Build Yourself a Micro Empire (A Review of Empire Engine)

As I alluded to in the previous game review, micro games are quickly becoming a big thing (in a somewhat ironic way) in the gaming world. Personally, I am all for it. For those of us with young children, we may not have a lot of time to squeeze in a big, heavy Euro game (though I will certainly try when I can), and we may not want to have all those many,  little pieces to be lost, and inevitably found by the baby vacuum.

But, we still have that itch to play a game, especially one with some meat to it, that engages your mind and gives you a feel for conquering, or building, or scheming, etc. (Sorry Uno- you just don’t make the cut!) On the same hand, we don’t have the time, or the energy (or both) to play Puerto Rico, 7 Wonders, Caylus, etc. Enter the micro game. The best ones boil down all those components and mechanics into a much simpler, quicker, smaller package.

While definitions of micro games are varied, sooner or later, you will find the standard that Good Little Games (GLG) sets: 18 cards plus some pieces or dice. While it might seem a little arbitrary and gimmicky, these little games actually work well, and are worth a look.

Now, unlike games you can buy in the store, the games put out by GLG are Print and Play (PnP) meaning you print them out and make them yourself. For us crafty types, this is quite a deal! For a little bit of time and work, we can have a nice game that we didn’t have to buy (sort of).

However, if the idea of making a game seems formidable, have no fear. These games are simple to make. Just print out the sheets, mount them (or not), cut, and play!

A Good Little Game!

A Good Little Game!

“The Empire Engine”, designed by Chris Marling & Matthew Dunstan, is one such game put out by GLG, and is well worth your consideration. For the 20-30 minutes of time you put into the playing of it, this game offers a robust gaming experience, albeit somewhat abstractly.

OVERVIEW

The game is loosely set in a steampunk alternate history around the end of the 1800’s in a “dystopian alternate reality” with various factions vying for dominance. It is within this backdrop that you must build your empire to be the most powerful and most productive so that you can ultimately triumph! Now granted, this is a micro game, so there is no map here. In fact, there are no fancy cards for inventing, or monuments, or cities, or towns, factories etc? All you have are some gears and two engines?

This is your...Empire?

This is your…Empire?

Admittedly the game is somewhat abstract, and so thematically, the theme is not super in-depth.  In essence, your engines represent the actions your empire can perform during your turn, and the gears are how you activate different actions. The Empire Engine uses a rondel mechanic, which is pretty amazing in my opinion as a budding game designer, to simulate a much large game with factories, production, armies and battle. And, it works well.

CONSTRUCTION

Since this is a PnP game, the assembly of the game should be considered in this review. As mentioned before, this game is a cinch to make. The rules can be printed double sided on a single sheet of printer paper (You can even do it in black and white to save space).

The cards themselves are on two sheets of paper. I personally prefer to use photo paper (matte or glossy) and mounting it on cardstock (like the card board that a cereal box is made of. Cheerios boxes are a great source for thick cardstock) for making a more tile like card. If you want more of a card-like card, you could print it on thick printable cardstock (available through any office supply store), or print it on regular paper and laminate it. Or if you just want to try it, print it on regular paper, cut, and play. (alternately, you could mount the cut paper cards on old playing cards for more weight and durability.)

The key here is to take your time and make it t the quality that you are happy with. I used photo paper mounted on cardstock simply because I like how it looks and feels. All the tools you would need to do this are below:

Photo paper, ruler, glue, brush, knife. Steady hands not included.

Photo paper, ruler, glue, brush, knife. Steady hands not included.

Simply print, then carefully glue the sheets to the cardstock. I use an old brush dipped in a little bit of water (not too much) to spread the glue around the entire back of the sheet. Once mounted, press the pages between a couple heavy books. (Dictionaries, theology textbooks, etc) After a day or so, you can carefully cut out the cards (I used a straight edge and a sharp knive) and you are ready to play… almost.

The cubes (you need 45) are really the only difficult part of the build. If you are thrify, you can either scavenge the pieces you need off of other games, or use beads, Legos, etc. I used counting cubes, which are great for making games with cubes: http://www.amazon.com/Learning-Resources-Centimeter-Cubes-LER2076/dp/B000QDTVFG/ref=sr_1_4?ie=UTF8&qid=1402533805&sr=8-4&keywords=counting+cubes

 

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GAMEPLAY

The game progresses through a variable amount of rounds set by the number of players. During the round players simultaneously select the gears they want to use and use them to activate their engine, which spins the engine cards 0,1,2,or 3 quarter-turns to activate the desired action. Your goal is to have the most points at game end, and you get points by earning cubes to your score pile.

