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The Fenris Experience

26 September 2021 by Rey Armenteros

Scythe is a stupendous game of the economic type that has a few other features mixed in. I see it as somewhat of a hybrid, but there are players that consider it a pure euro game.

I have owned “The Rise of Fenris” expansion since it came out, and it is only now that I was able to play it. Having played Scythe exclusively solo with multiple Automa factions on the board, I was interested in playing “Fenris” with others, but I could never make that happen, and I finally decided to do it as a five-player game with me and four Automas.

What an Automa is needs to be explained for those that don’t know. This is nothing more than a small deck of cards that act as the brain for one of the factions in a game. With an Automa, you could play against it in a solo game, and it would be similar to playing a real person. The cards each have an order of actions the Automa faction takes in its turn. Since the cards are shuffled, the solo player never knows what is coming next. And yet, the Automa actions are not just random choices. It makes mostly logical decisions that escalate as the game moves on.

Without spoiling the surprises in the expansion, I am going to talk about my thoughts about it. “The Rise of Fenris” is a campaign-based expansion. It has the players go through a number of scenarios that follow a single long story. Players are to play this story over numerous games. I guess you could compare it to a TV show with a set number of episodes, and “Fenris” follows the buildup and surprises of such stories.

To guide players through the story, each scenario becomes a modified version of base game Scythe. Some of the attractions players expect from a campaign expansion are these modifications in their beloved games. The other attractions are the surprises that come along the way. Although “Fenris” is not a legacy game (the type that goes through a similar campaign but that permanently alters the game components), the surprises are the added feature in such a game that you can never get back. So, though you can reset the game and play the campaign as new more than once, it will not be the same experience as the first. A second play would mechanically be slightly different in that you are not supposed to read the outcomes of each scenario until the corresponding episode bout is over, thereby offering surprises in some of the rewards — and these would no longer be a surprise with multiple attempts.

I had been excited about this one for a long time, and I am delighted that I finally played through it, but in the end, regular Scythe is the ultimate experience. The Fenris campaign was a novelty that I enjoyed mostly, but these new scenarios did not make the actual game more enjoyable. Though a couple were interesting, the scenarios put limitations on those game features that I normally loved.

I didn’t enjoy the overall story. Honestly, it felt like bad TV, and it made me think that such stories are best left alone in board games. I have heard of Pandemic Legacy: Seasons 1’s stellar story, “as if you were watching a proper TV show,” and it makes me wonder if such an experience can even be emulated in board games. I am guessing that the surprises and the buildup can never be the same.

In the backstory at the beginning of the campaign book, there seems to be a conscientious attempt to explain why in the original game, huge mechs are fighting alongside saber-wielding cavalry men and archers. It felt so forced, that it almost destroyed the magic of Scythe’s theme. We don’t want to question what might be wrong with the logic of certain themes and the mechanics that back them up in a favorite game. As players, we want the ideas behind the game to slide harmoniously into place. All I need is a few hints, and my imagination can run wild. When I play games that makes sense, I am the one that provides my own connections as to why they make sense. So that man with a composite bow riding toward a mech can very well bring it down with one arrow if the game allows it.

After playing certain scenarios, I felt that each game was cut short. It had to do with new goals that gave a match the possibility of being shorter. This might have happened to me because I was playing with multiple Automas. “The Rise of Fenris” campaign book does explain that playing with more than one Automa could have balance issues, and I think one of them was the high possibility that later games would actually be shorter because the Automas could reach the goals faster. And there was one game that actually almost stalled with the four Automas infesting the board with pieces and not being able to go forward. I found myself gaming this unlikely feature, trying to take advantage of it to win the game.

So, my observations should be taken with more than one grain of salt. The campaign experience would certainly be different if I were sharing it with friends. A story that does not necessarily appeal to me would be a lot funner if I were sharing my expectations with other Scythe lovers. And I know the mechanics introduced in these game situations would have played out better with others. There was also the burden I had of remembering accumulating rules, and this would have been easier if there were more pairs of eyes chaperoning the added details.

With it finished, I might return to “Fenris” to play the more curious scenarios, but I feel that base game Scythe is the perfect iteration of the game — which is as it should be, I think. “The Rise of Fenris” is an experience, but the original Scythe is almost a way of life. You can keep playing it and finding new aspects you hadn’t played with before, even if you just play it solo like I do.

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Hammer & Mauling

29 November 2020 by Rey Armenteros

When my own life was the most important thing to me, I used to be an extremist. If I was hot, I’d crank up the AC as far as it could go, and the same went the other way. I didn’t have a middle ground because the middle ground was like no man’s land. It held nothing of interest for me.

When I played a game, it was about building up forces. Yes, I allowed the opponent to position himself in the best place without hindrance, while I was allowing loss of ground purely for the interest of hammering him hard in the end. Actually, it was the end that was so important to me. It had to involve the strike of a hammer.

That is why I never won anything. I was not good at Chess, and when I was introduced to a new game, I would find a way to work it so that I would sacrifice initiative and the gaining of ground to build that heavy army to come forward and devastate right at the end, just like in the movies.

If a game did not allow the opportunity to build up your forces, then it was not my type of game, and I would probably not play it for long. In practical matters outside the realms of gaming, this made me somebody who was constantly burning or freezing.

I would slowly freeze in my room and never even notice that I needed to put on a sweater or to turn on the heater. Maybe I was off in other worlds. I never noticed noises either. If we were playing paintball war games out in the Everglades, noises were what you had to go on because they were what spelled out who was near you when you were hiding in the bushes ready to ambush your friends. That meant I was good at tuning out the shit from neighbors too, although I was such a light sleeper, a noise of any kind always bothered me, nonetheless.

