Towers of Conspiracy in Lego

Gishinankinotou - Towers of Conspiracy in Lego

OK, so per my last blog post, we got to learn and play Towers of Conspiracy in Japan. Going to manufacturer's site, I couldn't really make too much of how to get a copy of it.

And of course that's when I thought: I'll just make it! Thank you Lego.

It took about 15 minutes to put together the basic Lego template, and then about 30 minutes to work out the sticker graphics and get it sized and stuck. Now all I gotta do is find an English version of the instructions (or get one made).

Here you go... Towers of Conspiracy. In Lego:

Towers of Conspiracy, Lego version!

Towers of Conspiracy, Lego version!

Japan and Jelly Jelly Cafe

Japan - March 2016

Due to available funds, good exchange rate, cheap tickets, the kid’s spring break, J’s better knees, and our love for Japan, we decided it was time to go on an international trip with the kid.

We spent about 12 days over there, mostly in Tokyo. AirBnB worked out well, and we stayed in an apartment first in Shinagawa, then went to a ryokan in Hakone for 2 days, and then a few final days in an AirBnB apartment in Okubo. It's not easy travelling with a 7 year old, but it was definitely fun, and she impressed us with her resilience.

While in Tokyo, I found that Yelp worked decently as a way to find some local spots. It's not as popular for Japan as web sites like Tabelog, but felt more iPhone and English friendly. 

Jelly Jelly Cafe

Something I hadn't considered until I was there, was to look for a game cafe. And when I did think about it, one popped up in our vicinity: Jelly Jelly Cafe. We found a free time slot on the Monday before we left, and decided to try it out.

Took a little looking to find it, but there it was. A cute little crowded game cafe. For adults it was 1500 yen (~$15) for all-you-can-play entry free which includes 1 drink. They don't serve food, but you could either bring food, or leave to eat and come back. Additionally, drinks include not only juices and teas, but also beer and alcohol, and they have a stocked bar! Our daughter is 7, and she payed a child entry fee, which was 1000 yen (~$10), although that doesn't include a free drink.

The cafe itself was very tight. You actually have to squeeze and excuse yourself to get by other tables, if you had your eye on one of the games up on the shelves. That said, it worked, and had about 7 or so available tables. It was pretty full when we got there, which was just about 45 minutes after they opened (which most days is 1 pm in the afternoon).

The family played some Sushi Go (which the cafe didn't have, but we had brought along), and then some Takenoko. We also tried a game that Sugawara-san (the hostess on staff at that time) recommended, when I asked about Japanese games. It was called Gishinankinotou in Japanese, and although my Japanese is pretty rusty, I got the gist of it from Sugawara-san. The kid and I played a few rounds of that. I have since found it listed online on Board Game Geek under Towers of Conspiracy, so you can read more about it there. Unfortunately, they don't have English language instructions for it.

I got to talk to the owner of the shop as well, and I mentioned our local Game Haus Cafe back in Glendale, which we frequent, frequently. We talked a little about how business is going, the difference between both cafes, and about games in general. He pointed out three games they sell in the cafe, which are all locally produced. Two he co-designed, and one was by a different designer, but they put out on their label. You can read more about this on the Jelly Jelly Games website, which has an English page. 

I purchased the game called Jelly, after looking through some of the English rules on my phone. Haven't had a chance to play it yet though. I was very intrigued by the other game called Catty, but unfortunately all the rules are in Japanese only, currently.

Anyways, if you get a chance to go to Japan and are into gaming, check them out!

Jelly Jelly Cafe entrance

Jelly Jelly Cafe entrance

Most of the spot, including the bar in the back!

Most of the spot, including the bar in the back!

A view from the bar side. The owner is sitting in the bottom right.

A view from the bar side. The owner is sitting in the bottom right.

Playing Gishinankinotou - Towers of Conspiracy

Playing Gishinankinotou - Towers of Conspiracy

Workcon Raleigh 2016

Time for another work trip. The trips only come up about once or twice a year, but recently they’ve been above and beyond. Why? Well, both my boss, Robert, and coworker Joe, are gamers.

Workcons past

Because one of our offices and many coworkers are there, our recent trips have been to Roseville, Minnesota. Turns out our office is very close to the Fantasy Flight headquarters and flagship store, which is just an additional bonus. We normally work during the day, then dinner, and on to play for 4-5 hours each night at Fantasy Flight.