You can choose to invent, which sends one cube directly from the supply to your score pile. Or you can choose to arm (add soldiers) so that you can attack in the future and gain cubes for your score pile that way (if you successfully attack) You can choose to produce goods which can be used to pay for changing your gears (the values available to you to use are 1 and 2, but by paying one resource (good or soldier) you can access the alternate values, 0 and 3.) If you are not attacked, you can choose to export all the goods you currently have into your score pile. Lastly, you can choose to salvage (assuming you are not attacked) and you can gain one good of your choice to your score pile.

The tricky part to all this is that you must always rotate your engines each round. So the actions you took last term are different than this turn, and ideally, you should have set yourself for this turn from your actions last turn. There is a lot of bluffing and second guessing going on here. Do I choose to attack him, and hope he does not defend? Or should I assume that since he attacked me last round, I can safely export my goods this round?

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The mechanics make for some interesting choices. You have to make some hard decisions, sometimes between more goods and soldiers for you to use next turn, or defending yourself so that your opponent can not steal a hard-earned good and take it away as plunder. Can you risk being defenseless so you can hopefully get a big jump in your score by exporting a lot of goods? These are all decisions you will find yourself making every round. Also, you find yourself evaluating your opponents. How badly does he need to export? Can I attempt an attack unawares and block him from scoring?

I pay one good to keep my one engine on "attack" while my other engine spins 2 quarter turns to "produce" 2 goods

I pay one good to keep my one engine on “attack” while my other engine spins 2 quarter turns to “produce” 2 goods

This is not mean that the mechanics are difficult to understand or that the game is hard to play. Rather, the game benefits from a fairly simple mechanic. Plus, because of your limited options before you, based on your last actions, it can be a relatively quick game, even with those who are slightly prone to analysis paralysis. However, to be able to master the game and optimize your little empire-building engine, it takes some time and careful thought. In short, it is relatively easy to learn, but will take a long time to master- there is plenty going on to keep you busy.

FINAL THOUGHTS

Needless to say, the first game you play might seem a little confusing and overwhelming, simply because there is a lot going on in such a little game. The nuances of the optimal strategies are not usually apparent. This game rewards those who think ahead, and can ‘get into their opponents’ heads. Especially in a two player game, it can become a battle of wits to see who will outmaneuver whom.

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But, this game is a lot of fun to play as well. For those who like to think in their game, and like to feel the game is reasonably in their control, with little chance involved, this game fits the bill. It is easy to craft for yourself, and it is relatively simple to play.

If you are not a fan of thinking games, this game is probably not for you. But for those who consider themselves gamers, this game has a lot to offer. It makes a great filler, or for those of us with a little less time; can make an enjoyable evening with plenty of thinking and strategy, in a short, sweet package.

If you want a copy, simply download it here: http://www.goodlittlegames.co.uk/games/08-the-empire-engine.html

Or, if Steampunk isn’t your thing, there is a beautiful sci-fi redesign than is worth looking at: https://yadi.sk/d/W6LZZagyLkSta

Taking the Time for Crafting (Capturing the apparently elusive free time)

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We often hear people talk about how busy they are. I often do the same. Many of us hobbyists lament we don’t have the time to finish that project we’ve been working on or craft that game we’ve been meaning to make. However, as a recent study points out, we may actually have more free time available to us than we may realize.

Dr. John Robinson, a researcher at the University of Maryland, has done several studies on time and our use of it, and recently appeared on NPR’s “Here and Now” to discuss some of his recent findings. In essence, on average, we have more leisure time than we did decades ago. According to his research, we feel busier, but we are working less in terms of actual time used. He and fellow researcher Geoffrey Godbey note, “The bigger issue is pace of life, because most of the free time comes during the week, but is in small amounts which doesn’t allow a person to undertake more satisfying uses of leisure.” (http://www.psu.edu/ur/archives/news/leisure.html). Another major finding was that the majority of this gained free time we do have is spent on television, which Robinson notes has a low satisfaction level as whole. People are spending more time watching television, but are feeling overall less satisfied with how they spend their time. (You can listen to the interview at http://hereandnow.wbur.org/2014/06/03/leisure-time-research)

We often talk about our lack of free time, but the data seems to indicate we do have it; we just spend it unwisely, or on things that give little satisfaction in return. I would argue the takeaway from this data is this: We have reasonable amounts of free time to spend; lets not waste it on things with low value. For many of us, this certainly seems like common sense, but not always put into practice. I am guilty of this myself. I may find I have a few spare minutes, or even 30-60 minutes of free time. And what do we often do? Spend it on TV, or surf the web. (I am certainly guilty of the latter). At the end of that time, we often feel like the time slipped away from us, that we accomplished nothing, and feel dissatisfied with ourselves. And yet, another opening of free time appears, and we squander it again.

I am not saying that TV or the Internet is bad. After all, you likely found this post during your free time surfing the web! 😉 However, I do think that we should examine the time we spend, and be more wise about it. In regards to our hobbies, there are projects that have been on the back burner because lack of time. Why not take the bits of time you find, and put them to some use. Take a few “bites” out of a project you are working on.

