Thursday, September 04, 2008

Why I like - TICKET TO RIDE











Yet America is a poem in our eyes; its ample geography dazzles the imagination, and it will not wait long for metres.” ~Ralph Waldo Emerson,

“America's one of the finest countries anyone ever stole.” ~Bobcat Goldthwaite

Alright yes first and foremost I’m going to bullet point Ticket to Ride (the Original USA map) game in a light that will probably annoy some, confuse most and possibly piss off a few. I like Ticket to Ride because:

** Well the first edition of this amazing series was based in America!

** Once the 1910 USA expansion came out it solidified my love of this map and this instance of this game. Again making the best of the series (in my opinion) America!

** When you think of trains in the era of the original game you tend to think about those tracks crossing America which is probably why it’s based in America!

So I’m proud to be an American and TtR brought forth Euro game mechanics, from a British game designer who’s games I tend to like and based the whole thing in my beloved country. Without going into a long dissertation on this country I’ll just give you the quick synopsis. This country does have some serious problems and our current political system will not fix them, ever. That’s all you’ll get out of me so stop asking. Anyone who knows me in the gaming world knows that’s more than I’m use to saying. Hell when I started the gaming club here in Gainesville, FL the first (and only) rule was “No talking religion or politics or you go home.” So there, I’ve said my peace now let’s move on to the game.

As mentioned a moment ago, the game is designed by Alan R. Moon (look in the picture...he's playing the original Ticket To Ride!) who’s game mechanics I enjoy because of the limiting nature of his designs. Typically speaking in a Moon game you have about a thousand things to get done in the time it takes to get 20 things done in. Hard decisions must be made. Still TtR pushes on with a brilliant method of never making you feel like you are totally screwed out of a connection as there’s always another way around…it may not be the most direct route but hey that’s gaming isn’t it?

I enjoy the simple nature of the game. There are only ever 3 actions. Draw cards, play cards/lay trains, draw new tickets. That’s it. One action per turn, even though you want at least 2 actions almost every turn, you get one action and that is it! This design allows this game to be quickly taught to anyone. Literally anyone and I don’t care if they are hobby gamers or not, they WILL understand this game.

Having owned this game since it’s inception in 2004 I can say that I’ve taught this game to many a game player. I’ve run it at conventions and toted it around with me on holidays. I’ve broke the bits down to baggies and shoved board/cards/baggies into suitcase and very much like the theme of the game itself traveled this game around the United States. The game is always well received and as a result I can count a verified 9 copies of the game that I am responsible for selling. Granted I believe the number to a lot higher than that but there are 9 copies that I can be positive were sold due to me. (You’re welcome Days of Wonder.) The game got a good bit of main stream coverage with an article on board games mentioning it in Reader’s Digest and it was sold on the shelves of Toys-R-Us. By and afar this game has etched itself into gaming history stronger than many other games out there. Throw in the expansions and the other versions of the system and you’ve got a gaming dynasty . . .and that’s why I like Ticket To Ride.

Why I like - YS











First off you gotta like a game where before you even open the box you can have a debate about the game start up! “How do you pronounce that?” There’s several options:

Fir** Ee’s. Which is my preferred pronunciation and being as I usually play with my copy of the game the “Official” pronunciation when I’m playing.


**
Why’s. Like you are saying the name of the letter in multiples. Then again this just make is sound like you live in a trailer park, drink beer for breakfast, live through the week to watch NASCAR have a truck up on cinder blocks in the yard and like both types of music. Country and Western.

**
Iss. Sounds like Hiss or Kiss. No witty retort here on this but it’s still just wrong.

So now we have how that out of the way let’s move to the game itself. I first discovered this type of game in Aladdin’s Dragons and I loved that game quite a bit. The basic mechanic is picked up in Ys but some things are just handled better in Ys than they were in Aladdin’s.

What exactly am I talking about here? Boil it down it’s bidding. I like bidding games and this is a neat combination of open and blind bidding all in one package. The thing is, it’s bidding on so many things all at once while other players want the same things. On a very glossing view of it all consider that there are a total of 24 places on the board to bid for and you get to place a total of 8 bids each round. Not to mention that of 12 of them the three city sections will then have 3 sections in each of the 4 neighborhoods combine for an overall bid as well. WOW! Now that’s some keen thinking there.

Next throw in the “optional” (as the rules call it but I teach it as a firm part of the game) King’s Favor element and now you have to trade out one of your bidding brokers for a simple “2” value for the shot at some end game points.