If you’ve never been to the Fantasy Flight game store in Roseville, I can’t really speak highly about it enough. They’ve got a huge number of large gaming tables. There are always many folks there playing all manner of board games, role playing games, and war / miniature games. They carry the huge selection of Fantasy Flight games as well as many other game vendors (including a decent shelf of role playing games!) They have a kitchen with hot foods including chicken wings and the like. And they have coffee, and beer on tap. The place is unreal.

Workcon Raleigh

This trip was a little different, in that we met up at Raleigh, North Carolina. It was my first time out there, and I’ve got to say, atmosphere was nice, very walkable downtown and surrounding area, and food and coffee was amazingly good. We don’t have a work office there, but a few of us gathered at a hotel with a conference room to work on an important work project.

But once work was done, and dinner was had, it was on to gaming! We ended up playing at the hotel lobby bar every night, just the three of us (my other coworkers are not gamers, so much).

Fall of Magic

A game that we played one of the last times we met was The Quiet Year, which my friends really enjoyed. Normally we stick with board games, but I’ve been able to inject some role playing games, especially in the realm of GM-less “hippie” games.

This time I brought Fall of Magic, by Heart of the Deernicorn (and specifically by Ross Cowman). It was recently released through a Kickstarter, and I was able to finally play a game at the last Strategicon (here’s my post on Orccon 2016 in February, where I did).

It was a game that both Robert and Joe were intrigued by and open to trying, and so we launched into it. We started with creating our three characters:

  • Robert as Vago the Crag-Singer of Istallia
  • Joe as Caspian The Ranger of Mistwood
  • Tomer as Justice the Apprentice of Ravenhall

Such a thoroughly enjoyable session. We played for about 3 hours or so, and everyone was so present, and brought interesting personalities and perspectives to the game.

Almost from the start we had a Magus which was a very old, desiccated, and quite mute old woman in a large robe. In fact, we had a hard time knowing if it was actually an old women, except for what some guy told us, who dropped her off to us when we began our journey. Although this meant we didn’t get to explore the Magus much for most of this first session, it had the effect of really letting us have space to explore our characters and their interactions and growing relationships.

I loved how Robert and Joe played Vago and Caspian, respectively. Vago was a cutthroat merchant, who brought along Mallory, a little girl that appeared to be his pack mule (but was really a spice expert that gives Vago the fame he desires). Caspian was a confident Ranger, and played great. But what was also excellent was when we were called to play other roles. Joe as the Barley Lord was brilliant!

From the get-go, I decided that my “apprentice” was really a sort of sacrifice for the Magus. That I was from a village that used to struggle with war and conflict, but now lives in perfect peace. But that peace comes at a cost, and that is that we are asked to “randomly” sacrifice an individual in the village, once every while, to the Magus. This individual allows the Magus to continue doing its work. And that sacrifice, in this story, was me. Leaving behind a wife and young daughter, but knowing that my sacrifice would help them, and my people, live in peace, I reluctantly, but stoically, go to meet my fate. It was a fun role to play, because I also got to be naïve of the rest of the world. I got to approach and explored the world and the people I met, with trepidation and wonder.

I mention this because I’ve found that it is quite enjoyable for me to approach this game with an idea of my background (at a high level), and my goals or struggles. However what I also like to come in with is a complete ignorance of the Magus, who or what it is, and any of the other players in the game. It allows me to have a strong idea of how my character would react, but nothing about what he or she will have to react to. It also doesn’t decide any outcomes. Will my character allow himself to be “sacrificed” in the end? Maybe, maybe not. What is this sacrifice, anyways? Who knows.

We played up until Mistwood and the Hunt Lodge, and then decided to take a break. Just before we broke off, the Magus finally began to speak

The next day we decided to continue onwards, but didn’t have as much energy, and only made it to the Mouth of the Deep (after about an hour of play). And unfortunately that’s where the story ends.

I would love to play a game more thoroughly through. Both times I’ve played have been up until about the same area (the first time was up to Istallia). That said, I really enjoyed the pace we went at, and wouldn’t trade that or any of the excellent play, just to get further in the game.

Smash Up

We were low on brain juice the second-to-last night, and decided instead of continuing Fall of Magic, we’d go with a board / card game. Robert brought Smash Up, which I’ve seen but never played. It’s a game where you grab two random sets of cards that are associated with two different factions, and then duke it out over shared objectives. Each faction has its strengths, and because they represent things like Wizards and Robots, you get teams such as the Wizard Robots. This is where the game gets its name “Smash” and “Mash Up” for its own mash up of Smash Up.