I am currently working on a 40”x60” train layout. To finish such a project in one or two large chunks of time is completely unreasonable. Instead, I focus on little chunks at a time, as I find the time. Today, I painted the rock outcroppings on the mountain. Obviously it will be a small sum of the finished whole when the layout is complete, but that doesn’t matter. I am one step closer to finishing the scene. Instead of wasting time surfing the web, I finished an element of my project that needed done, and at the end of the morning, feel much more accomplished about my time spent. This can go towards making games or other crafts as well. Rather than whiling away hours on the various hobby forums seeing what others have done (Again, I am guilty of this myself), why not do something yourself?

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Now there should be one caveat here, and that is: use your time wisely. Don’t forget your other obligations and your family. They also are worth your free time. If we are not careful, the productive hobby we engage in could make us too busy for the things that matter even more, be it making memories with your daughter, washing the dishes for your wife, or doing the laundry, fixing that leaky downspout, etc.

We have more free time than we realize, once we reduce the unnecessary, unfulfilling activities that we too often use to fill those openings in our day. The next time an opening in your day comes along, be it 30 minutes, an hour, or more; rather than squander it on TV or mindless surfing, why not get something done with your hobbies? You will be that much closer to finishing that board game, layout, building, model, etc. Or, why not spend it doing something enjoyable with your family? Now that’s even better. Our time is a gift- lets use it wisely.

 

 

Harbour: A Micro Experience.

It’s not every day you get a game unannounced in the mail. OK, I never have gotten a game in the mail that I did not already order. So, it was quite the surprise when a small media envelope showed up one day, and out poured a colorful handful of those little wooden cubes we all love, along with some brightly decorated cards and other paper parts. Image

Needless to say, whatever I had been doing when the mail arrived got pushed to the back burner for some time while I examined my game. A letter from Michael Mindes of Tasty Minstrel Games explained the purpose of the delightfully unexpected delivery.

The bits I had spread out across the kitchen table was a pre-production copy of Harbour, a new micro game that TMG is putting out on kickstarter June 15th. I had seen the Print and Play files floating around the Board Game Geek (BGG) website for a little while ago, downloaded them, but had not printed it out. After a play or two with my new copy, I could see that I had been missing out on a good micro game.

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Micro games are certainly becoming more popular as of late. Typically, they have minimal cards and bits and are played in 30 minutes or less. I for one find the concept intriguing. I have played several from Good Little Games (http://www.goodlittlegames.co.uk/), and found them to be enjoyable, short games. There are others as well, with various definitions of a “micro” game. Some draw the line at 18 cards, some at no more than 50. Regardless,the best ones, in my humble opinion, tend to boil down the best mechanics and concepts from the bigger, weightier games to a short and sweet gaming experience. That, in my mind, is the hallmark of a micro game, and Harbour nicely fulfills it.

OVERVIEW

Harbour is, in essence, a worker-placement game, albeit lighter than the standard fair (such as Caylus, Le Havre, Agricola, etc). You have one worker whom you send to various buildings throughout a whimsical fantasy port city, buying, trading, and selling goods to gain victory points. Basically, it follows the typical game-play formula of a good worker-placement game. You gain goods to sell to buy buildings to get points, as well as bonuses and extra benefits. While the bigger games would add more fluff to this bare bones, Harbour takes this formula, and condenses it into a simple to play experience.

One might think that this would make the game too simple/ not involved enough to intrigue those of us who enjoy heavier games, I found that Harbour nicely fills a niche in my gaming collection. While simple and relatively easy to explain and play, there is strategy involved. Your best laid plans will invariably go astray, especially in a 4 player game, so it is good to plan ahead, and think at least 2 turns out. Granted, you can choose not do to this, and play just for the fun of it, have a good experience, and perform decently. But, for those of us who enjoy finding ways to combo abilities, tweak the market to fit our plans for the next turn, etc; there is plenty to enjoy here.

GAMEPLAY

Each player gets a player board with their starter building (gain 2 resources or buy a building). There are variety of ones to choose from with various abilities. The sheer amount of starter boards available (my copy came with 11, the base game will likely come with 7) while not necessary, is a nice touch, and should make for a variety of combinations for each game. On your board is your resource tracker, an inventive way to keep the number of bits down to a minimum, and a special ability unique to your player board/character. There are also symbols that give special abilities (Anchor, Coin, Top Hat, and Warehouse). These with the exception of the top hat are stackable, meaning the more you collect of those symbols (each building you buy has a symbol or two), the more powerful the symbol becomes. (For example, the more coin symbols you have in your possession, the more of a discount you get when buying a building. )

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In front of you is the harbour, with various building cards available to use. While there are many choices for you to consider, your task is somewhat easier because of a few key rules: you can use only one building per turn (You move your pawn to the building to perform it’s action- that is the extent of your turn), you cannot use the same building twice in a row, and you cannot use a building someone else is occupying. These simple constraints work well and turns go by quickly.

