August 20, 2010

Traveller!: First thoughts

So from reading a bunch of old-school gaming blogs and being bored with all my usual systems, I've decided to try out Traveller, a system that's pretty much the opposite of my usual taste in games (and somehow, also the opposite of games I hate). The big thing everyone knows about Traveller is that it's The Game Where You Can Die In Chargen, although recent changes have modulated that down to The Game Where You Can Merely Be Horribly Injured, Go Deep Into Debt To Pay Your Medical Bills, Rack Up A Bunch Of Enemies, And Maybe Also Get Dumped Why Not In Chargen*. And that's part of Traveller's loopy appeal - character generation is startlingly randomized. Aside from some basic choices about which numbers go to which stats and what jobs to take, the fall of the dice decides everything about your character, from whether you get promoted to what skills you have to whether you get kidnapped. What this means is that a character can get completely hosed by a series of bad rolls, or conversely become a walking god on the whim of the dice.

While this kind of inherent power discrepancy between characters kind of makes me itch, I do enjoy how it's the opposite of the everything-must-be-balanced-attitude of, say, 4e. Traveller characters emerge from the gauntlet of randomness almost always having had something totally unexpected happen to them (I've made six or seven at this point just for shits'n'giggles, each of which had something to make them stick in my mind). This is especially true when you include the supplements and their expanses of tables - Two characters, starting with the same stats and taking the same career paths, are almost certain to be unrecognizable in the aftermath. It's the promise of 3rd edition D&D - Feats make every character unique! - but even more so, because the uniqueness has been taken out of the hands of minmaxing players and given over to total randomness. It promises to make for a hell of a game.

* Which is, if anything, even crueler. A dead character just means you need to restart - it's having to actually play that poor bastard that really smarts.