Monday, July 08, 2013

WBC 2013 Schedule

Wow, time sure flies when you're having fun. This year's World Boardgaming Championships are coming up in less than three weeks! Normally I have an Excel sheet with the schedule built out in June with a grand plan for what I'm going to play; I hadn't even downloaded the list before this morning. There's still so much stuff to get done before I'm ready, but I did spend a few hours today massaging the schedule into my format and building out a preliminary schedule...


I only have three finals listed on here this time around. Vegas Showdown, which I've final tabled twice in the past. Le Havre, which I've final tabled all three years it's been an event. And A Few Acres of Snow which I'm GMing so I have to show up. So all three of those feel pretty reasonable. I finally found a time where I can squeeze in a crayon rails game. It remains to be seen if I'll still feel this way come WBC itself, but it's in the sheet for now! Stone Age was left off entirely despite having a new and improved format. No more surprise bonus round right after winning a game. Instead they're finally getting a quarterfinal round so they can advance 64 winners if they need to. But I'm still bitter about a couple years ago, and it didn't seem to fit.

There's still lots of holes in the sheet. I wonder if that means I'm getting jaded and am unwilling to show up to more things now? Or maybe I'm just starting to accept that making a schedule in advance does nothing as I end up deviating based on making or not making different semifinals. Even with all the holes I have a few random things in here that I bet I don't go to when the time comes. Cities & Knights, Egizia, Small World, a 9 am Puerto Rico heat... Or maybe I just want to have plenty of time to eat? That doesn't sound right...

Eating is actually a pretty depressing thought. I suspect I'm going to end up sick again all week. Maybe I should bring large numbers of gluten free breakfast bars and the like, but they are not enjoyable to eat. But maybe that's better than being sick. I did some website searching and people seem to claim that Waffle House can be just fine as long as the cooking staff is careful about cross contamination. But they can't keep Robb's onions out of my hash browns. Or his slice of cheese! So I really have my doubts. Maybe if I stress to the waitress just how important it is? I feel like it may be easiest if I just lie and tell her I have Celiac disease and hope that sounds scary and important enough that they put in the effort. (And it may not even be a lie?)

I went out on the weekend and bought a new watch strap. Having easy access to the time is really important at WBC I think and since I hate carrying a phone (and my phone doesn't even work in that country) I really want a watch. Woo!

I should probably go buy a smaller air mattress or two to take down since my current ones are both big and potentially prone to being popped by cleaning staff.

And I really need to figure out what I'm going to be doing as GM of a game for the first time. Decide what I want on scoresheets, how I'm going to do pairings, maybe script out the demo. That sort of thing. I got a lot of responses to my post about bidding system obligations and I think I agree with the majority (and therefore disagree with Andrew) and no longer feel like I should try to sway people to my way of playing the game. Even if I think it's right. I know that when I attend a demo at WBC my goal isn't to then go win the event. It's to play a game or two and see how it works to see if I like the game. And I know from talking to people on Yucata and reading threads on boardgamegeek that with A Few Acres of Snow in particular people seem to have more fun with the game just doing random expansion than they do with the 'Halifax Hammer'. So I think I'll probably list the data from last year's recap on the scoresheet somewhere and not really talk about it at all otherwise.

It looks like teams for the team event need to be submitted by July 20th. I'm pretty sure I should just keep picking Le Havre as my team game. I haven't played a single time since WBC last year which is probably not very good for my chances of winning, but it's still my favourite game and I feel like the biggest advantage to making something your team game at WBC is feeling obligated to show up and play it. I want to show up and play Le Havre 4 times anyway! I guess the other option is A Few Acres of Snow. I feel a little wrong about GMing my team game though. Also I don't know that I have a team at all at this point. Probably I should send an email to my team from last year and see if they want to run it back?

Sunday, July 07, 2013

Bridge Match 2 - Board 8

Board 8 – Dealer West – None Vul

Opponents convention card: Dutch Acol
Opponents playing strength: Intermediate

My hand: ♠ A 8 4 ♥ J 8 6 5 4 3 ♦  ♣ A T 5 4

West opens 1 club. Partner, of course, preempts 3 diamonds. Good luck with that, Jack. East and I pass, West reopens with a double. The claim from the hover explanation is that West has 4 hearts, 4 spades, and 4 or 5 clubs. Which means East should have 5 or 6 diamonds. Which means he should sit for 3 diamonds doubled. He doesn't, and pulls to 3 spades. I pass, West goes to 3NT. East is uninterested in 3NT and goes to 4 spades. I doubt they're making this, but I also really can't double. Can I? I bet we take my 2 aces, a heart ruff, and a diamond ruff. I'm a wimp and pass as does everyone else. I lead the 5 of hearts.