So… I was the Ninja Zombies, vs. Robert’s Goblin-Fairy Dinosaurs, vs. Joe’s Pirate Aliens. All in all a fun little beer-and-pretzels game. Not one I’m itching to buy, but I could definitely play again.

Condottiere

I haven’t played this Fantasy Flight game in quite some time, and it was nice to bring it out again. It’s a effectively a game of War, but actually interesting and dynamic. It comes with a little map of provinces in Italy, and each battle (individual war game) allows you to claim one region on the map. The goal is grab enough of them, or perhaps fewer of them by making them adjacent.

One thing that makes the game dynamic, is that when a battle is over, that doesn’t necessary mean you draw new cards. If there are cards left, you continue with those cards to the next battle. But once everyone runs out of cards (or everyone but one individual), then everyone re-draws. It really adds a cool element of pushing-your-luck (or trying to push your opponent’s luck) in the game.

Unfortunately it’s really built to be a multi-player game that shines with 4-6 players. Robert was busy the final night, so it was just Joe and I, and although we had a good time and Joe got to learn the game, it doesn’t shine quite as much as a two player game.

We ended up playing an ad hoc 2-player hack, where we each controlled 2 different colors, and alternated between which color we played each round. This made the game last a little longer, and also had the effect of increasing the relevance of the spatial, map-grab part of the game.

And so ends Workcon Raleigh 2016. Can’t wait for the next one…

 

 

Downfall session: Luminaria

Game night comes, and due to sickness and such, there are 3 of us: myself, Jenny, and Sasha. We meet at Gamehaus, the local game cafe here in the Glendale area, and I am able to easily convince the crew to play Downfall (per previous blog post here).

The Haven: Luminaria

We decided on a Flaw of Confidence, and have a little discussion on this. Sasha has definitely been on a computer, and AI, and statistical kick, and part of the definition revolves around making binary decisions of Yes and No, with no middle ground or indecision. We discuss for a bit, and feel comfortable where we are at.

We decide on three Elements: Echo, Music, Light. Conversation flows...

  • Light and Echo: Communities that communicate via light houses across distances. But no oceans. Maybe expanses of uninhabited terrain between settlements.
  • Light: Our energy and food source. We are a race of creatures that sustain much of our needs through sunlight.
  • Music and Lightness: We have an abundance of energy, and overconfidence in our resources. A carefree attitude towards sustenance.
  • Music: The way we communicate emotions; variability; but not decisions. Decisions are confidently made and then followed. Music is the space in between.
  • Music: The changes in our environment are constant and fluid (rivers and streams change direction and course, great winds come and go), but don't have huge, singular impacts on our day-to-day well being.
  • Echo: Messages are repeated back to ensure correctness; confidence.
  • Echo: Although many species end up diverging greatly over time, because of our quick and often communication between settlements, culture and thoughts are echoed between our cities.

We name our Haven: Luminaria.

Six traditions

BIRTH: When a choice is made to plant a new one (of us; a baby; a seed), no others will be planted until it is born, or dies. | Symbol: Seen on the door of the nursery, a branch with a single leaf signals a being has been planted and is growing

COMMUNICATION: Performed through certainty and dualism (yes and no), and not in degrees of certainty. | Symbol: High notes signify a "yes" or "affirmative", and low notes signify a "no" or "negative". Music is for emotional communication which is fluid, and not for decisions, which are binary.

FOOD: Light/energy (that is stored in battery-type technologies) is always freed at the beginning of a new day (light cycle) as it is wrong to store nature's gift. | Symbol: Elaborate clock towers that use this stored energy run in the morning based on this excess energy, and the people celebrate this each morning.

JUSTICE: When someone has committed a crime, they are judged before night fall, and proclaimed innocent (and live) or guilty (and die). | Symbol: "The culling" policy; a sun character with a spear pointing downwards.

EMPLOYMENT: Because light provides resources in abundance, most people spend their lives making music. They "talk" with music within the cities. However city-to-city light-beam communication is simpler and more terse, and binary. | Symbol: The towers use single, simple horns, but the music of cities is lively and light, made with woodwinds and string instruments.