Your main objective at this point is to gain resources, either through trades or production. Some buildings help you more than others, and so it is beneficial to buy up the more profitable buildings, because then the other players will have to pay “rent” to use your building. Once you have gained enough resources, then you can buy a building. You sell the goods to the market, and buy a building based on the value of goods you sold. I like how this keeps things simple for the game play by combining the two distinct actions into one.

Of special note too is the market mechanic. I dabble in game design myself, and one thing I have worked on is a variable market that is based on supply and demand. Fulfill the demand, and the value of the good goes down. Harbour’s mechanic, while simple, does the job beautifully. What ever resources you sell in the market fall to the bottom, and the resources that were in bottom slots get bumped to the top. It can definitely throw off people though, as they expect to be able to sell cattle for $5 next turn, only to see it drop to $2 the next turn! I found especially in the 4 player game, the market can be quite volatile. It seemed that it was better to focus on the resources at the bottom of the market rather than the top, because invariably, when it would come time to buy a building, those resources would be at the high spot.

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This process continues until someone buys a total of 4 buildings and all other players take a last turn. The most points at the end wins! While often the one who triggers the end wins, it does not seem that is always the case, especially in 3-4 player games. In the 2 player games I have played, focusing on the cheap buildings, and rushing to the end quickly can often get you the win. However, once there are more players, especially in a 4 player game, it is more difficult to rush to the end, in part to the fluctuating market, or because someone cuts you off from a building you really want to use so it is advantageous to focus on the larger buildings.

FINAL THOUGHTS

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Harbour definitely captures the essence of the worker-placement genre. While certainly lighter, I feel it preserves much of the fun elements that make many of these games so enjoyable. So far, I have had 4 plays under my belt (and I hope for more). It would seem, however that while it is lighter, and a little more prone to luck, more experienced gamers will likely excel easier at this game than others (I won 3 out of the 4 games) The fantasy theme is definitely fun as is the “flavour” text, and I would imagine those who enjoy that kind of art and genre would really get a kick out of it. Personally, fantasy is not my favorite when it comes to themes, but the art is pulled off well, and is attractive, for the most part. I did not care for the art of the Bookkeeper, and may just remove that player board. Others will no doubt be fine with it, but I really don’t care for skeletons. Sorry.

The “flavour text” with the player boards is fun to read for the most part, however there were a few I found a little crude for my tastes. Again, not a big deal for most players. I just tend to tolerate less of that kind of content. With the sheer volume of player boards available, though, this is not an insurmountable problem in the least.

The game itself, in regards to game-play is fairly accessible. I had the opportunity to play it with some non-gamers (my parents), some casual gamers (my wife and her sister) and a more hard-core gamer (A friend of mine). While those unfamiliar with the more “Eurogame” mechanics of a worker-placement game will face more of a learning curve, the more casual gamers will pick this up easily. For either group, the curve is not insurmountable, and after a few rounds, most everyone had a good idea of what was going on and how to play.

It would seem micro games are a trend here to stay, for the moment at least, and Harbour certainly captures the best elements of a good micro-game. While it could definitely be a good filler game for those longer game nights, for those like me who have limited time in the evenings, it certainly gives you a good gaming experience for the 30 minutes (give or take) you put into it. If you want to try Harbour, check out the kickstarter campaign when it goes live, or download the Print and Play files

here: http://www.boardgamegeek.com/weblink/178444/pnp-v6

 

What is “The Frugal Hobbyist?”

I would imagine that there are many of us, myself included, who find themselves lacking one of two things when it comes to leisure activities: Time or money. For me personally, money is typically more the issue. I enjoy board gaming and model trains. Pick up any modeling magazine, or visit any board game site, and you will be confronted with the idea of “buy!” “buy!” “buy!”. While many people can afford to spend a lot on leisure activities, and buy all these new products, not all of us can, nor want to. 

Therein lies the crux of my thought. Is it possible to enjoy such hobbies (And not just trains or games, but other crafty hobbies) without breaking the bank? I believe the answer is “YES!” Not only that, but I would wager that you could have more fun in doing so. There is certainly more satisfaction in playing a game you crafted yourself, or making a unique structure or rail car for your model railroad that you built out of scraps and cardboard. Buying a kit and plunking it down, or pulling out a new game out of the shrink wrap can not match that feeling of satisfaction and accomplishment. 

So join me as I seek to enjoy life and enjoy hobbies without breaking the bank. I realize this isn’t for everyone, but I would wager it is for many who are likely in similar shoes as I am. 

During the course of this blog, I plan to post modeling ideas and projects, game reviews (both PnP and commercially available), and generally share my thoughts and musings on such topics.