WEST
♠ K Q 3
♥ A Q T 7
♦ A J
♣ Q 8 7 3



SOUTH
♠ A 8 4
♥ J 8 6 5 4 3
♦
♣ A T 5 4


West North East South
1♣ 3♦ Pass Pass
Double Pass 3♠ Pass
3NT Pass 4♠ All Pass

5-7-K-2. So West didn't have the 22-26 points the tooltip told me he should have for his 3NT bid. He also doesn't have the 4 spades promised by both of his bids. And partner somehow has a heart trick! He doesn't return a heart though, hopefully meaning he scored stiff king. He also doesn't give me my diamond ruff. Instead he returns a club. 6-9-A-3. I give him his ruff. 8-T-6 of spades-9. Now partner shifts to a diamond. K-7-?. East is out of hearts too, so I probably can't give partner another ruff. Should I be trying to establish his diamond Q by pitching here? I'm going to say no. I ruff. Dummy also has two high hearts, so I might as well force the ruff-overruff to get rid of one of them. 3-Q-9 of spades-J of spades. Declarer now draws trump. 2-A-3-T. That should mean partner is out of spades. Dummy is looking pretty good in everything except clubs. Maybe if partner has the K of clubs he can give me another ruff? I play a club. 4-7-2-K.

Declarer draws trump and dummy is up. Down 2.


NORTH
♠ T 9 6
♥ K
♦ K Q 9 8 4 3 2
♣ 6 2

WEST
♠ K Q 3
♥ A Q T 7
♦ A J
♣ Q 8 7 3

EAST
♠ J 7 5 2
♥ 9 2
♦ T 7 6 5
♣ K J 9

SOUTH
♠ A 8 4
♥ J 8 6 5 4 3
♦
♣ A T 5 4



Captain Jack disagrees with returning a low heart at trick 3 when I won the A of clubs. He wants me to return a club. I really wonder why. I mean, I can give partner a club ruff by doing so, but I lose the heart ruff I gave him. Actually, I guess I can probably give him one of each. Turns out I can. And in doing so, I get a second diamond ruff myself. So we can set them 4.

I am a little confused by the results. 3 pairs were only in 3 spades, but they all went down 3. Someone was in 2 spades and were down 1. My side made 2 diamonds at one table. Both 2NT and 3NT were made just in. All told this gives us 8 of 14 MPs on the hand.

Ranking after board 8/60: 7/16 with 53.57%.

Friday, July 05, 2013

Ingrained Time Delays

I've played a couple of games recently that have what I'm calling ingrained time delays. By this I mean the game has one or more resources that are accumulated primarily by waiting around for them to build up over time. In one case the entire game genre seems to depend heavily on the mechanic. In the other case the mechanic is the sole reason I stopped playing the game. Do I hate the mechanic innately, or do I just hate some implementations of it?

The first game was A Dark Room, where you accumulate wood in particular by either waiting around for it to build up over time or by clicking a single button once per minute to get a lump sum. Practically every other resource in the game works the same way, and you need to divert your workers from generating wood over time to generating fur over time, or turning fur into leather over time, or any of a dozen other options. The mechanic in this game serves as a potentially interesting decision. Do you want more wood (which you can invest into more houses which will let you generate more stuff in the future) or do you want other stuff immediately at the cost of long term stuff? But maybe getting together enough leather to build a suit of armor sooner will let you go on better adventures which will result in more long term stuff too?

It's a little like Civ in a way, in that you have limited resources you can bring in and you need to assign how to acquire them. The difference in Civ is you need to make a decision which determines how much stuff you actually get. In A Dark Room you can just leave the game running in the background while you play League of Legends all day and come back to find an incredible stockpile of resources. The mechanic only provides interesting decisions if you play it in real time. Which has made me wonder about if I made such a game myself if I would have to find a way to implement some sort of activity check to prevent offline farming?

The other game was Plants vs Zombies Adventures, where you build buildings which accumulate gold over time. You spend that gold to buy seeds which you need to plant. Wait a minute, or 10 minutes, or 6 hours, or whatever it takes for that specific seed to grow into a plant. Then you can use those plants as consumables to play the actual tower defence game. Unfortunately I wouldn't say you have interesting decisions at all here. Money isn't used to build the buildings that make money; that uses a different currency entirely. You use money just to buy seeds. So there is no tension surrounding what you're spending money on. You can only grow a limited number of plants at a time so there is a decision there, but it isn't much of one. Because you can only actually use 5 of any plant on a given map and can only bring in 4 types of plants you don't really have a choice. Plant the stuff you'll bring into a fight and that you have a low supply.

Worse than the lack of interesting decisions there's also the cynical part of me that wants to know why this restriction exists. A Dark Room has the restriction to force choices on you. But I rarely found myself just waiting for wood to generate. There were lots of things to look at, and think about. The minute cooldown on the button was short enough that it kept me distracted enough. PvZA on the other hand feels like it has the restriction solely to annoy the player into spending money. The restrictions can be removed by spending real money in order to get more currency, or more plants, or better plants. PvZA is not built so you always have things to think about while waiting. No, instead it encourages you to visit your friends and see what stuff they have in their towns. You know, to see that they're so far ahead of you because they spent money to knock out some of these arbitrary restrictions.

