The MVGA has been meeting on Thursday nights since it was originally founded in 1965. At the time, it was a wargaming club, but in the last few years our attention has turned more and more to Eurogames. Still, we enjoy some longer games, including railroad and "monster" games.
Since we meet at a fixed location where we have a locker set aside for our use, we can maintain a game library. Even on a night that no one manages to bring a "tub o' games" to MVGA, there will be plenty of games to play. The following games currently comprise the MVGA game library.
ACQUIRE.
This Sid Sackson classic has been part of the MVGA repertoire since its 3M days,
and we've mostly played it in the blue-box format (with three blank tiles that
could be used for wild cards) but bought the nice new Avalon Hill big box for
club use. It's best with four players, but it can be an entertaining and brutal
experience with five or six. An MVGA favorite.
ALHAMBRA. Game
of the Year in 2003. We play this a lot - it's fast, fun, and has enough strategy
to make it interesting. We bought our copy at the Gathering this year; it has
the new green currency.
AMUN-RE. Everybody loves Reiner Knizia. His most recent
bidding game, the Egyptian-themed Amun-Re, has become a recent hit with our
club. Our players tend toward the balanced approach, with equal attention given
to bonus cards, farmers, and pyramids - but we understand that there's another
strategy favored at other clubs that we'd like to see in action.
ATTIKA.
This tactical game works well for 2, 3, or 4, and now it's in our Game Library.
BALLOON
CUP. One of the newer Kosmos two-player games, Balloon Cup
is a game about (you guessed it) balloon racing. Players play cards to win cubes,
then trade in cubes for valuable prizes. What seems to be a game driven by luck
actually has a great deal of strategy in it.
BOHNANZA.
It's been asked before, but I'll ask it again - what is it with Germans and
beans? We trot out the Bean Game usually at the end of the night, mostly to
embarrass Dan Miller.
CARCASSONNE. Though we just broke out the expansion a few weeks
ago, Carcassonne has seen regular play at MVGA since it came out. It has the
advantage of being quick and brutal, both advantages among the MVGA sharks -
I mean cognoscenti. We look forward to the arrival of König und Späher,
the small expansion released at Essen.
DIPLOMACY.
A legacy of our wargaming days. Twenty-five years ago we'd play Diplomacy
over a course of many weeks, with a move at the start of the evening and a move
at the end. Those were the days . . .
DURCH
DIE WÜSTE. Thanks to Eric for contributing a copy to our
library. A fine Knizia game, with the traditional conundrum of three things
to do and only two actions to do it.
EL
GRANDE. The grand-daddy of all cubes-and-area-control games,
we've just added it to our Game Library.
EUPHRAT
& TIGRIS. Another Knizia favorite. We own the large-box German
edition, which means German player screens - but it's a simple enough game to
teach and learn. The hardest things to wrap your head around in this game are
that you have to do a little of everything - and that you can share a kingdom
with an enemy and be at peace.
FALLING.
Someone left this one in Holliston at Unity Games II. Please come and claim
it.
GOA.
Rüdiger Dorn's new strategy game has been a big hit at MVGA, and we've
just added it to our Game Library.
HEROSCAPE.
This new miniatures game made a big splash at Unity Games VIII, and now we have
a copy at MVGA.
HISTORY
OF THE WORLD. A "monster" game that covers human history
from Sumeria to the Second World War. Not for the faint of heart or the limited
attention span, we can usually get this one done in a full evening of play.
It requires four players to be decent and six to be most exciting. We own the
older Avalon Hill edition with a load of cardboard counters instead of pretty
plastic figures, but I understand that there were some unfortunate rule changes
in the newer version.
I'M
THE BOSS. The new English-language edition of favorite negotiation
game Kohle, Kie$ und Knete. The latter has been hard to find and has
commanded serious prices on eBay; this one will make the game available to many
more players.
INDUSTRIA.
We've become very fond of this game in the last year and are glad to add it to
our collection. It's a very clever bidding/economic game that plays very quickly.
This one comes out a lot at MVGA.
LIARS'
DICE. One of the great dice games of all time, it's not based
on luck but rather on the ability to bluff. A great opening or closing game
that we just added to our library.
LOUIS
XIV. We have been playing this Rüdiger
Dorn title quite a bit since the Gathering this year. It's an area control game,
and like many of Dorn's titles has a number of interlocking scoring systems.
A lot of game in a small package.
MANIFEST
DESTINY. Called "Age of Renaissance
in America", this is Bill Crenshaw's 'card driven strategy game'. It's
already gotten a couple of plays at MVGA since it arrived.
MERCHANT
OF VENUS. An old Avalon Hill title, we've played this one for
years and always enjoyed it. MoV is essentially a railroad game with
random bits, and plays best with three or four - preferably those who know the
game. The only criticism of the game is that it's very hard to catch the leader,
and sometimes luck plays too great a role. But the products and descriptions
are funny.
OASIS.
Alan and Aaron's new game has tile laying, plastic camels, and a bid/offer system
reminiscent of Nicht die Bohne, an Amigo card game about beans that
isn't Bohnanza. It plays very quickly for three, four, or five.
