Category Archives: Garner Game Nights

The Garner Family is a gaming family. Board Games. Card Games. Word games. Lately…lots and lots of history games! It seems that Garner Dad sees board games as an important element in home school enrichment! And hey…the kids love it!

It’s A Small World…

It’s the human secularist’s worldview:  A world too small for all the peoples that populate it – doomed to continuous war.

But for the rest of us, it’s just a game – with a wild array of creatures and heroes from Celtic, Greek and Norse mythology, Tomb Raider and a touch of Tolkien as well!  Here’s a review of the board game, Small World, and a session report  (geek speak for a play-by-play retelling of how the game proceeded),  in a guest post by Mr.  Garner!

Board Game Review:  Small World

Most of my game buying lately has been influenced by my homeschooled daughter.  I’ve chosen many titles that reflect her studies.  But, for my birthday present, my Number 1 Son chose a game I wanted that had absolutely no obvious educational connection whatsoever.  His choice: Small World! 

Small World is a simplified war game in which randomly generated, somewhat cartoony fantasy races rise and fade in power as they battle to control a varied landscape that is just too crowded to maintain the peace.

The game starts by randomly combining fantasy races like Elves, Trolls, and Amazons with special powers that transform them into unique creatures like Flying Dwarves, Merchant Skeletons or Seafaring Wizards.  Each player chooses a combo and receives a stack of  cardboard tokens featuring their race’s image.  New combinations are then generated to replace the ones chosen.

Four maps of Small World, sized for two to five players, feature varied terrains and features like hills and swamps, mines and caverns.  However, it’s truly a Small World, and conflict is inevitable.

On his turn, a player fights to spread his control over the map.    To conquer a region, a player merely has to have two more tokens than the enemy there, adjusting for any obstacles or special powers.  The loser gets kicked out and the winner moves in.  Battle continues until the player has used all his available tokens, and taken over as much land as he can.  Victory points are counted at the end of the turn, based on how many regions a player controls and what bonuses a player’s creatures can claim, and then, the next player gets his chance at conquest.

After a few turns, each race’s power peaks and wanes, presenting an interesting choice for their controllers: Press on or cut losses.  To do the latter, a player must sacrifice a turn of attacking to send his race into decline, leaving only one lone soldier, stripped of special powers in each occupied territory.  These abandoned creatures are joined on the next turn by an all-new race selection, bent on destruction and dominance!  A set number of tense turns later, and a victor is declared!

Small World is a colorful, amusing game that is easy to learn and pretty quick to play.  It takes a little time to become familiar with all the creature and power options, but with almost 300 possible race combinations, replay value is outstanding.  Battles themselves do feel a little dry, though.  In most games I play, a random factor or clever card play can affect the outcome, but not here.  Here, math rules.  That’s not a criticism, though.  Complicating the combat might add a fun risk factor, but would change the feel and pace of the game.

But, is Small World “educational”?  While it doesn’t recreate any historical battles, drill math facts, or open up discussions on philosophical issues, I’d still have to say, “Yes!”  Small World tickles the critical thinking part of your brain!  In life, it’s tough to learn when to stay the course, and when it’s best to start fresh with new ideas.   Players must analyze the lay of the land, the available resources, and, most importantly, shift mental gears several times to be successful.

Session Report:  Small World

I got to invade Small World first, and I did so from the north with Diplomatic Giants.  As Giants, these warriors get bonuses when stomping down mountainsides to attack their puny victims, and as Diplomats, they can charm one of their opponents into not attacking them.

The Son’s (18 years old) Underworld Skeletons were the Giants’ reluctant allies.  Ordinarily, Small World armies can only attack adjacent territories, but the Underworld trait allowed these Skeletons to use hidden tunnels to pop up all over the map.  Generating extra troops from the Lost Tribes they conquered, these undead monsters swept in from the southwest.

The Daughter (11 yrs old) attacked from the northeast with Hill Elves, hearty fighters who never die when defeated and get extra victory points when they occupy hills.