Am I against time delays? No, I don't think I am. Not on principle. Some delays feel like they make sense and are integral to the gameplay. Others feel like I'm playing an explicitly crippled game in order to trick me into shelling out cash. Which makes me frustrated and angry. Because I know how easy it would be for me to just pay the money they want without realizing what I'm doing. I get addicted to things easily. I'm not against paying for games at all (as my skin collection in LoL will testify) but I am against being tricked into paying for games. The time delays in PvZA feel like a trick, not something needed for the game to work properly.

Thursday, July 04, 2013

Drafting Again?

Recently lots of people I know have started talking about Magic. James started a new blog where he's mentioned Magic a few times. Matt keeps posting pictures of game stats from online drafts. Randy and Josh through comments on some Starcity threads about coverage. And there's been some Hall of Fame discussion  as well. I was up early this morning and decided to see if I could try out a draft of this crazy new set and blog about it despite knowing next to nothing about the set at all.

For the most part, it worked out fine. I was a little surprised at how expensive the draft was (25 tickets for an 8 man draft seems high to my memory) but I figured it was worth a shot anyway. I knew the set had lots of cool decks you could build if you drafted the right cards. Thallids, or 5 colour green, or rebels, or giants. But I didn't know what cards actually existed let alone which were good for any given archetype. So I pretty much drafted at random. I raredrafted a Blinkmoth Nexus to start, and then took Etched Oracle second and tried to build a green centric sunbursty deck. I was really looking forward to posting the draft itself to get feedback on what other people thought I should have been taking.

That all got shot to hell, however, when I tried to find the log of the draft to send through the parser I used to generate my previous draft posts. It turns out that Magic Online doesn't log your drafts by default. You have to drill down 4 levels deep through menus and buttons to turn that option on, and I hadn't done that yet on this computer. So in terms of being able to generate a draft blog the morning and the $25 was wasted.

It boggles my mind why this is an option. Who is the person that actively wants this feature disabled? Who's hard drive is so small that they can't stand to have a second small file generated each time they draft? I'm not suggesting everyone needs to have it turned on, but that no one needs to have it turned off. Most people probably don't care one way or the other and a few people want it on. That it occupies screen real estate on an option menu seems bad. Options should be for things that some people want on, and some people want off, and that doesn't feel like the case here to me.

I spent some time in the tub this afternoon thinking about how that option got in there and couldn't come up with an answer I really liked. My best guess is that someone coded this feature in on a lark at the request of a friend and to play it safe they added it as an option that was turned off. So if something went terribly wrong with the feature (maybe it wiped out hard drives or something because of a weird bug) the general public wouldn't be hurt by it. And then once it got enough actual use to test it no one bothered to go back and default it to on or remove the option entirely and just force it on. Or maybe there's some good reason for it to exist, and my inexperience with actual software development is keeping me from seeing it. I don't know. But it frustrated me today that it exists like this, and that makes me sad.

At any rate, I ended up not even playing green at all despite drafting 9 green cards including tromp, moldervine cloak, and 2 search for tomorrows. My 2 etched oracles and 2 skyreach mantas also got cut. I ended up playing a UR artifacts deck with some card draw and a lot of 4/4s for 6 or 7. It felt like my deck was full of mediocre cards and didn't have a strong archetype. I guess 2 frogmites and 3 myr enforcers with 11 artifacts is a mediocre try at an affinity archetype? I don't know. (Turns out I had 2 coloured artifacts and a blinky too, so maybe 14 artifacts?)

My deck!

1 Relic of Progenitus
1 Perilous Research
1 Shrapnel Blast
1 Æthersnipe
1 Arcbound Worker
1 Rift Bolt
1 Jhoira of the Ghitu
1 Æther Vial
1 Tribal Flames
1 Epochrasite
1 Faerie Mechanist
1 Frogmite
1 Blinkmoth Nexus
1 Logic Knot
1 Arcbound Stinger
1 Errant Ephemeron
1 Etherium Sculptor
4 Mountain
3 Myr Enforcer
2 Thirst for Knowledge
1 Frogmite
11 Island
1 Glimmervoid
1 Careful Consideration

Sideboard
1 Greater Mossdog
1 Brute Force
2 Skyreach Manta
1 Tromp the Domains
2 Search for Tomorrow
1 Trygon Predator
1 Raven's Crime
2 Etched Oracle
1 Moldervine Cloak
1 Grapeshot
1 Sylvan Bounty
1 Fiery Fall
1 Gleam of Resistance
1 Echoing Courage
1 Kokusho, the Evening Star
1 Thundering Giant
1 Life from the Loam


I joined the first queue that filled up, which was a 4-3-2-2 draft. That was fine by me, because I wanted to have 3 rounds of games to blog about. It wasn't until the end of the first round when I saw that all the losers were eliminated that I remembered that the thing linking the 4-3-2-2 draft and the swiss draft isn't that they both allow 3 rounds guaranteed, it's that they both have substandard prize distributions for people who win a lot. Oh well.