Anyone who knows me knows that I enjoy action cards. I talk about them a lot and have even developed an action card deck for Crokinole. Despite my constant talk of action cards I do like them to be balanced. I have deck that overpowers a game but I don’t like a deck that doesn’t shake the game up a bit was added to give the game more perceived value by adding another component to the game. While I’m at it I’ll say that I loath a deck that was added to the game to “Fix” problems found in play testing and I’ve seen on several occasions that the action card deck is used for this. However the cards in Ys fit the bill (for me) to an exacting precision of enjoyment. There are very few cards in this deck to begin with and give that round 4 cards are all “white gems” you only have 12 cards ever to be possibly played! I’ve found a reason to use every card at least once in a positive manner. Some are very situational and well those just get passed over if the situation doesn’t arise but others become favorites of different players and are fought over with zeal. This is an excellent deck of action cards.

Hidden resources (gems) makes for a fun little twist on the game as you can never really be sure who is winning the game. Those end game points add up BIG TIME and if you come in 1st or 2nd in a couple of gems makes a huge difference. Sure you do see every gem every player takes and if you have a perfect memory can figure it all out but for the rest of us who consider ourselves normal humans we can’t keep track of that crap and find a thrill in waiting to see who has what for gems.

So I like Ys basically for all it’s mechanics put together. It’s a great game from start to finish and once everyone knows how to play the game it flows quickly and smoothly. If you haven’t played it yet check it out.

Why I Like - ACQUIRE









I picked up my 1st copy of this game (the 1995 version with the completely silly “power tiles” in it) many years back. A thrift store find I didn’t think much of at the time yet still had high hopes for. Once I started playing it I knew I had found a life long favorite game…but little did I know how completely I’d love this amazing classic of a game.

Once I started my gaming group back March of 2004 I started bringing my copy of Acquire out. Now at this point I was mainly introducing games to what we in the hobby gaming community like to call “non-gamers.” You know ‘em, and you’ve played with ‘em. Those people who love to game but their knowledge is limited to what can be bought at Toys-R-Us. This lead to every game I brought out to be given a comparison to a game they were familiar with. Mare Nostrum has battling units so it must be like Risk. Boomtown has cards so it must be like Rummy. Acquire was the KING of these comparison as:

** It has tiles in a bag so it must be JUST LIKE Scrabble

** It has hotels so it must be JUST LIKE Monopoly

It got to be a real joke and some of the originals of that early gaming club group will still throw those around when Acquire comes out…ahhhhh nostalgia. However that doesn’t help you the reader of this in the least now does it?

I’d say one of the main reasons I like Acquire is the same as one of the main reasons I like Carcassonne so much. Both on the surface look like such a nice little friendly game…yet lying just under the surface of that façade lies a devious game filled with nasty nasty dickery at ever tile pull.

Next up for me in my favorite factor with this game is the metagame. WOW the metagame in Acquire is huge. Making subtle (and not so subtle) little (and not so little) comments about wishing for a certain tile while you can plainly see it’s sitting right there on your tray. Offhandedly (and not so offhandedly) wishing aloud that you’d like to see a chain merge knowing you won’t get a portion of the credit and then next turn after everyone has sold off their stake in the chain restarting the chain and being majority share holder.

The luck factor. Now I know this will rub a lot of people who are into designer board games the wrong way but I love the luck factor of pulling random tiles from a bag. Hell I do believe that having 6 tiles on a tray to choose from does indeed help mitigate the luck there still comes a point in every game where you are literally waiting on one frigging tile. Will you get it in time? Who the fuck knows but it’s tense waiting on it and I love that dread you feel when others are pulling from the bag and you just feel like you know they are getting your tile, bastards!

I also love that this incredible game is a Sid Sackson product. No he’s not my favorite designer and sure a lot of the games he did put together are…well a bit lame but here’s a game that stands heads and shoulders above lots of other games and it’s what? An American designed game! Yes that does add a bit of enjoyment to this game for me and this is called why I like Acquire so there it is!

Finally I like the idea that this game has stood the test of time. Having been originally published in 1962 it’s amazing to me that there is still so much demand for the game. To see some of the prices people are paying for various editions of this game amazes me! How many online or downloadable computer formats are there for this game? I suppose I could look it up but hey I’m writing a review and lazy so I won’t bother but suffice it say there’s a LOT! Now we have a new affordable version of the game out that with a low price point like it has will likely garner new fans, and maybe even people who are not typical gamers may discover it now. Will be interesting to see if some of these games we all raving about right now will still be as revered 46 years down the road.

