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Musings
On... New England (#15)
Tom Vasel: New England won Games Magazine's Game
of the Year award in 2003, sparking many debates (as all awards generally
do.) Designed by the team Alan Moon and Aaron Weissblum, and produced by
Goldsieber and Uberplay, New England is a game about bidding, placement,
and multiple options when playing.
In short, a "typical" Eurogame.
When I first played New England, I really enjoyed it, thinking
that the game's mechanics were clever and original. I especially enjoyed
the auction mechanic and how well the whole game fit together. After one
play, I was ready to purchase the game.
Then a friend picked the
game up, and I played it again. The second time through, and the plays
after that, discouraged me from playing it much more. I just wasn't
enamored with how constrictive the game felt. I didn't like the thin
theme, but other games with just as slim of a theme have interested me, so
that wasn't the problem.
It's just that New England felt, well -
boring!
Games didn't have enough variance between them; and while
there were several options, it just didn't have the "fun factor" that I so
desperately seek for in a game. The game system itself appears to be
flawless, but lacking fun.
Mark Jackson: I
really had two issues with New England: 1. I just don't like the
graphic design - which is weird, because I usually go ape over the look of
Goldsieber games. But the muted colors & patterns don't make me feel
like I'm settling New England... they remind me that I need to go out into
the yard and rake up all the dang leaves. 2. There wasn't any "oomph"
in the game. Well, maybe that isn't quite fair. There were nice "oomph-y"
moments, as you had the opportunity to make clever plays and/or finally
make the last piece of a plan fall in place... but overall, the order in
which the cards/resources appeared either blessed or hosed your strategy
and sucked the "oomph" out of the game. Now, I'm a big fan of Alan
Moon designs, which are often fraught with card order randomness, usually
mitigated by some auxiliary system. In Union Pacific or Elfenland or
Ticket to Ride, I find the balance of randomness & planning to be
"just right". Not so much for New England, though.
Shannon Appelcline: I rated New England highly when I
originally played it, and despite its large box size it continues to make
it into my gamebag and gets a few plays a year.
The tile-laying
aspect of New England is pretty unique, with its tight constraints on tile
placement matched up with the need to create larger plots of land. The
auction mechanism is entirely unique & there's always a lot of tension
in seeing which cards and tiles other people will take, and where they
will build.
It does have some flaws. I've more than once seen who
takes each of 1, 2, 3, and 4 become really staid as the turns move around
the table. However, I'd never say it was boring. The tension keeps it
going for me, and the interesting & unique gameplay keeps it coming
back to the table.
Larry Levy: For
some reason, New England has never made it to the game table all that
often, either today or when it first came out. Despite this, I find the
game consistently enjoyable. While I disagree with Tom that the game is
lacking in fun, it's true that it is a bit lacking in excitement. I feel
it's a fairly subtle design with several different possible paths to
victory. Almost every time I play, I find I'm reconsidering my theories on
what it takes to win! I agree with Shannon that the auction mechanic,
though innovative, seems to result in a "1, 2, 3, 4" result too often.
Actually, I suspect that players may often be too conservative with their
bidding, but even given that, I doubt that anything much more dramatic
would work until the end of the game. This takes a bit of the luster off
of the auction mechanic (which works far better, IMO, in Santiago). But
even though the game might be less dynamic than it seems it could be, it's
still a fine design.
It's interesting about the theme. It really
isn't any thinner than most games we play, but it really bothers a lot of
gamers, particularly, it seems, Europeans. I actually find using Pilgrims
and farms as economic units to be rather charming. In any event, the theme
doesn't bother me and there's enough of it there to keep me from
considering this an abstract.
I think the reason New England's
table time has been limited for us is that it fills a rather narrow niche.
As mentioned, it isn't very exciting; it only works with four players and
there are other, better games that fit that same description; the box is
ungainly; and it was quite expensive when it was first released. All of
this means that it will probably never be a highly played game. But I
still consider it one of the better creations of the great Moon/Weissblum
partnership, and a game I will happily play and suggest. I rate it an 8,
which means it's definitely in my Top 75 games of all time and possibly in
my Top 50.
Mark Jackson: Notice all
the phrases that keep echoing each other here... "boring", "lacking fun",
"staid", "a bit lacking in excitement"... and my ever-so-succinct "no
oomph." (Can you tell I majored in English?) Note: these comments come
from both the positive & negative takes on New England.
All of
which begs the question: "Why no oomph?!"