Round 1 - Game 1

My opening hand is I, I, M, Epochrasite, Jhoira of the Ghitu, Frogmite, Perilous Research. I kept, and he played first. My first draw is Ethereum Sculptor. His turn 2 is to suspend Giant Duskwasp. I draw mountain and play sculptor. He plays Drag Down on my sculptor on his turn. I draw another mountain and play Jhoira.  He plays Penumbra Spider. I draw Myr Enforcer. Am I supposed to use Jhoira here? I don't know. He plays Dreamspoiler Witches on his turn and I Jhoira out epochrasite and enforcer. Just you wait 4 turns! I draw Shrapnel Blast (which I got 14th pick I think) and play my 5th land and froggie. His duskwasp comes into play and he cracks me for 7 down to 11 and plays a Stinkweed Imp. I draw an island, play it, and say go. He swings with the team, I research away a mountain into an island and a Thirst for Knowledge, then I chump spider with froggie and sac it to shrapnel his duskwasp. I draw another island, thirst into Errant Ephemeron, Myr Enforcer, and island. I pitch two islands, play a third, and say go. He swings with everything again, I chump with Jhoira and fall to 5. He plays another duskwasp. My team finally comes into play, I draw my 3rd Myr Enforcer, and concede since I can't cast Ephemeron and he has enough flyers to kill me.

Round 1 - Game 2 (sideboard out Jhoira, in Fiery Fall)

I choose to play first. My hand is I, M, Rift Bolt, Thirst for Knowledge, Errant Ephemeron, Arcbound Stinger, and Logic Knot. Any land in the first couple turns and I'm gold so I keep. My first draw is Epochrasite and I suspend ephemeron. He landcycles main phase on his turn 2, getting an island. He didn't play any islands or blue cards in game 1. I draw Myr Enforcer on my turn 3 and play stinger. He has no play on turn 3. I draw mountain and play it. He plays Imperiosaur on turn 4, and I thirst into Relic of Progenitus, Faerie Machinist, and Aethersnipe. I pitch the relic. That's why I'm playing it! I draw mountain and play the machinist which gets me Etherium Sculptor. He swings for 5, plays a 5th land, and says go. Ephemeron comes into play and I draw a mountain which I play. For the record I'm playing 11 islands and 4 mountains and now have in play 1 island and 4 mountains. And have a UU counter in my hand. *sigh* At any rate he might have a kill spell or something so I cast my stuff pre combat since I need affinity to cast it all. Out comes sculptor, epochrasite, and enforcer. I swing with my first 3 creatures and he Death Rattles the ephemeron. He takes 3 making it 15 all. He swings, I chump with epochrasite. He plays Eternal Witness getting back the rattle. I draw island and swing with my team and he chumps enforcer with witness. He plays Drag Down to finish off the enforcer. I bust out Aethersnipe to bounce his 5/5. He replays it on his turn. I draw island and swing for 3 in the air. He plays Giant Dustwasp and says go. I draw another island, Rift Bolt his wasp, and swing with my team. He tries to kill the snipe with the death rattle from before, but I Logic Knot it and he scoops.

Round 1 - Game 3

He choose to go first. My hand is I, I, I, Thirst for Knowledge, Thirst for Knowledge, Careful Consideration, Faerie Machinist. Well, either he kills me early or I will win through sheer number of cards drawn. I keep. I draw Aethersnipe on my first turn and play an island. He has no play but land on turn 2. I draw Shrapnel Blast and also have no turn 2 play. He has Stinkweed Imp and all 3 colours of mana on turn 3. I draw Blinkmoth Nexus and play it. He swings for 1 and has no play. I thirst into Relic of Pregenitus and two islands, pitching the relic. I draw Tribal Flames, play an island, and the machinist which digs up Frogmite. I discard an island at end of turn due to having 8 cards in hand. His turn 5 is a comes into play tapped land. I draw Glimmervoid, play it, and froggie. He has Masked Admirers on turn 6 which is a little scary if the game goes super long. He might be able to match my card draw! I draw island, play it, and carefully consider to draw Myr Enforcer, Fiery Fall, Arcbound Worker, and Errant Ephemeron. I discard island and worker, suspend ephemeron, and say go. He swings for 3 and I'm afraid of the recursion so I don't trade. He busts out Imperiosaur. I draw foil Frogmite. I decide my play is to bounce his 5/5 with my 4/4 and then kill it next turn with one of my 5 damage spells. I also swing with my team to try to clear stinky out of the way for the 4/4. He obliges by trading with my faerie. He then spends his turn Death Rattling my frogmite and Eternal Witnessing it back. In order to have the mana to do this he had to remove stinky from his graveyard. This does kill off glimmervoid though, which is my only source of red mana...

