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Tonight on GeekNights, we bring you our coverage of MAGFest 11, along with impressions of three board games: The Castles of Burgundy (buy it), Core Worlds (skip it), and VivaJava (worth a second look). Along the way, we complain about the only thing worth complaining about at MAGFest (the ridiculous wristbands), recall our epic joint victory over the Petian and Philippian alliance in Eclipse, remember the fantastic dance party DJ'd by none other than Yuzo Koshiro (Actraiser, Streets of Rage), and wonder if Team Stompadon will continue their meteoric rise in the Super Art Fight circuit.
We'll have video from this year up soon, but check out last year's MAGFest:
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Comments
Space Wars was such an awesome unexpected gem. It was definitely one of my highlights as well.
I think you guys really do need to try VivaJava again, only with 7 or 8 players, and you DO need someone to sort of referee the game who really knows the rules. I read through them a while back and the book actually does a good job of answering the specific order questions. Almost all of those BGG threads have answers in the rule book. I have a copy and would be glad to run a game for you guys if you can pull together the players and want to try again.
The one thing that initially put me off was the amount of variants listed in the back of the book. That usually scares me b/c it makes the designer seem like they couldn't make up their mind or didn't playtest enough, but I actually heard that those were all added in against the designer's will by the publisher, so it could be marketed with "family mode" and things of that nature. This wound up not detracting from the base game. It's still solid and you can ignore all the variants.
Also, as a side note, I think reading that Garfield book has noticeably stepped up your ability to pick apart a game. I've played Burgundy and Core Worlds each multiple times, and you're right on after 1 play, and able to squeeze all that's worth saying into 10 min, not a 30+ minute exposition. The Garfield book stares at me, sitting on my shelf. I must go read...
Glory to Rome, for example, will require a great deal of explanation and analysis. It has complex heuristics, but also simple ones, and the high degree of variance in score among different players implies that none of us have approached an endgame of any sort.
Also, this is some ugly shit:
New version
The new artwork is infinitely better because the color coding is extremely important in terms of resource types and score values. It makes the game significantly more playable because you don't have to deciper the words on the cards in order to gain valuable information about various mechanics.
2 are left in stock. Get the Black Box. Not the cartoon.
I'm fine with Core Worlds. It's not my favorite, but it's on par with most deck builders.
I really need to think about buying Castles of Burgundy.
As for Viva Java, I haven't heard the episode, but I've gathered from some FB posts on how you made some mistakes. It's ok. Jeremy and I will be bringing it to East. We'll also be repainting the red beans because they look so similar to the brown beans.
Characteristics of Games
The color coding is critical to gameplay, and the minimalist art in the black box edition helps distill the game down to its essential information. Also, it looks way cooler.
Also, my co-designers on Bloodcrusher are seriously about ten seconds from stepping on my head if I say "atom of play" anymore in meetings.
Enjoy