After a few border skirmishes, the Giants settled into the natural defenses of the mountains and went into decline on turn 3, while the Skeletons and the Elves continued to rake in points.

Bivouacking Ratmen was my next choice.  This huge swarm of rats flooded in from the south and began gnawing on the leg bones of the son’s  skeletons, so he sent his bony battlers into decline on the next turn, followed by his sister.

While my Ratmen set up tents to provide the best possible defense, the Son sent Flying Humans into the land to take over every farmland from the air, reaping huge benefits from the humans who get extra victory points when occupying fertile soil.  The Daughter then cut a huge swath across the map from the northeast with her newly recruited Pillaging Wizards, who rake in bonus pillaging points when they defeat enemies and gain even more when they end their turn in control of territories with magic crystals.  She received 14 points for this turn, the biggest one-turn haul so far.

Humans and the last Elves clashed as did Wizards and Ratmen.  Despite suffering attrition from the Wizards’ rat traps, the sheer number of rodents tempted me into keeping them around through turn 7.  The Son, however, had other ideas, and withdrew his active support from his Humans in favor of Alchemist Orcs gathering in the southeast.

After seriously reducing each others’ numbers, The Daughter and I finally both decided to decline our respective races on turn 8.  I chose Mounted Halflings to carry my banner, and she picked the ever-aggressive Wealthy Amazons.

Meanwhile, The Son’s Orcs were racking up the points, taking advantage of the bonus Orcs receive when defeating armies, and the Alchemist victory points for simply not going into decline.  I used the Halflings’ holes which cannot be attacked as a base from which to stab into the heart of Small World.  The Daughter coolly converted the Amazons’ wealth into points, and then used the massive amount of troops the Amazons have while attacking to wipe out all opposition in the north and northeast.  The Son’s Orcs completely retreated to the ocean and redeployed further upstream, not once, but twice, to conquer fresh new enemies and reap fresh new rewards.

In the end, The Son’s Orcs brought home the victory with 91 points, followed by Grace’s Amazons with 86, and my Halflings barely behind with 85.

Yeah, Dad lost.  It’s okay, though, another battle is just a short time away, ‘cause it’s a Small World, after all!

Do you enjoy board games?  Leave a comment with your favorite!

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Father’s Day on the Mediterranean…

Curious?  Good! 

Ralph’s Father’s Day Post has three components:  Part One is a quick telling of Father’s Day board game fun,  Part Two is a quick review of the board game Serenissima, and Part Three is what is called a “Session Report” on Board Game Geek.   Keep reading!  The Session Report is priceless!

Part 1:  The Father’s Day Blog Post:

After enjoying a great Father’s Day dinner, my children and I headed to the Mediterranean Sea via one of my favorite board games: Serenissima!

Set broadly during the Renaissance, Serenissima allows up to four Mediterranean powers (the old Italian city states) to battle for economic superiority.  Ships travel from port to port, trading goods and occasionally clashing in limited, often costly battles.  The winner is the wealthiest player!

After a lengthy time covering the rules, Ian grabbed Valencia , his sentimental favorite after his trip last year to Spain,  Grace took Venezia (Venice), and I claimed Genova (Genoa).

Ian’s strategy was to lock up the ports of North Africa, gaining monopolies in gold and gems, two of the most valuable commodities in the game.  Grace, being distant from her competitors, had the luxury to explore the northeast Mediterranean while learning the game, and I established a profitable base in Sicilia (Sicily), where I began to build ships.

In the end, Ian and Grace formed a powerful alliance to thwart their father’s plans of economic conquest.  Ian’s growing military might (and his control of gold) cleared the way for Grace to send much-desired spice to Spain, and his sage counsel led the way to her eventual victory as she brought supplies and riches to the Turks in Istanbul.

Part 2:  The Review

Serenissima is a terrific game, filled with lots of delicious, brain-burning decisions: where to build, what to buy, who to confront, even when to take your turn.  Although the economics are abstracted, the laws of supply and demand can result in blatant profiteering, tough negotiations and even desperate military conflict.  It’s a beautiful game to look at, featuring a lovely, customized map of the Mediterranean, and lots of little ships, sailors, flags and crates.