Until I draw mountain, that is, which is my very next turn. I play it and froggie. His turn is Penumbra Spider and Riftsweeper which makes me very sad. My Ephemron only has 2 suspend counters on it. Thankfully he either doesn't know what riftsweeper does or thinks stinky is more important as he shuffles stinky back in. I draw another mountain and play enforcer for 6. He finally replays Imperiosaur. My 4/4 flyer enters play, I draw Logic Knot, and I swing with the flyer. He chumps with the spider. I say go. He swings back with the 5/5 and I decide to hold my removal by double blocking it with aethersnipe and froggie. Snipe dies. He has a second Imperiosaur. I thirst at end of turn into mountain, Epochrasite, and Perilous Research. I pitch Epochrasite. I then draw Myr Enforcer on my turn. I swing with ephemeron, he death rattles, I logic knot. I am a little worried about Tromp the Domains (I passed a second one) so I use tribal flames on his 2/2 leaving shrapnel mana up. He swings with his 5/5 and I again block with a 4/4 and a 2/2. He has Moldervine Cloak for his spider token, which I kill with shrapnel blast and froggie. He plays his last card, Reach of Branches. I research into Rift Bolt and Aethervial, saccing a mountain, and draw island on my turn.

The board state is now me with 7 lands, 16 life, 5 cards in hand, and a 4/4 flyer. He has 9 lands, 14 life, no cards, and a 3/2, a 2/1, and a 2/5 in play. I swing with ephemeron and play vial and enforcer. Then I realize I have 1 mana left over and should have swung with my nexus too. At least I'm noticing these mistakes as I'm playing! He dredges the cloak back making his witness 5/4 and swings with the 3/2 and the 5/4. I kill the 3/2 and fall to 11. He is dead once I use my 2 burn spells in hand (1 on the 2/5 and 1 on his face).

Round 2 - Game 1

I'm on the play and my opening hand is I, I, I, M, Blinkmoth Nexus, Glimmervoid, Aethersnipe. What a terrible hand. I keep. He plays plains and Bonesplitter on his turn. I draw Shrapnel Blast, slap myself in the head for not playing blinky first, and play it on turn 2 instead. He has nothing but land on turn 2. I draw Logic Knot and decide not to swing with blinky in order to keep counter mana up. He land cycles at end of turn but has no play on turn 3 either. I draw Arcbound Worker and play it leaving blast and knot mana up. He plays Cenn's Enlistment on his turn which I decide to counter since that seems good with his equipment. I draw Frogmite, activate nexus, swing for 2, and play froggie. He ditches a land to replay the enlistment from the graveyard. This is the first time I've ever seen retrace in action and it seems awesome. I draw Faerie Machinist, play it to get Myr Enforcer, play Glimmervoid, and activate blinky to swing for 4 after he declines blocking. His turn is equip a token, swing for 3, and play Saltfiend Recluse. I draw Thirst for Knowledge. It looks like this is a game I might be able to win on tempo alone (despite the 6 land and a 6 drop opener) so I bust out snipe on his recluse and swing with the team. This time he trades a token for the worker, and I buff my faerie. He entwines a blinding beam on my 4/4 and cracks for 3. I draw island, swing for 1 with blinky, and play my enforcer. He has Bound in Silence for the enforcer and swings for 3 more. He is now at 9 and I have 9 power in creatures... I know there's an Angel's Grace in the pod as I opened one and he has a white up... Before I can make a plan to play around it he concedes.

Round 2 - Game 2 (again siding out Jhoira)

He plays first. I have I, M, Aether Vial, Rift Bolt, Etherium Sculptor, Myr Enforcer, and Careful Consideration which I keep. He suspends Ivory Giant. I draw island and play vial. He plays Rathi Trapper. I draw Shrapnel Blast and play sculptor. He plays Saltfield Recluse. His board is hard to attack through. I draw Frogmite which I play while suspending rift bolt. He says go without a 4th land. I bolt the trapper and he Test of Faith's it. I could blast in response but it'll only have 5 toughness so I can do that later. First I want to get my affinity on. I draw a second Frogmite so I play it and enforcer off of my 3 lands, with a mana to spare. He finds a 4th land and taps out for Cenn's Enlistment. I draw island, shrapnel blast away vial and trapper, and swing with enforcer which gets shrunk by recluse so he takes 2. Giant arrives, tapping my team. He swings for 5 and Bound in Silences my enforcer. I draw Tribal Flames and rather than use it to kill his annoying recluse I decide to consider into island, Epochrasite, Myr Enforcer, and Perilous Research. I have a prime target for that in the bound enforcer but I pitch it and the island. I swing with my team and the recluse means I only do 2 damage. He does 5 back and enlists 2 more dudes. I draw mountain and finally flames the recluse. He shrinks a frog in response. I play out epochrasite and enforcer. Then I swing with my 2/2 and my 0/2. Oops! He decides 2 life is more important than his 2 guys and trades with the 2/2 instead of just killing the 0/2. Note he is at 16, and I am at 10. Then his turn is Blinding Beam. Gee, I wish that 0/2 was untapped and a 2/2... He then Path to Exiles epochrasite and swings for 5. I draw Aethersnipe and thanks to the bonus land from the path I can play it. I decide I need to win fast since every land he draws is 2 more tokens and I'm at 5. So I bounce Ivory Giant knowing full well if he plays it again I lose that turn. But he's 2 mana away from casting it for real and if he does that he isn't enlisting tokens.

