Ken B. wrote:
Blackbeard...the new tagline should be, "The game that just sort of happens to you."
I took the "I'm going to kill you as "eliminate you from the game"--those 2 [-sacrificial lambs[/-] brave soldiers were sent to do 1 thing: Crush your base and grab 2 victory points for me since I only had 1 VP/turn available to me at all otherwise. Of course, had either of us realized that I had no air attack capability in half that fight, I would have rethought that strategy. :blush:
I thought I'd grab those points that turn since I figured I get a Zerg Rush onto my 1 VP-bearing planet at some point very soon anyway and those 3 points and 2 turns it would take you to recover might well have been all I could get for several turns. I should have offered to leave a presence but not build a base there and both focused on cutting into Pete [I could have supported Alex in some fashion with another transport build.]
I fucked myself by the simple mistake of not recognizing that Pete's recommendation that 9-10 workers is plenty in almost every case UNLESS you had a planet draw like I had--no VPs but *huge* resources. I could have spent the first 2 or 3 turns doing nothing but spamming workers and upgrading bases. Then, on turn 3 or so, gone for a mass troop build. Not knowing Ken but knowing the Zerg strengths, I really did think that turtling would have left me with a swarm of bugs up my ass before the mid-point of Turn 3...
Regarding Blackbeard, a 4 player game *absolutely* requires one play "the long game"--4 somewhat aggressive players burned through so many cards, which then brought about too many of the "must play immediately" cards out of the deck, which further fucked pirates too much.
Although renaming all "scurvy" cards "VD Outbreak" when they struck Ken's ship seemed a fair and accurate house rule.
Having now played 1 solo, 2 2-player, and 1 4-player game, I am comfortable in saying that Berg fucked this game up by either listening to the BGG [and F:AT for that matter] masses either too much or too little. The game is a very uncomfortable hybrid of light-weight CDWG, a screw-your-neighbor card game, and a hardcore sim. I think a lot of people forgot how unbelievably tedious the original Blackbeard could be--while there certainly was a shit-ton of classic Berg chrome [thus many choices of things to do] there was also a ton of sailing around doing...nothing. It could have, to me, a similar feel to the early phases of the campaign in Compass' Silent War--your boat blows, your weps suck, and your enemy is better. Is it accurate history? Yes. Is it a fun game? Only if you dig simulations. Berg himself said he wanted to the original Blackbeard to capture the actual tedium of a pirate's life.
In the new version, he's done a better job of shortening the game and giving other players something to do but he just hasn't been able to pull his head out of "hardcore sim" mode. There aren't that many elements of that that are really visible, but it manifests itself in myriad small ways: The governors are all English because "we couldn't find other names"--well make some up motherfucker!; the event deck is 5 inches thick but there are only 20ish card types. Too much repetition because, I have no doubt, "we needed to simulate the reality of life on the seas." Berg just can't come up with ideas for interesting if not necessarily dead-on historically accurate events for game play.
The 1-player game is mostly a sim; 2-player game is a bit of an abstract but it allows just enough pirate and anti-pirate play to get all elements of the game working--including port attacks [BIG notoriety and points there], warship activity, KC's popping up and the like--save, perhaps, for pirate v. pirate action. But, as Berg points out, that didn't really happen much and allowing for that to happen might well turn the game into too much of a Disney pirate sim.
The 4 player game needs to have the hand-limit of cards reduced by at least 1 and I would suggest removing at least 2 New Governors cards and atleast 1 Storms at sea and perhaps 1 or 2 other "must play immediately." In addition, the game needs a greater variety of both pro- and anti- pirate EVENTS besides Debauchery & Revelry, Wear & Tear, and the Warships on Station.
Berg has said he's working on "Redbeard: The Barbary Pirates" now and that it's "a simplified version of the system." I think [hope] it will be a little more gamey [and possibly a little bloodier too as the Barbary Coast was more about the crimes and less about being an extension of European politics [which was what Caribbean piracy was in many respects."
I'm now firmly convinced that Blackbeard's sweet spots is either 3 players with a regular once through the deck play or 2 players but only if one adds 2 cards to both players hands and allows 2 cards to be played for Ops as long one uses only 1 Ops to a pirate and 1 AntiPirate action PER active Pirate, not player.