HOSPITALITY: It is customary to offer a musical tune in return for a night's stay in a welcoming home. | Symbol: As a guest, you are welcome, if your tune is echoed back to you by the host.

The Luminaria in more detail

At some point during character creation, and defining the appearance of characters, we had to go back to define our creatures a bit better. So I'll start with that.

We decided on plant or tree like creatures, but that are able to move, albeit slowly. The feet have root-type systems that can be used to get nutrients from the soil. At night we are generally and traditionally stationary (as there is no light energy source), however our technologies include devices that store light energy during the day, for use at night. We have limbs with branching fingers, but also a top foliage layer, which may be different colors and styles depending on local adaptations.

Although the cities are oasis like in that they are sparse and distant from each other, there are travelers that go from city to city. Generally travelers follow the streams and rivers, that change often during different seasons.

They have orifices in their upper body through which they breath various gasses, but that they don't use for consumption of food (as they photosynthesize mostly). That said, they can "breath" air out of these "mouths", and therefore play wind instruments, as well as string instruments with their hands.

Also, during character creation, we fell into the traps of calling our Hero and Fallen "he" and the Pillar, who was the Hero's lover, a "she". We had a discussion on gender, and decided that there was no male and female gender for our race... but that reproduction can only happen by sharing cuttings (as in plant / succulent cuttings) between two different individuals, so that there is a mix of genes. That said, you could mix any two individuals to create a new being. We decided to make a strong effort to use the word "it" instead of "he" and "she", and see how that goes.

HERO: Parren

  • Occupation: Energy storage overseer
  • Rebellion: Upset that energy storage is released each morning. Doesn't believe that it should be a celebration, and finds it wasteful.
  • Identity: Less foliage than the average Luminaria, and has a scar and is lopsided and asymmetric. Perhaps that reduced energy consuming ability has affected the thinking process. Is not from around here, and has yellow foliage and flowers (as opposed to the blue that is local)

FALLEN: Thrall

  • Relationship to the hero: Adopted parent of Parren, when it first came to
  • Occupation: The head judge, who is a tie breaker from the two lower judges, if they do not share the same judgement on matters of crime.
  • Identity: Bark/skin is aged, and shows depth, wisdom, and experience. Full foliage, symmetric, and shows a display of virility.

PILLAR: Ray

  • Relationship to the hero: Childhood friend turned lover, and life partner
  • Occupation: "The Grower"; manages the nursery and new babies (called "branches")
  • Identity: The epitomy of beauty. Long lasting, fragrant blossoms. A skilled musician which possesses the rare skill of "The Whistling Wind", making wind music without a wood wind tool.

A summary of scenes

We played out 3 scenes, so each player got a chance to play each roll at least the one time. Each time a tradition was corrupted, from the birthing restrictions, to an employment breakdown which prevents the training of new workers, and a final breakdown in the hospitality echo criteria.

Eventually the breakdown in hospitality towards visitors caused a shortage of various resources we needed, such as wall-making materials to protect our new buds from big winds, and then an army of foreign Luminaria who were coming to protest our (possibly inadvertent) aggressive positioning.

Summing it up

The role playing was in starts and spurts, and became confused at times due to our somewhat ambiguous understanding (by the players) of ourselves (the characters), especially as a species. In some scenarios this could work, as the play is exploring these characteristics, but in this case I think we went a little too abstract, and there were instances of obvious misunderstandings around things we had previously "agreed" upon. This caused some scenes to breakdown because we stopped to clarify things that maybe two of us had understood and a third might not have.

I attribute part of this to the fact that we were playing very non-human and unfamiliar creatures, but also that it was late on a weeknight, and at a certain point we became low on brain power. 

As a facilitator, I tried to help ensure shorter and more well-defined traditions, and ensuring that the corruptions of traditions indeed had to do with the flaw. That said, I could have definitely been a little more aggressive and done a better job in this regard. In retrospect, looking at the traditions we created, and the way they were corrupted, I think that also led to some confusion, and caused the role playing to spiral a bit away from the exploration of the flaw as a cornerstone for the society and as its downfall. I was worried that too much control on my part might hamstring the creative process and contributions by the other players, but perhaps better discussions and clarifications would have prevented some of this later-game confusion.

All in all though, everyone thoroughly enjoyed the world creation process, but agreed that we ended up having a rough time with some of the later game dynamics. I'm definitely interested in trying again and seeing how another session goes.

Downfall at Gamehaus

Downfall at Gamehaus