My opponent comments that that was the best possible card I could have. I don't know anything about the set and tell him that, but I take his word for it since it seemed pretty hot. He does nothing. I draw Glimmervoid and swing with my team except my 1/2. He takes 10 down to 6. He plays Amrou Scout on his turn. I draw island, swing with the same guys, and he takes 2 down to 4 while chumping with both tokens. He has Bound in Silence for snipe. I draw another island and swing with everyone. He chumps enforcer, uses Otherworldly Journey to save his guy, and falls to 1. I did attack with my 1/2 this time so I might well die if the scout can find 2 more power somewhere. Like, say, a Bonesplitter. He doesn't have it, and concedes.

Round 3 - Game 1

I choose to play first and have an opener of I, M, M, Perilous Research, Thirst for Knowledge, Faerie Machinist, and Myr Enforcer. My opponent mulligans to 6 and only has island on turn 1. I draw island and say go. He plays a mountain and a Mogg War Marshal. I draw another island and say go. He pays echo and swings for 2. I thirst into Rift Bolt, Myr Enforcer, and island and decide to pitch research and island. I draw Aethersnipe on my turn and play Machinist who finds Aether Vial. He has War-Spike Changeling. I draw Epochrasite and play it while rift bolting his 3/3. I swing for 2 in the air. His turn is Reach Through Mists splicing on Dampen Thought and Glacial Ray killing my machinist. Uh-oh. I draw mountain and play vial and enforcer. I think I probably should have held onto vial in case I draw a second thirst. He has no play on his turn. I draw another Myr Enforcer and swing for 5. He double chumps the enforcer, but then using a second Reach Through Mists splicing Dampen Thought and Glacial Ray to finish it off. I'm down to 15 cards in my deck. His turn is an island and go. I play snipe on his remaining goblin token and swing for the fences but my opponent casts Glacial Ray splicing Dampen Thought and Dampen Thought and I'm down to 6 cards in my deck with him having 2 dampens in hand. I make him cast them before conceding in case he shows me more info and he does, by splicing Horobi's Whisper on as well despite not having a swamp.

Round 3 - Game 2

I choose to play first again and have an opener of I, I, I, M, M, Arcbound Stinger, Shrapnel Blast. Probably too slow, but I keep. He has no play on turn 1. I draw Relic of Pregenitus and play stinger. He has no play on turn 2. I draw Thirst for Knowledge and swing for 1. He has no play on turn 3. I thirst into swamp, Errant Ephemeron, and Fiery Fall and pitch the relic. Note I sided in the swamp, fall, and Raven's Crime in the hopes of stopping the dampen engine. I then draw mountain on my turn, suspect ephemeron, and swing for 1. He has a Latchkey Faerie. I draw Thirst for Knowledge and cast it mainphase finding Tribal Flames, Etherium Sculptor, and Frogmite. I decide to pitch froggie instead of 2 lands and play the sculptor. He has no play on turn 5 but land. I draw Logic Knot and swing with just the sculptor. He declines the trade. I then say go. His turn 6 is land and nothing else. I draw Raven's Crime, swing for 2, and go to work on his hand. He ditches island. End of turn he flashes out Pestermite and then swings in for 5. I was trying to not get milled and he's going to kill me with flyers! He prowls out a second Latchkey Faerie and I decide to counter it to deny him the card and to keep the flyers under control. Ephemeron comes into play but he counters it himself with Cryptic Command for a card draw. I draw Blinkmoth Nexus, pitch a mountain to crime him again (pitching Dampen Thought), and swing for just 1. I play blinky and say go. He 7 mana's out an Errant Ephemeron which I hit with Fiery Fall. I draw Glimmervoid and cash that in for a crime (Reach Through Mists). I finally cast flames on his 3/1 flyer (probably should have done that 5 turns ago) and swing for 2. His turn is Stingscourger on my stinger. I draw mountain, cash that in for a crime on his last card in hand. He casts it in response. It was Dampen Thought. So I've saved myself from being milled for 16 by siding in that crime. I have 15 cards in my deck. I replay stinger and swing with my 1/2 into his 2/1 and 2/2. He falls for my trap by blocking with his 2/2. I shrapnel blast his 2/1 saccing my stinger which puts the +1/+1 counter on my 1/2 right away.