OHNE
FURCHT UND ADEL. This game is best with five or more, and is
one of the few games we own that seats six - a frequent number of attendees.
It has considerable double-think in the game, though sometimes it seems that
people will just play randomly (which drives our doublethinkers crazy). We play
with the variant that the victim of the Assassin (Meuchler) collects
two gold even when dead, but can perform no actions.
OLTREMARE.
A "Bohnanza-like" game about trading and set-building. It was a huge
hit at Essen in 2004, and now graces our shelves as well. It has a tiny puzzle-cut
map of the Mediterranean and nice colorful cards. Don't let the cartoony art
fool you - there's some game here.
POWER
GRID. This is the new version of Funkenschlag with improved
components (block placement instead of marker drawing). It has a two-sided board,
adding variability to the play.
PRINCES OF FLORENCE. This Kramer game has been a favorite since
Dave Bernazzani first brought it to MVGA a few years ago, and we recently added
a copy to our library. In Princes, you only get to do 21 things - seven
auctions, fourteen purchases - and you can't easily change horses in midstream.
There are a few very disparate strategies that veteran players swear by, which
suggests that there's a lot of possibilities for replay. We've played the game
a lot in 2003 and expect to see it hit the table a lot in 2004 as well.
PUERTO RICO. The consummate "gamer's game". This has
to be one of the top choices at MVGA, appearing almost every week. We've taken
to using combinations of variant buildings to change the playing field, but
it's a game we all enjoy playing again and again. It's one of the most used
games in our library.
SAINT
PETERSBURG. The
fastest rising star in recent months, we've managed to play this two to four
times each week since it became available. It only plays four (or three equally
well), but is done in 45 minutes. The club just acquired a copy for the game
library.
SAMURAI
SWORDS / SHOGUN. The easiest to find of the "GameMaster"
series, this is a Risk-like game of area control and warfare in medieval Japan.
There are lots of neat wrinkles, though - Daimyo promotion, the ninja, bidding
for turn order - that make this an interesting, if somewhat long, game. We actually
own two copies of this game.
SAN
JUAN. The Puerto Rico card game. It has some nice wrinkles that
aren't presently in the board game, and plays faster; we play PR a lot and will
likely bring this out as a filler. It is certainly a way for two players to
get their Puerto Rico fix. I understand that Mik Svellov has a two-deck variant
that will let up to 8 players play this game, which is a solution when that
sixth potential Puerto Rico player comes through the door.
SETTLERS
/ CITIES & KNIGHTS / SIEDLER-BUCH. The old standard, about
which little needs to be said. We own all the variants, including Seafarers
(the Sackson auction copy), Cities & Knights, the 5-6 player expansions,
and the book (only published in German; we got it in a recent Adam Spielt order).
Still makes it to the table on occasion.
STOCK
MARKET. This is a game from Whitman, published in the mid-60s.
It has an interesting price-setting mechanism, and with a few variants has some
interesting strategy. We pulled a copy off eBay.
TAJ
MAHAL. Rich Meyer's favorite Knizia game, our copy has come
out frequently. In my opinion, it's a game best suited for 4; with 5 players
it invariably seems to lead to one player getting the shaft several times and
just waiting for the game to be over. Still, it's an excellent game, and the
random setup makes it very replayable.
TICKET
TO RIDE. Alan Moon's new game for Days of Wonder. It's been
described - inaccurately - as a cross between TransAmerica and Union Pacific.
It's a very quick play and appears to have some subtleties not obvious on first
play.
TOWER
OF BABEL. A Knizia game about cooperative building. The
best part? At the end of your turn, as Alison H. says, "you get a card!"
Most interesting? You can ask people to help you with a building effort - and
if you spurn their help, they get rewarded . . . but in a different way. The
uncertain ending makes you pay attention on everyone's turn, and the game plays
very quickly.
UNION
PACIFIC. Another game that can be played by up to 6, this game
is only vaguely a "train game" - it's a card game with a board. Every
turn has choices - lay down stock or expand existing holdings? Which share to
pick up? Contend for Union Pacific stock or let it go? We play with the variant
setup, with scoring cards (relatively) evenly distributed through the deck.
One of the best Moon / Weissblum designs, our set gets lots of use.
VINCI.
A game of area control with an interesting system of bidding for special powers.
Our copy hasn't been out of the locker for some time, but it did enjoy popularity
for a while.
WEB
OF POWER. An area control game, tame with 3 and chaotic with
5 - best played with 4. You can tell the experienced players from the rookies
because they'll start placing the advisors in the first round even though they
don't score. Spend too much time doing that, though, and you'll be left behind
in the monastery scoring. This game has grown on me more and more as I've played
it.
WYATT
EARP. An excellent Rummy variant that works well with 2, 3,
or 4 players and serves well to start or end an evening (or as a filler). The
only complaint is the flimsiness of the cards. It's a great game for smack talk
as well, and we've recently added it to the game library.