In Chess, my friend had an easy time with me, toying with me because of my obvious propensities. As we were setting up the board on our first game, I told him I liked knights best of all, and he then started the game by annihilating my knights. I thought he was just being a jerk, but later he confessed that he had been reading a book on Chess psychology. It brought up the new Chess of the day, where you use the opponent’s attitudes and whims against them. If somebody said they liked their horses, and you took them out in the beginning moves of the game, you were not just sending a message by capturing them, you were also making the opponent upset, playing this person, making him desperately look for a move for revenge. Another good reason to remove the knights was that if that person were telling the truth and they were good at using the knights, it was best to remove them early. And as every Chess player knows, knights are most useful in the beginning, anyway.

At the time, all of this was shooting over my head. I wasn’t good enough to know how to use horses well enough, anyway. I just knew my friend was annoying. I did want to get revenge, and this kind of attitude always got me into worse trouble.

Later, I was living on the other side of the country, and when I came back for Christmas, I played my friend, and he was shocked. In our first game in almost a year, I was putting him in a corner, and he wanted to know how I got better.

I didn’t study the game, and I didn’t practice. But I was a different player. I went through experiences in this other city, and I became a different person. My behavioral clock had been retuned, and I was making decisions in different ways. That was how I was adding it all up.

On a Chess board, I was playing in a way where every piece and pawn was susceptible to sacrifice if it got me closer to the opponent’s king. I was now playing with the speed of developing your forces and with the understanding that the pieces themselves were not important; rather, what was important was their proximity to the other king.

We played three times during my visit. I beat him twice and had him in the ropes in the third game when he was finally understanding what it was I was doing. We didn’t finish that last game, but I have to admit he was about to turn it around.

I was going through life now moving with the moment. If I lost my horses in a Chess game, that only meant I didn’t lose something else, and it might give the opponent the false sense that they had done something valuable, pinning them to a strategy that might not have worked. I was going with the flow, and I now knew that speed was important. If I needed to sacrifice some pieces to get that much closer to the throat of my opponent, I was going to relieve myself of those pieces.

The one thing I was not doing correctly was being judicious with my sacrifices because sacrifices that did not share mutual destruction with opponent pieces were going to weigh heavily on the player who was two or three pieces behind toward the end of the game. If I got my opponent quickly, it might work, but if the game dragged, I would likely lose. It was the idea of hitting someone with everything you had, fast. I was starting to notice that it was not a winning strategy in the long run. Once my friend knew what I was doing, he could hold back and wait until I was weak enough to overwhelm. I thought I had hit the perfect strategy and was proved wrong, and when I looked at it hard enough, it was nothing but a different version of the old hammer I used to rely on, except this speedy attack was more like mauling.

Eventually, I did get to study Chess a little. I read books about certain tactics. I was never a real Chess player because you have to study the openings, and I never did. Openings didn’t interest me. But I was reading books about Chess psychology and began to understand my friend. He was still a better Chess player than I was, but I could now give him a run for his money.

With time, I can’t say I ever got significantly better. I was still using a modified version of my maul. If my old hammer were the slow move to the explosion at the end, the maul was the fuse already lit at the start with the idea that we were not going to ever reach the end. Both approaches were still about climax. That quirk was still inside me. I would still crank up the heater in response to my being cold.

When I think about this, I must have been doing it because I waited until the last moment of being cold — until it finally dawned on me I was cold — to rip it open and reverse the tide of frost. For me, it was only natural to go to extremes, and I think it was because I liked to experience the sudden changes. If you wash your car after six months of it collecting dust, it was satisfying to wipe off the grime and witness dramatic changes in surface gloss, beholding the filthy water run down the driveway.

I got into a couple of other games. It was funny, but with me, it was always about war games. I would play a skirmish-style game, and again, I would go into the extremes of mauling the other war band with sudden death, if not getting mauled myself.

When I got into board games of all types, I slowly started understanding the parameters of certain games. Now that I was exposing myself to a vast variety of these new board games, I discovered that there were all types of games out there. As I slowly became a better overall player in different types of games, I was starting to wean out the old bad habits. I now started to understand that games were about balance and timing, as well as playing your opponent against self (the psychological factor). If you were hoarding your forces until they were ready, you were not playing with timing or balance, and your opponent can see the slow-moving punch coming at them with enough time to do something about it.

Enlightenment comes in bits and pieces. It is no exaggeration when I say that games have changed the way I go about a problem and how I make decisions in life and in my work. They also honed my ability to focus, to go about the next few steps in any process, whether it be in games, art, or writing. When enlightenment finally arrives, you quickly gather that you had it wrong all along. Because now you know better.

I haven’t played Chess in a long time, what with all these games that are more fascinating right now. These days, it’s getting colder, and I noticed that I apply the force that is needed in my car’s heater almost like a chemist who needs the right amount, and if I need to adjust, I do so with the slightest change as if getting that exact number to make the interior of my cabin perfect. So instead of the extremist that allowed his fingernails to go opalescent, I am someone fascinated with precision.

An extremist takes his argument to its logical conclusion, much to the chagrin of anybody going against the argument. This was the seed of feuds that progressed outside of game environments and thermometers. I used to have a logically sound argument to defend any point, no matter how inconsequential. And nowadays, in order to retain precision in a discussion where both sides do not agree, let’s say, I profess to not really know very much about anything — not in any significant way. My viewpoint is still lurking in the background, and I now defend it with just the right amount of detail and force, coupled with the right timing to deliver the best argument. In the interest of not losing when it really matters, I keep myself and my tendencies out of it, playing the opponent and not myself. It makes life simpler, and it keeps me sharp.

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