It’s certainly a more complex game than standard Milton Bradley fare or Ticket to Ride, but not as challenging as more advanced games.  It does time to get used to, though, and some decisions can invoke the dreaded Analysis Paralysis, slowing things way down.  It’s not a game for the color-blind, either.  It’s nearly impossible to tell the crates and color-coded ports apart without help.  The plastic boats tend to tip over, too, spilling your poor sailors and goods into the sea!

A new version of this game is supposed to be released soon, featuring streamlined rules, a fifth player option, and a new endgame.  Hopefully, they’ll make the colors easier to tell apart and the ships a bit more seaworthy.  Regardless, Serenissima is highly recommended for more advanced players ages 10 and up, and was the setting for one of my best Father’s Days ever.

Part 3:  The Session Report or How Grace became Queen of the Seas!

From his home port in Spain, Ian dashed to the coasts of Africa and quickly secured monopolies in precious gems and valuable gold, the latter needed to build fortifications.  Grace, enjoying the natural defenses of Venice and her distance from her competitors, sent her ships to explore the northeastern Mediterranean, spreading her influence as she set her sights on the exotic spices offered in Antioch.  I decided to use Genoa’s wealth in building supplies to develop my regional economy, travelling south to set up a strategic shipping base in Sicilia.

While Ian built defenses in Tunis, Tripoli, and Cyrena, and Grace hoarded her income and sailed east, I constructed ships in Sicilia, quickly amassing the largest merchant fleet, and taking an early lead in riches.  However, without Ian’s gold, I’d be unable to protect my ports from raiders, so I travelled to Tripoli to strike a deal.

My wealth was well known to the merchants from Valencia, however, and they asked a much higher price for gold than I was willing to pay, so I petulantly built a warship and sent it out to threaten the port of Tunis, hoping to force my son’s hand.  Ian and I both knew that war is costly in this game, and he left me to bluster and fuss off his shoreline, calling my bluff.

Serenissima: Queen of the Seas!

Grace, meanwhile, secured spice from Antioch.

My wealth increased greatly as I brought much-needed iron to Ian’s cities.  (Traders selling the first rare goods to another player’s ports earn a sizable bonus, especially if the deal occurs in an opponent’s capital!)  Seizing an opportunity, Ian relented and sold me gold and gems at merely exorbitant instead of prohibitive rates, then cruised at top speed to dump those same goods into my capital!  The huge bonuses suddenly gave Ian’s small, but mighty empire money to burn.

Following his lead, I sent my ships to Venice, but the taste of foreign coin had left Ian hungry for more, so he raced to beat me to Grace’s capital, attempting to pass through Sicilia and cut me off.  But, glancing knowingly at my larger, armed fleet, I “encouraged” Ian to stay put in Sicilia, under my protection, of course.

Grace’s eyes grew wide, however, as she saw my ships heading toward her lightly guarded homeport.  Ian, too, was concerned about Genova growing even richer while his sailors sat idle getting drunk on Sicilian wine.  So, a deal was struck.  Ian would offer military protection and shrewd advice to his Venetian ally, if she would only use her well-conserved resources and ships to bring her spices to Valencia.  (At the end of the game, Victory Points are awarded to players with capitals full of all available goods.)

Enjoying what turned out to be the peak of Genova’s power, I sold gold, gems and iron to Venice and added the bonuses to my treasury, while Ian sacrificed his ship in Sicilia to severely damage my fleet and Grace stealthily sailed a spice ship westward.

Seeing time growing short (the game has a limited number of turns), and my options growing thin, I left one ship to bottle up Grace’s hastily built warship in Venice, and tried to snatch some spice for myself from either Modon or Alexandria, but Ian’s ever-growing fleet was there to keep Genova spice-free.  In fact, Ian’s sea power was even threatening my home, forcing me to use my riches for defense instead of trade.