Acquire! A rich, simple, sharp game that lives on to this day. Bravo Mr. Sackson, I salute you!

"Why I Like..." Reviews series

Quite sometime back I decided to write some pretty simple "reviews" of the games I like. These will all be games that I truly enjoy and the reviews will be simple, short and just highlight a few reasons I like said game.

As everything I do I started my good idea then my Gen X nature took over and it got shoved down and forgot about.

I did a game order the other day and low and behold I found the reviews I wrote and started stored in my e-mail. So for better or for worse I'm going to post them here. There are some completed and some that were started...I will post the completed ones and possibly finish/post the others. Who knows. If you are actually reading this stupid blog then you know I'm really not that consistent so don't hold your breath.

THoiA

Monday, May 19, 2008

Where The HELL Have You Been THoiA?

Where the hell have I been? Well Hell seems to be about right. I know you probably aren't interested in the gory details but life's been changing and it's been hard. I've made little effort to keep up with gaming in this time of transition for myself but once again I'm beginning to make the turn around and that started with the purchase of a few games. Check out those recently acquired games (which oddly enough includes a complete copy of the old AH version of Acquire I got at a thrift store for $1.25...even has all 6 of the value cards!)

I gotta start slow and go at my own pace though. I played some games this past weekend and think I got some buddies coming over during the week to game too so who knows. Dip the toe in the water and I'll be back soon enough.

By slow I guess I'm talking about a 3 day convention in Jacksonville...Rapier 2008. www.rapiercon.com if you want to check that out.

I have joined a monthly gaming group who are mostly non-gamers playing party game type of stuff. It was fun met some new people and plan on going back again next month. They were very receptive to Ticket to Ride and I'm sure they'll get into other gateway games as I bring them.

I recently made a large game order and purchased a few things off of eBay not to mention some pretty cool trips to some thrift stores around town which have paid off handsomely. I'm also currently listed in a math trade on Board Game Geek so all this stuff I see as distinct positive moves to getting back into gaming like I want to be...next thing you know I'll be writing on this stupid blog for no one to read again.

Thursday, February 21, 2008

Everyone Likes A Little Action

Last time I said "All games deserve a theme." Now I'm going to throw out a mechanic that I think can be grossly over looked by some designers and yet wholly embraced by others. A part of a game that can shake things up, change player positions and keep everyone on their toes. An element that must be handled with care in design as it can prove to be totally pointless or over power a game if not implemented with care. That piece of gaming is. . .Action Cards. With precious few exceptions I'm here to claim today that All games should have action cards. I've jokingly said this to many people in our group. Now while jokingly said secretly it's always meant when you hear me say "This game needs action cards." Most of the time when I start pointing out how they could be used I'm agreed with.

Now before I get started on this one let me state I know a lot of you are going to claim me insane for some of my suggestions. I can already hear the cries of "That game works great like it is, perfect design doesn't need improving upon." Here's there thing though...had your favorite game been released with a deck of action cards chances are you'd love it just the same and argue that the game simply could not be played without that deck of cards. With that said when I get to the point where I'm talking about a game you dearly love and adore, remember that line, shut the fuck up and keep reading. Once you've read the whole post you can leave your thoughts in the "Unimportant Opinions" section if you really feel the need to 'call me out.' Otherwise go curl up in a dark corner of your closet, cradle yourself and you wipe the salty tears of rejection off your cheek, shaking and thinking over and over "the big scary man with a blog attacked my favorite little board game.

What was I talking about again?

Action cards! One of my favorite pieces in any game typically...when implemented correctly that is. You have no idea how excited I was when I first came across Nightmare Chess. Not only by one of my favorite game designers but it was an attempt to make chess a fun game to play!

I'm not so thick as to think that all games with action cards are designed well to include them. of course. Often times certain cards or even the entire deck itself seems to have been an afterthought or thrown into the game as a remedy to a fundamental problem with the game itself. As a guy who dreams of being a game designer myself and who has several games developed and play tested I can understand the heart ache of putting work into a game, play testing it only to have to giving a big sigh of disappointment and think "Damn, this was a good idea but it kind of doesn't work." At that point said game should be stripped down and be completely retooled like you'd do to a 2 dollar whore. Games like that can be saved but an action deck is not always the answer...yet then sometimes it is.