His board is empty except land, he has no cards in hand, and he's at 12. I have a 2/3 and a blinky, no cards in hand, and 15 life. He does nothing on his turn. I draw Aethersnipe but have nothing of note to bounce so I just swing for 3. Maybe I should have swung for 2 and played my 4/4? He does nothing on his turn. I draw island and crime him, getting a mountain. I swing for 3. He does nothing again. I draw Jhoira. Huh, guess I forgot to side her out. Oh well, she's a body at least. Swing for 3 and play her. He plays Reach Through Mists and says go. I draw island and cash it in for a crime hitting mountain. He's at 3 and I swing for 5. He dies.

Round 3 - Game 3 (sided out Jhoira again for something)

He's on the play. My hand is I, I, M, Tribal Flames, Grapeshot, Shrapnel Blast, and Raven's Crime. I think I brought in the grapeshot to deal with all his 1 toughness dudes. I keep since I have my crime. Now I just need some black manas! He does nothing and I draw mountain. His turn 2 is suspend Errant Ephemeron. I am jealous, so I draw mine on my turn and suspend it back. He has Countryside Crusher on his turn which is very scary. I wish I had an artifact to sac to blast him! He had spent a lot of time sideboarding so I'm now worried he's sided out of dampen thought and the stupid crime in my hand won't do anything useful. I draw island on my turn and have no play. His turn reveals Hammerheim Deadeye and then he plays Fury Charm on his ephemeron which brings it out right now. He swings for 7, I'm at 13 and very scared of dying. I draw Arcbound Stinger and play it leaving 2 mana up. My plan is to chump block and sac it to kill something. My opponent then decides he doesn't like winning and plays his deadeye before attacking. No chumping for me! Unfortunately for him the trigger on that guy is not optional. So I sac my flyer to shrapnel blast his giant. He kills his own flyer with his second giant. And he doesn't have mana to pay the echo, so he loses that guy too. I draw mountain and say go. He has stalled on 4 land but suspends another ephemeron. I draw Etherium Sculptor and play it. My ephemeron also arrives this turn and I punch him down to 16. He bounces my ephemeron with Stingscourger. I am sad. I held back a land last turn in case I needed to discard it to crime or thirst or consideration, but now I can't hard cast ephemeron right away if I draw a 7th land. On my turn I draw an island. So I play a land and say go. He echoes his guy and swings for 2. I draw Frogmite, play my 4/4 flyer again, and swing for 1. He has a 5th land and plays Cold-Eyed Selkie. I know he has a 3/1 flying rogue in his hand from his 2nd crusher reveal so I really don't want to let that guy hit me. On my turn I draw Thirst for Knowledge. I play it and draw Faerie Machinist, Arcbound Worker, and Rift Bolt. I pitch froggie, play the worker, suspend the rift bolt, and grapeshot away his board. I swing for 5 putting him at 10 and say go. His ephemeron comes into play swinging which knocks me to 7 and he has no play. I bolt his flyer and follow up with tribal flames to kill it off. I draw another thirst. I play machinist which finds Myr Enforcer. He has Pestermite to tap my 4/4. I swing for 2. He attacks back, I still don't want him prowling, so I trade faeries. He has War-Spike Changeling to gum up the ground. I draw Fiery Fall. I cast thirst into island, Epochrasite, and Perilous Research. I pitch crime and island and play epochrasite and enforcer. Then I swing for 4 in the air, knocking him to 4. His turn is Reach Through Mists and Latchkey Faerie. But now he is tapped out so I use fall to kill the faerie and kill him with ephemeron.


Victory! I had no idea what I was doing, and I got screwed by the client to lose the draft, but I did manage to win the tournament which salvages pretty much the entire entry fee. Woo!

Wednesday, July 03, 2013

Blood Bowl: Kick or Receive?

When I first started playing Blood Bowl again I read a lot of stuff on bbtactics about the different races and players and stuff, and a few generic strategy articles. One talked about how it was correct to kick off in the first half because this gave you proper tempo to pull off what they call a 2-1 grind while only allowing your opponent a single shot at getting his KOs back at halftime. (If you receive first and score as late as possible then your opponent gets two shots at KO rolls. One before he receives in the second half of turn 8, and one before the start of the second half.) Then I started reading the forums on FumBBL and the prevailing opinion there seems to be that the game is broken and often decided on a coin flip. Whoever gets to receive first just wins. What gives?

I've been thinking about it some and I think it comes down to the types of teams in the game. If one team is a bashy team and the other is a dodgy team then kicking first seems to make a lot of sense. You want the 2-1 grind, or to break out of it, and no matter which side of the equation you're on you want to kick first.

On the other hand, if both teams are true killer teams with a 'pile on all mans' philosophy then receiving first is super strong. You get the first chance to throw 4 blocks with your brutal killing machines. Get a little lucky and you could put your opponent into a hole out of which it is really hard to climb.

What about two dodgy teams? I don't have any experience here since most of my teams are on the bashy side of things but it feels like it probably doesn't matter all that much. A key may be having as many men standing as possible on your half to one turn touchdown, which means you want to kick first.