Discuss this amongst
yourselves. :-)
Paul Sauberer: I haven't played New England
in about 2 years. It came out several times when I was still living on
Long Island, and I joined in a few times. As with others, I never found it
that exciting. I also did not come near mastering the strategy that I will
admit is there. I was constantly misbidding and grabbing the wrong item.
Still, I was intrigued and found myself wanting to play it once it left
the rotation. It seemed as if it was something that didn't wear well on
the group for very long, though, and it dropped off the radar.
Fast forward to our move to South Florida. Our new group also does
not have a whole lot of interest in the game, no matter how often I
suggest getting it to the table. There seems to be the same general
feeling of "eh" whenever it is mentioned. No one hates it, but no one
seems to particularly have a desire to play it either. If the BGG ratings
were not stated to be a measure of replay desire and were instead a gauge
of apathy, New England would probably gather quite a few 10s.
Now
that I am trying to thin out my collection, New England is on the bubble.
One of the almost automatic categories to keep a game is that it was a
Games Magazine Game of the Year. New England may be an exception to that
rule. I'd like to play it at least one more before I pass final judgment,
but I can't get it to the table. Maybe that, in itself, should tell me all
I need to know.
Shannon Appelcline: Larry
said that players might be too conservative in their bidding in New
England. That's possible, but the problem is that you never want to get in
a position where you can't buy two items on your turn. Unfortunately,
that's all too possible, even if you do bid conservatively.
Assuming that everyone always bids 1-2-3, then 4 in a round, on
average you're spending 2.5 x 2 = -5 on a turn, and you're earning +4. In
12 turns you run out of your spending money due to this -1 a turn
cashflow. (It's actually some number of turns less because you spend, then
gain, not vice-versa, and how many rounds less depends on when you're
forced to make your high bids.) As soon as you go through this cushion,
and you go through it faster if you spend liberally, you end up in the
spot where you can only buy 7 items every 4 turns.
Yes, pilgrims
are the answer to this. One pilgrim makes you +5, which is break even; and
two bring you to +6 a turn, allowing you to bid 1-2-4-5. However, I think
that tight money at the start can really lock down peoples' spending,
particularly if they aren't able to get pilgrims through gameplay.
Is that all good or bad? I dunno. I do think that the economic
system is a little tricky, however, and that has the potential to put
people off if they can't figure out how to play the game right.
Oh, and by the by, I agree with one thing that Mark said: the
graphics on this game are BORING. Which is a shame.
D.W. Tripp: I've had my copy for nearly two
years now, and I must say this: The shrinkwrap is of outstanding quality.
I've moved it from storage to the shelf, to a box and then back to storage
and now a game shelf and despite all the heavy traffic, the shrinkwrap
doesn't even have a tear in it.
As for the game... haven't played
yet. It looks bland, and the whole pilgrim thing fails to excite me. I
suppose eventually one of you is going to say something that will
kick-start me into motion, and I'll rip that oh-so-excellent shrinkwrap
off and read the rules.
Rick Young: Now this isn't
about something dumb, but a comment earlier from Andy Daglish in the WotR
discussion caught my attention. It was about that thing called "theme."
About how it seems to matter more to us here in North America than it does
to European gamers (or designers for that matter?) that a game should have
a theme. I took from that observation that European gamers can be happier
with abstract games in general; and, the lack of a theme, or strong ties
to a theme, doesn't matter to them as it might to us here on this side of
the Atlantic. If true, it would explain a lot and resonates with me
because I happen to think theme is an important ingredient in game design.
Larry Levy offered this regarding the theme of this game:
It's interesting about the theme. It really isn't any thinner
than most games we play, but it really bothers a lot of gamers,
particularly, it seems, Europeans. I actually find using Pilgrims and
farms as economic units to be rather charming. In any event, the theme
doesn't bother me and there's enough of it there to keep me from
considering this an abstract.
Do Larry and Andy need to talk?
Or am I reading this right? Did you mean "thicker" rather than "thinner"
Larry?
Larry: (to Rick) That's exactly why
the split was so surprising, Richard. Usually, you would see the Americans
complaining that the theme was too weak. However, there are some
mitigating issues. First of all, most of the gamers who seemed to take
issue with the theme are from Britain, and Brits tend to be closer to
Yanks in the way they view theme importance. (All massive generalities, of
course, but true in the aggregate.) Second, the American fans are
Euro-gamers, so we're used to pasted-on themes. Nevertheless, the
dichotomy continues to surprise me, as New England is definitely a
German-style design, rather than an American-style one but is more popular
on this side of the Atlantic. I'd be curious to hear if any of you have a
theory of why this should be so (and no, I don't think too many Yanks find
Pilgrim-themed games to be irresistible!).