I bring to you my first suggestion and (as I like to do when I write these things I'll now point out that this is) the catalyst for this entry. Fagin's Gang. This game releases and I'm immediately intrigued by it simply because it's a board game based on a literary piece. NICE! So I read about it and well some comments are not as favorable as others but that happens and still I liked the idea of the game and the description of game play so here we go. The game absolutely works. The game is sort of fun. Ahhhhhhh now there's the problem innit? Only sort of fun. Where I felt the game fell down was what they call the "Market." Everyone goes to the market and then bails out when they can't or don't want to buy or sell. At times people would sell a commodity only to buy it right back the next round just to stay in the market for 2 extra turns. Combine this with several places that a good action card would just help out those "helpless" situations or make players be very careful about positioning due to the fear of an action card and this game would rock! What if a deck were included and when the market started cards equal to half the number of players rounded down are turned faced up. The first person to leave the market first takes a card and so on. Now there is even incentive to leave the market if you don't really have business there. (HINT This is fixing a little problem with theme.) As for the details of the cards...well I'm actually developing those and you'll have to check the Geek for variants to find them once I ever get them done. Flavor, tension and functionality all added to this game in a heavy dose via action cards.

Here's a new game that came out and took the gaming world by storm! I've played it a few times now and I love this game. It's greatness in cardboard form. A full on finance game with a bit of warfare and a smackling of screwage as far as the countries go. What's not to love? Not much actually but an action card deck is just that much more to love. I haven't quite figured out how to get cards into players hands. Perhaps if you have the option to invest (as in you hold the investor tile or do not hold any nation's flag due to not being majority stock holder in any of them) and choose to not invest you draw a card. This however might not put enough cards in play however and perchance too many in one single players hand. Another thought is if you control a nation and pass the investor spot on the rondel all players who have stock in the nation get to draw one card. That might work but we'd have to see. The cards here could represent all sorts of things from exceptional markets (discount for a nation who imports this turn or an extra unit can be imported) to espionage (remove a dollar figure from a nations available funds) to special defenses (cancel one battle.) There are so many ideas for cards in this game it's not funny. All would do the same as with Fagin's Gang, generate tension on what might get played or be a small helping boost when you need it most and as I pointed out would be very thematic as well. Cards here are a great idea.

Well I recently got to play a game that I have heard quite a few good things about. I was personally let down by it. Oh it looks great. Bits are nice chunky plastic pieces nicely molded. The game play however, while having more screw factor than expected, ended up being a bit...boring. There it is again! Dull game play. This game could easily benefit from...yes I'm saying it again Action Cards people! This time the game in question is Manhattan and yes I deliberately did not include a picture because I wanted to bury the title in the paragraph. Those who are familiar with this game can just imagine the beauty of it 12 to 15, maybe 18 cards shuffled right into the deck. For this game I'd implement goofiness in the cards. "All players pass their cards to the player on their left." "When a player plays a card for placement discard this card to immediately take that card then give them the top card from the deck as their new placement card." Yes of course I'd also have..."Godzilla attacks! Remove the top piece from every building in one city." Dammit people you know this is a good idea!

That right there are three perfectly reasonable examples of games that could have action cards and the game would only benefit from it. There are so many others though that I hereby choose to not go into detail with but I've thought about it. Some of those are; Puerto Rico, Ticket To Ride, Formula De', Hansa, China, California and honestly the list could go on and on. Tons of games...basically what I'm saying is the only games that instantly come to mind that do not need action cards are the ones what have them already built in.

I know what you are thinking. He's managed to name off and defend quite a few board games thus far is that all he's got? Hell no!


How about Liar's Dice? A pure die rolling, bluffing game right? A game that's been rethemed and licensed so many times it's stupid. From fancy board versions to the ghetto print out to just grab a cup and 5 six sided dice. (That's the Front Porch Classics version there to the left. Fancy schmancy I know. I picked it up for about 5 bucks at the annual Barnes & Noble's clearance sale...great box looks nice but still a dumb ass game.) Getting action cards into this would simple just give them out at the beginning of the game or maybe each time you lose a die you draw a card. Cards could be literally anything that felt like it would work in your group. From logical to sheer dickery. Steal a die from the leader. Change one die result after revealing dice. Making cards for this is so easy I could spew them out like the drunk bitch at a party spews half digested pizza after her 7th shot of tequila. This is the part where fans of this inane game spout off that action cards would ruin the perfect balance of the game as it is. WTF!?!? This is a pretty lame game people how the fuck could action cards screw it up any more? All I see action cards doing here is adding a nice new unexpected element to a relatively boring game perhaps creating the rift in time and space that would make me actually want to play this.