Valencia’s advisors honorably showed Grace how she might basically transfer her trading capital to Istanbul, filling that city’s warehouses and reaping huge rewards.  (The game allows you to break deals and agreements at will, but Ian and Grace honored their words to each other as they teamed up against their Dad.)  I now had a decision to make: Genova’s best days were behind it, but how best to preserve my home’s post-game future: by siding with the Venetian merchants now setting up shop in faraway Turkey, or by trusting the fierce Spanish Armada amassing in the southwest?

The answer was obvious: I withdrew my ship blocking the access to Venezia, and sent a strong blockade to prevent spice from reaching Valencia.  Alas, the Spanish ships were too much for my declining Genovese fleet, and the spice got through, just as Grace filled the warehouses of Smyrna and Istanbul.

At game’s end, while Ian and Grace feasted on highly seasoned delicacies, I comforted myself with Sicilian wine and bland bread, waiting to see if I would need to learn Spanish or an Italian-accented Turkish in the near future.  While Ian controlled more medium-sized ports and owned more forts, Grace held many more small ports and ships, and was the only player left with cash.  Grace’s Venezia was crowned Serenissima, the “Queen of the Seas!”

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We’re Game!

I had to chuckle when I saw this fun blog post by one of my favorite home school bloggers, Heather, over at  Blog, She Wrote: More Game Storage.  I can really relate to her need for added storage!  Ralph loves games.  Card games, board games, you name it.  We have games stored in the den coat closet, in all the upper shelves in his office, and on his floor, and on his card table…

Me?  Games?  Whatever.  My memories of games involve getting creamed at chess, within a few moves, by older brother, looong never-ending games of Monopoly at my grandparent’s house, and boy cousins who would not include me in their games of Risk.  Scrabble is okay.  I like Mhing (a card version of Mah Jong).  When I was in college, everyone played backgammon so I have a bored or two, (misspelling is intentional).  I used to be pretty good at poker, because I have a good poker face, but alas, I don’t have the funds…

Ralph, however, really loves games!  Big boxed games with intricate boards, colorful cards

“Hey!  Be careful!  Don’t bend them!”

and beautiful figures and pieces.  Games that you have to “set up.”  Complicated games that take hours to play.  He enjoys reading…the rules.

I can’t complain.  Ralph has been very supportive of homeschooling.  Especially since  each period of history has a game to go with it!  He has Ark of the Covenant, Journeys of Paul, Hannibal – Rome vs CarthageSettlers of Catan, Roll through the Ages, Thebes, Beowulf, Condotierre, Yspahan (set in Persia), Serenissima, El Grande, Dominion, San Juan, Puerto RicoAge of EmpiresWilderness War, Liberty, Founding FathersLewis and Clark.  Now that we are discussing the Civil War, He’s pulled out Battle Cry.  I could go on and on  -  because these are only the history games.

His most recent acquisition, Ticket to Ride, is in fact thanks to Heather.  He was ECSTATIC when I mentioned that Heather uses Ticket to  Ride in homeschooling.  He shared excitedly, that Ticket to Ride is a wonderful “gateway” game.  A gateway game is one that non-gaming wives, (I’m apparently not the only one), will actually enjoy when guilt requires that they finally play a game with the family.  Undaunted by our tighter than usual circumstances, he enrolled Grace in the Barnes and Noble Kids Club, and started watching for coupons.

So, on our recent weekend at the farm, we all gathered around the table to play Ticket to RideGamer Husband was trying to outfox all involved.  Gamer Son figured out his strategy at the beginning and did not swerve.  Sort-of-Gamer Daughter just had lots of fun!  Non-Gamer Mom, this would be me, was assigned three routes of track to lay, all three of which were cross-country and required lots of cards to accomplish, and so she just kept her mouth shut, focused, and did it.  Isn’t that what you’re supposed to do?  Imagine EVERYONE’s surprise when Non-Gamer Mom won!  Gamer Son still can’t figure out what he did wrong….

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