(to Shannon) My
assumption, like yours, has always been that you really want to be able to
buy two items a turn. However, my last two games featured players who were
more free-spending than I would have thought prudent, but who nonetheless
did very well. I'm afraid I haven't played New England enough to be able
to determine whether their more aggressive bidding was responsible for
their success, but the idea is intriguing and would definitely raise my
opinion of the game if it were true. Maybe the idea is that it can be
better to bid $4 (or even higher) and get the one good item you need than
it is to grab two mediocre items for total of $2 or $4. I have no tangible
proof of this, but just have a suspicion that the bidding and purchasing
in this game is a little less straightforward than it first
appears.
Shannon Appelcline: You
know, when I wrote, "you never want to get in a position where you can't
buy two items on your turn", I did immediately wonder if that was true or
not, but then just shrugged my shoulders and let it be because that's how
I've always played the game. That huzonfirst also offers that question up
for consideration and brings it home again.
Economic systems in
games can be tricky things.
On the one hand you have a game like
Santiago where there's a very clear cost/benefit analysis. You can quickly
calculate the value of your holdings before and after a particular move,
and thus know the value of that move.
On the other hand you have a
game like Ra where there's sufficient chaos based on what other players
are doing and on unknown factors (the drawing of the Ra tiles) that all
you can do is move in the best direction based on generalized cost/benefit
considerations. (E.g., I'm ahead on pharaohs, so that pharaoh that
maintains my lead is probably of high value to me.)
And then on
the third hand you have games where the economic workings are sufficiently
hidden that most people can't manage a cost/benefit analysis. I'm pretty
sure that Fifth Avenue fits into this category, and that's why it largely
failed. And I think the auction of New England might too. That even those
of us who like the game can't say exactly what's a good move and what
isn't is somewhat worrying.
Is that because no one has enough
experience because the game just didn't reach critical mass out of the
gate, or is the game sufficiently opaque that it could never have hoped to
reach critical mass?
I dunno.
Larry Levy:
Shannon, I'm almost certain the reason that we don't feel we have a good
grasp of the bidding strategy is due to inexperience with the game. I
mean, it just isn't that complex. I'm sure there are New England fans out
there who can quote you letter and verse about how to bid, just as there
are experts in other games of skill.
One of the reasons I feel
this way is the very similar bidding system in Santiago. I feel the
choices there are, if anything, more involved, because of the possibility
of becoming the Overseer, as well as considerations about irrigation. I've
played that game more often than New England, though, and probably because
of that, I usually have a pretty good idea what a "proper" bid is. (BTW,
this isn't because of any cost/benefit analysis I do; the uncertainty of
how the board will develop, as well as which tiles will come out, make
that difficult. It's just based on an intuitive feel of the value of the
different tiles.) This is developed to the point that I'll look at what's
available and think, "I'd bid $3 here" and, sure enough, the opening
player will say, "$3." I just don't see where the issues in New England
are any more complex than those in Santiago. I'm certain that with
sufficient game time, I could have a grasp of the bidding in NE similar to
the one I feel I have in Santiago.
By the way, I feel the same way
about Fifth Avenue. I've only played it twice and am no closer to divining
a coherent strategy than when I first played. But the game isn't rocket
science; it's just a bit on-intuitive. I'm sure that with a few more plays
I could have a pretty good idea of what good and bad moves are. Whether
I'll have the chance to do that is up to the desires of other players. I
think Fifth Avenue has been unfairly maligned, mostly by players who
didn't grasp some elementary truths about good play when they initially
tried it out. But as a result, it can be pretty hard to get to the
table.
Shin Yoo: Greetings everyone
- I was on board with WotR but have remained silent since I have yet to
play WotR. I do own and enjoy New England, so here goes my humble, first
post.
The bidding : the comments about "1,2,3,4" aspect of the
bidding was interesting because I've only seen it in my last game(4
player). Indeed it happened almost through the entire game, and it
resulted in a somewhat boring game too. However, in my previous games with
4 player, we've seen 6 and 7 taken in a heated competition; and the game
was intense. Does it depend on players, or the particular development of
game play? Honestly I don't know - I'll have to play the game more.
The components : what I admire most about NE is the use of cards
and tiles. The components of this game are constructed in such an
economical way that nothing feels redundant. There's no need to keep track
of your score because the cards that you took sum it up nicely. Whenever I
think about well-constructed game pieces, I think of NE.
