Last week I got sick. I lost my voice
at the end of my work week, and it came back just before my next
shift. It was a lovely weekend of miming and being reduced to a
whisper. Unfortunately, with my new work schedule, plus getting ill,
my post last week went up late. I'm still trying to get used to this
new schedule, so the post is also late. This was not my plan when I
started this blog.
I've certainly played many games where
my initial plan was ruined. Sometimes it was just the luck of the
dice, while sometimes it was my opponents shutting me down.
Regardless of how it happened, the question always became whether or
not I could change strategies in time to catch up. I usually
couldn't.
It's not an easy thing to do,
especially when my strategy early on does well. Getting an early lead
is great, but often that rush style needs to be followed up with
preparations for a longer game, just in case the quick win falls
flat. Otherwise, a loss is all but guaranteed. Games of Magic: the
Gathering are particularly indicative of this, where rush strategies
are often compared to a flip of a coin: either those decks win early,
or they lose horribly. There is no middle ground, and a good aggro
deck doesn't usually have the tools required to survive a late game;
it's all-in, and every card is there for the quick win. If their
opponent survives to find their an answer, the rush deck has
basically lost.
I've certainly struggled with trying to
change strategies in other games, too. In games like Eclipse, Planet
Steam, and a lot of resource management games, I so often focus on
one strategy, and when it falters I don't usually know what to do.
I've spent too many resources, committed too heavily on a particular
plan, and, like the rush deck, I no longer have the ability to do
anything different. Collecting a diversity of resources and leaving
yourself open to that change in tactics is clearly the way to go in
these longer games; I just have a bad habit of tunnelling in one
plan. I will aggressively collect one resource, which will become
devalued as the game goes on. My economic bubble will burst, and then
what can I do?
This isn't really a problem with these
games, though. It's just my approach to them that is the problem. I
do have a lot of fun gobbling up sheep, or minerals, or water, or
whatever resource I have (over)valued in a game, but I know from
experience that unless I can trade these resources away for moderate
value, it will end badly. Some games leave this option very open;
Settlers of Catan has its ports, Ad Astra has cheap trading with the
bank, and Lords of Waterdeep have quests for each resource. Each of
these games makes it easy to adapt and change your strategies by
making each resource roughly of equal value, and somewhat
interchangeable, throughout the game.
Meanwhile, games like Puerto Rico and,
to a lesser extent, City necessitate specific resources at specific
times in the game, and if you find yourself unable to get the
resources in the correct order, you will struggle. In games where
resources are best collected in a certain order each time you play, I
have to question granting access to these resources to players
randomly throughout the game, especially if there is no way to swap
what you have for what you need.
At least for the player who built the
aggro Magic deck he chose what cards to include. Without any sort of
agency over what resources you can collect, or at least some ability
to get what you need when you need it, you can be shoehorned into a
bad strategy for the whole game. Some variation is welcome in these
games, making resources occasionally harder to get early on helps to
prevent a game from getting stale. But this is best when balanced
with some way to adapt strategies and to change plans on the fly.
13/13
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