There is one other game but I'm hesitant to mention it here I think it would shock you more than any other game I have mentioned thus far. The truth is however that I am reluctant to mention said game as I have in the works already an action deck designed and am considering marketing it on it's own. So I'd tell you but intellectual property rights and all...and really you think I love you that much? After all that's been said in this blog? It's a cold world out there and I'm happy to bring a bit of the cruel coldness to you right here on. . .The Dice Hate Me. Until next time get out there get yourself a bit of action...and you dork I'm not talking about board gaming here. Seeya kiddies.

Wednesday, January 09, 2008

I Am a Theme Whore . . . Hey Buddy You Looking to Party?

My inspiration for this blog comes from a review I recently wrote for Board Game News. The game was Mad Scientist University (a very so-so game, don't bother seeking it out too hard but as a sweetener in a trade it might be a neat addition to your game collection) which is just a story telling game. Most of these story telling games are wide open but this one had a very cute theme. Taking over the world...Mad Scientist style! That addition of theme was my favorite part of the game and made me realize that I am a theme whore. In fact to quote myself I said that I was indeed "A full-fledged, street-walking, corner-working theme whore." I should throw out there that I'm my own whore though I don't have a pimp. Where my money at? It's in my pocket!

OK Well let's get back on track...if this entry even has a fucking track to get back on. I guess what I'm saying is design a game and give it a well rounded theme and I'm there! Design a game with great mechanics and make it abstract...I'll play it a few times then get bored with it. All games deserve a theme. It's as simple as that. Case in point, Reiner's (Yes I'm on a first name basis with him) little game Samurai. This game is certainly an abstract game. When you set out to giving this game a go you don't feel like you are doing the things that are typically associated with the bloody images generated by the word "Samurai." Still thematically the game works. There was a time when Feudal Japan was no longer a warring nation and what are honored Samurai to do when there is no war? Well they setup school, they furthered their educations, they became figures of business and in general reinforced their status with the locals of the land. Hey that kind of feels like exactly what you are doing in this game. This game is by far not a favorite of mine, and I rarely suggest it however, if there are others who want to play the game I never hesitate or try to dissuade them to another game. Someone wants to play Samurai? Alright let's get those beautiful little black resin pieces and that awesome die-cut board out and via for position across the island nation! I'm in! Call me whore for I am proud.

Contrast this to another of my pal Reiner's games that I feel has even better game mechanics than Samurai but no theme to it what-so-ever... Ingenious. Damn what a really cool game with very cool mechanics. Flavor? Totally lacking. This probably explains why I have yet to add this game to my collection. I get to play it now and again at con's and such and I get my fill. Still if I were able to think of myself as a character of some sort, attempting to fulfill some sort of goal I'm certain I'd have a copy of the game in my closet right now. (Half my games must be gay as they are in a closet. I have the other half in a cupboard...and some strewn around the house here and there as you can imagine.) No doubt about it you can feel that this game plays very similarly to some of Reiner's other designs but those have (as people like to pick on him for) a theme pasted on. ME I'm not going to pick I'm going to applaud the addition of theme to those games and fuck it I'll say flat out that I think this game would sell better over all (not just to me) to gamers, specifically American gamers who like designer board games, had it been included with a theme. I'd suggest Kingdom's as the proof to this. That game is certainly an abstract numbers game. Yet slap on a little theme and the game goes to FF's Silver Line and does pretty well, then get's reimplemented as Beowulf the Movie board game in a big box...hmmmmm wonder if that would have happened if this were themeless? Doubtful. This whore would buy the theme game.