The drama
: I too think that there is no highly dramatic story-line in NE. But that
does not make this game boring. NE is a game that slowly builds itself up
to the finale, and I think it provides enough interesting, if not
ground-breaking, decisions to make during the process.
Larry Levy: Shin, with regard to the economically designed bits in
New England, I have to take at least partial exception, because of one
item: those silly-ass black markers that nobody uses! I'd nominate them
for stupidest component in a game, except that the scoreboard in Capitol
has long since retired that award. I do agree with everything else you
say.
Shin Yoo: OMG, how could I forget
those black markers!? Yes, yes... those wooden markers were totally
redundant. I mean, they are so pointless that their very existence was
completely forgotten It's funny how our memory works, because all the time while I
was writing that "economic bits" paragraph I was thinking hard about those
score cards that are awarded for having the most pilgrims/ships/barns(was
it barns?), wondering whether I should call them redundant or
not!
Shannon Appelcline: I
think those score cards are nice, because you can theoretically stack them
up with all your other cards and quickly count your score. Unfortunately
this doesn't work due to ties, in which case you can't actually hand the
score cards out because two people share them.
I'd call that all a
nice usability element for the game that doesn't quite go the whole
race.
Wei-Hwa Huang: One of my
gaming groups played New England quite a bit when it came out. Part of the
reason was that it was one of the few Eurogames that one picky member of
the group (I'll call him Jim) would actually play (Jim prefers
trick-taking games and two-player abstracts). Throughout the sessions, we
got to be pretty good at the game, especially Jim.
I think the
main reason that the game feels boring to some is that unlike a lot of
other growth strategy games, the growth in NE is linear instead of
quadratic. What I mean by that is that every turn, the number of resources
you get is about the same; you don't get twice as much stuff because you
have twice as much stuff. (Compare with a game like Settlers of Catan,
where someone with twice as many settlements tends to gets twice as many
goods.) There's no feeling of a "snowball effect" where you get bigger and
bigger and feel like you can take over the whole world if only the game
wasn't ending.
Another factor is that the scoring is so balanced
that the optimizations you make have a very teeny tiny effect on the final
results. Let me do some number crunching to demonstrate this.
Let's suppose you're playing a "domino" 3VP card. It will cost you
2 actions to get the land, then 1 to get the card. 3 actions to get 3VP =
average 1VP per action.
Next, let's suppose you're playing a
"triomino" 6VP card. 3 actions for the land, then 1 for the card. 4
actions, 6VP = 1.5VP per action.
Finally, the red "2x2" 10VP card
works out to be 5 actions for 10VPs = 2VP per action.
So,
obviously the last one is a better deal, right? Ah, but we're forgetting
that the players start with a "free" domino tile in each color! If we
figure those in, then we have:
1 action to get 3VP = average 3VP
per action 2 actions to get 6VP = average 3VP per action 3 actions
to get 10VP = average 3.33VP per action
These are very nearly
identical! What does this all mean? This means that early on in the game,
players are all getting VPs at approximately the same rate (as long as
they're all getting actions they can use). It isn't until most of the
initial bonuses are spent that the disparities between the different
strategies start making a strong difference in the score -- and even then
we're talking something like 0.5VPs per action here. That means a good
player is gaining on the medium-strength player something like only 1VP
per turn, which sure doesn't feel like much. Not to mention that the
player going for the 10VP card might be getting a better payoff, but only
if they manage to do it before the game ends, which isn't a guarantee.
Playing New England well means that you have to be able to pay
attention to tiny optimizations, because among players who don't make
horrible moves, the game tends to be really close; often won by one point
or even on tiebreaker. It means that timing the last turn is critical; if
you're investing in something and you don't make it pay off before the
game is over, you've lost. Not only have we had games that were decided on
the last turn, but we've had games where on the penultimate turn we could
calculate the exact probability that a player would win (because it all
hinged upon the luck of the last draw).
But I think what this also
means is that among casual gamers, the game doesn't really feel that
exciting. Your moves rarely have giant repercussions. Often it seems like
there isn't much difference between most of your options -- because there
isn't! Playing well is about seeing those tiny differences and getting
enough of them to win over your opponents.
I can see why a game
like New England can seem exciting to a player like Jim, who loves
analyzing the effects and values of individual moves, and not so very
exciting to those who are more about theme and story, and expect their
games to have more "oomph".
~FIN
And
that's all folks! Hope you enjoyed it, see you next time!
Tom Vasel "Real men play board games" www.tomvasel.com
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