Tuesday, July 02, 2013

Blood Bowl: Spring Season Odds

5 weeks down, 2 weeks left to go in our big Blood Bowl league. The standings are pretty tightly packed. Group 1 has teams with 4 and 5 points which feels pretty out of it but all three of those teams are practically guaranteed to make the playoffs assuming they win their last two games. The current 3rd and 4th place teams are out of the playoffs if they lose out. So everyone pretty much has their destiny in their own hands. The second place team is probably in even with 2 losses and the top team is guaranteed in with 2 losses.

Over in group 2 there's a team with only 1 point through 5 games, and they're pretty much out even with 2 wins. The next 3 teams (4, 5, and 6 points) are probably in with 2 wins in their last two games. The two teams at the top are almost certainly in even with 2 losses. And the two teams currently in 3rd or 4th place are in with 1 win and may even make it with 2 losses. Getting a tie or two will go a long way. So even here pretty much everyone has their destiny in their own hands. I find it interesting that there are 3 teams in group 2 that are undefeated. Robb's penchant for draws is likely helping that happen...

I'm not sure how playoff pairings are going to work, so I don't know if there's any reason to aim for a specific final position. I'm practically guaranteed first in my group so it's not like I could even lose out on purpose to change my seeding if I wanted to. Which I don't! Even if it would be 'right' to do so I could never bring myself to throw a game. Must win! Though I don't know if super crazy plays are on the docket...

Monday, July 01, 2013

A Dark Room

Sunspots, an old WoW guildie, sent me a Facebook message yesterday pointing out a game he thought I'd like. Well, I've played it all morning and I am definitely a fan. It reminds me a little of the Candy Box game I played a couple months ago in that it's a self contained browser game where you collect random raw materials, build things, and go on adventures. A Dark Room is better than Candy Box, though. Way better. Combat (when it comes up) is slow enough that I feel like I can make actual decisions. The stuff you collect and build actually makes sense as opposed to just being weird candy stuff. And it has an interesting twist near the end that's right up my alley.

I know a bunch of people who played a lot of Candy Box. I think those people should check out A Dark Room. I think you'll like it!

Sunday, June 30, 2013

Bridge Match 2 - Board 7

Board 7 – Dealer South – Both Vul

Opponents convention card: Dutch Acol.
Opponents playing strength: Intermediate.

My hand: ♠ 7 6 5 ♥ K Q ♦ A K 8 7 4 ♣ Q 6 4

I open a weak 1NT. Partner bids 2 hearts as a transfer to spades. East doubles for lead direction. I bid 2 spades which gets passed out. West somehow finds a heart lead and plays the 8.


NORTH
♠ A K T 9 3
♥ J 9 5 3
♦ 2
♣ 9 5 3
WEST
♥ 8



SOUTH
♠ 7 6 5
♥ K Q
♦ A K 8 7 4
♣ Q 6 4


West North East South
1NT
Pass2♥1 Double2 2♠
PassPass Pass
1Transfer
2Lead Directional

I have 3 or 4 spades, 2 hearts, and 2 diamonds. I will lose a spade or two, a heart, and 2 or 3 clubs. I guess the first thing to do is see how many of their round suit tricks they take off the top. 8-3-T-Q. The answer is 0. They are taking 0 of their tricks off the top. So I can play 2 top diamonds in order to pitch a club and then draw trump. A-5-2-6. K-9-3 of clubs-3. Switch to spades. I have no easy entries back to hand, so if I want to finesse I need to do it now. But that would only help if West has QJxx. And hurts if East has one of the honours and they're split 3-2. That seems wrong. 7-2-A-8. K-J-5-4. Huzzah! The only spade left is the big one, so off to get more tricks. Hearts seems like the place to get them. 5-A-K-2 of clubs. Yikes!

East fires back a low heart which sets up my 9. Thanks East! I lose 2 clubs and the Q of spades. Making 3.


NORTH
♠ A K T 9 3
♥ J 9 5 3
♦ 2
♣ 9 5 3

WEST
♠ Q 4 2
♥ 8
♦ Q J T 9 5
♣ A J 7 2

EAST
♠ J 8
♥ A T 7 6 4 2
♦ 6 3
♣ K T 8

SOUTH
♠ 7 6 5
♥ K Q
♦ A K 8 7 4
♣ Q 6 4


Professor Jack disagrees with my diamond play. He wants me to draw trump right when I get in. Pitching a club loser first seemed really important, but I guess I did give up on an entry to hand in order to finesse again? Of course it turns out doing that is bad news when the finesse loses and they cash 3 clubs and a heart ruff.

2 spades up one was a solo top board. 1 pair made 2 spades just in. 3 were down 1 in 2 spades. 2 were down 2 in 2 spades. And one poor pair went down 2 in 3 spades doubled.

Ranking after board 7/60: 8/16 with 53.06%.