Now I have to turn my attention to the GIPF Project games. WOW cool games. Much like Ingenious they have great mechanics. Given them theme-free abstract nature however I own..none of them and won't. I'd much rather pick up Ponte del Diavolo as there is evidence of even the slightest bit of theme slapped on with islands and bridges and neatness like that. Better yet than Ponte del Diavolo is Uberplay's much underrated game The Bridges of Shangri-La or as we have dubbed the game in our group "The War of Enlightenment." Given that we can so easily turn enlightenment into a warring aspect shows you just how loosely this theme is attached to a very abstract and number counting game. Still the game can be fun. Yes there is some down time and really be careful not to play with AP'ers as their turn can easily become 5 to 8 minutes every time. This game is not Colovini's (not on a first name basis with Leo but working on it) best game to date by far. I'm not going to try and convince you of that. Never the less it's a good game and it's got a neat little theme and let's you destroy bridges. When do I get to do that sort of thing in Zertz? Never...I AM WHORE.

I feel like I've made my point here. In addition to that I feel like there's a lot of gamers out there who will agree with me. You may not want to in your head but your heart screams "He's RIGHT, Give me theme I'm a whore too!" It's not the popular view point to get this hung up on a game having theme but fuck popularity. We play games to entertain our brains and challenge us not to be popular. I (and I believe a lot of you out there too) can derive that entertainment to a higher level with a theme. I do not think that is everyone...there are plenty of people who don't need a theme...but they freaks anyway who get off on statistics, probably watch anime porn,who's idea of a good book would never have a vampire or zombie in it and wears those extremely lame shirts sold by woot. ( http://shirt.woot.com ) So screw them anyway.

Stand with me, embrace your title and be proud...be a theme whore.

Tuesday, January 01, 2008

Why Do I Gotta Be Mr. Pink?

So it's the first day of the 2008 huh? What did I do? I created Pink microbadges for BGG. Here's what they look like:



Yep that's right they look identical to all the other "I play with X color" microbadges but I was surprised to see Pink wasn't an option. Here I am with this handy dandy microbadge coupon and the badge I want doesn't even exist. So I took care of that.

Now why on Earth would a guy like me want a "I Play With Pink!" microbadge you ask. No I'm not gay I'm actually very heterosexual if you haven't picked up on that by now. In fact one of my reasons in choosing pink whenever it's available is based around my extreme heterosexuality but that's still coming. (Pun very much intended so all you pervs get bonus points.)

The first and probably most originating reason is simply this. I'm very amicable about what color I play in a game. In our group we have one player who always plays WHITE (as his last name is White) one who always plays yellow (as he feels no one likes yellow so now it's his favorite) and one who always plays red (as...well I don't know why but he's always RED!) So in the handful of games where pink was available I found that color was the last option to be picked time and time again. I gladly picked up the color and found I've got some pretty good success with it.

You probably would never have guessed it but I kind of like violent movies. I know that comment may seem a bit "out of left field" for this topic but hang with me Cochise and you'll see where I'm going. Being a fan of ridiculously violent films Reservoir Dogs certainly reigns in some of the my favorite of the genre. Now if you are familiar with the film you will know that Steve Buscemi plays the character Mr. Pink in the movie (all the gangsters are given "colors" so no one knows each other's name when the job is done) and puts up a pretty good fight against being dubbed Mr. Pink. Still at the end of the movie who is the only character left alive? Mr. Pink. Oh wait a second and who had the diamonds last? Mr. Pink. Who stashed the diamonds before showing up to the redevous point? Mr. Pink. Who's gonna make off with ALL the diamonds all to himself? Mr. Pink...so in that little game who in fact is the winner? MR. PINK! Seems like a logical enough reason to pick up the pieces and play the color. Call me Mr. Pink and it's your doom bitches!

Here we are, 2 reasons for playing pink down. One of them reasonable one of them at the very least humorous. So where is that highly heterosexual reason? I like playing with pink bits. When I make a comment like that I'm not talking about anything that has anything at all to do with gaming here boys. Throw your mind in the gutter (or at least between a womans legs) and you'll get what I'm driving at. So if I can't be out there with a woman playing with the pink bits I like the most...I'm damn well sure going to play with the only pink bits available to me!

In closing, I like to play pink now. It's become my own little monicker almost in our group. Everyone knows now to leave pink for me...but they all seem to be alright with that, except when they get beaten down like little punk assed playa's by PINK. I don't go out of my way to buy a game just for pink pieces but I have painted some pieces pink in games that didn't include that color. I even purchase a very old copy of Risk recently just so I could cannibalize the beautiful wooden cubes (and those pill shaped pieces too) that they had back in the day because...PINK was a possible color. Am I obsessed with pink? Maybe. Do I care? For shit's sake, NO! Was this a waste of a blog to write and your time to read? Of course! I've now deleted a few more minutes of your life...and it felt good.