發現2023年的國家公園沒記 今年(2025)暑假又去阿拉斯加 距離第一次去費爾班*想看極光
竟然已經快十年!
2023夏天是去 #基奈峽灣國家公園 (Kenai Fjords)
2025則是去 #丹奈立國家公園 (Denali) 這是我們兩人同行的第40個國家公園 其他有幾個是各自去的就不算啦
加上2019年的 #冰河灣 (Glacier Bay) (從遊輪上) 阿拉斯加的國家公園目前去了三個
這當然是因為這兩三年來有家人派駐當地
才讓阿拉斯加的國家公園超車
不然應該會先在48州 (lower 48)繼續
這暑假實在太忙了 都沒時間好好紀錄
先降
*1. 費爾班那次是11月
2. 以下是目前和老爺一起去的國家公園 其他有些是先前跟爸媽一起去過的就沒算在裡面
地圖僅供個人紀錄用, 底圖取自於美國國家公園官網 NPS official website
GGs Adventure
Adventure is a journey full of serendipitous findings and disguised blessings
Saturday, August 23, 2025
阿拉斯加國家公園 and more
Thursday, November 21, 2024
具有科普教育精神的遊戲: Genotype: A Mendelian Genetics Game 和 Cellulose: A Plant Cell Biology Game
當初看到這遊戲的主題覺得很特別,就很想買.買了之後卻又因為太多遊戲還沒玩,一直拖到最近才終於玩了
這是個工人擺放機制的遊戲, 每次派出"工人"採取不同的行動, 可以是操弄基因配種,可以是改善種植條件等等
隱約記得國中生物學到顯性隱性基因的概念, 這個遊戲最吸引我的部分也是這個. 公版左手邊從上到下藍色 紅色 綠色 與橘色基因是工人可以採取的行動之一: 透過基因操弄,改變顯性隱性的機率 (擲骰子決定) 非常有意思的設計.

Cellulose: A Plant Cell Biology Game (纖維素: 一個植物細胞的遊戲)
跟上面的遊戲一樣,而且是同一個出版社出版的,這也是個工人擺放的遊戲
也和上面遊戲一樣,何時取得特定資源 (蛋白質,賀爾蒙,水分,二氧化碳等等)讓植物生長良好就是策略的重點
Tuesday, August 20, 2024
(board game) Much ado about board games and my board games experience 桌遊二三事
Still cannot type Chinese, so I just save it here as a record:
8/21/2024編輯: 因為電腦還是無法打中文,大部分用英文,加上中文簡短註解
1. play droughts (right) and on the positive side (left), play streaks: 目前為止最長是連續玩19天,最久是81天沒玩
Long droughts typically occurred when a semester was in session, which is not surprising. But what happened during 7/18-8/11/2021 and 8/15-9/9/2022, especially the former? It is right in the middle of a summer!
The longest drought is from Feb 14 to May 5, 2021 during the Covid-19 pandemic. This is kind of sad and to my surprise as I started to consider board gaming a hobby, more than just searching for teaching aids, during that time. I started so to cut down the screen time too. Obviously, it didn't quite happen in the last semester of Covid shut-down.
Last summer, I was able to play for 19 consecutive days! Many of them I played with parents. This is by far the longest streak, outnumbering the next longest streaks (5 days) by 14 days/2 weeks. This summer has been busy and stressful, and therefore, I/we didn't get to play as much as I wanted to.
- tile placement, and/or layering:
- worker placement:
- network and route building, pick-up and delivery, and related to these two the "connection":
- mechanics involve moving, such as grid movement, point to point movement, three dimensional movement:
- modular board:
- mechanics related to map, such as map reduction:
- pattern building:
(edited on 8/202/2024)
- Liquid and beverage production, promotion, trade and/or consumption: which has two sub-streams:
- Wine/liquid production and sales promotion: from beer (Brew Crafter) to champagne (Dom Pierre) to wine (Viticulture, Vinhos, etc.)
- Tea/coffee production, trade and/or consumption: similar to the last one, tea themed (e.g., Alubari: A nice cup of tea; Formosa tea) and coffee themed (Coffee Trader, Coffee Rush, Viva Java: the coffee game, etc.) games easily catch my attention too.
- Art and related: all forms of arts would count, so it could be music, art, literature, fashion etc. Games can be about making and experiencing/consuming a certain art form (e.g., Lacrimosa; Canvas), or to play as art management (e.g., Gallerist), or even as an art destroyer such as a art thief (e.g., Art Robbery) or forge (e.g., Belratti).
- Travel related such as city/region/country exploring: national parks-themed games (e.g., Trekking the national parks) easily attract me. Games that let players relive some great historical journeys (e.g., Darwin's Journey) or in that sense (e.g., Encyclopedia) also look appealing to me. Or games that allow players to explore a city as if they are sightseeing there (e.g., French Quarter, Let's Go! to Japan). City building games (e.g., San Francisco) may be related but are with a different focus on building, as opposed to exploring, a geographical location.
- History, which I define it as a series of historical events, and/or historical figures: game contexts can be loosely built upon some historical figures (e.g., Catherine: The Cities of the Tsarina; Carnegie; Einstein: His Amazing Life and Incomparable Science; Lovelace & Babbage) and/or (a series of ) events (Tesla vs. Edison) that allow players to understand how (a series of) events changed the world (e.g., Pax Emancipation), or to understand what happened to shape the current world and even try to find an alternative ending (e.g., Twilight Struggle; Undaunted: Normandy and most of the Undaunted series; 1500: The new world). Games in this category are often educational, especially those flavor texts on cards/boards.
- Nature and gardening: I find nature- or gardening-themed games soothing. Even they are competitive games, or not cooperative games, the artworks often comfort me. Cascadia, Fjords, Herbaceous, Bonsai are just some examples.
- Educational: history related themed games are often educational. However, educational games are not necessarily about history or historical figures. Game titles like "Cellulose: A Plant Cell Biology Game," "Genotype: A Mendelian Genetics Game," and "Periodic: A Game of the Elements" are just some examples.
Monday, August 19, 2024
(Legend 2024/加拿大國家公園) A national park trip that is unlike any national park at all: Rouge National Urban Park
Rouge National Urban Park, the only national park in Canada that is within the municipality, and not collecting parking fee nor entrance fee. Just like the national parks on the east coast in USA are not as comparable, same in Canada. We visited Point Pelee National Park last year; while we enjoyed it, don't hold a high expectation about the scenery you would find there.
The three trails we walked this time are: Vistal Trail (Sentier Vista); Rouge Beach Day Use area (and the Rouge Marsh Trail); Bob Hunter Memorial Park (and Tanglewood Trailhead on 14 Ave after we made a wrong turn).
We tried to make the best and most out of the busy schedule by having food in Markham/Toronto while walking in nature to mitigate our sense of guilty of having much food. So I do appreciate there is a park within the driving distance.
We tried to do new things this time and we did--walking in a park, trying not to overeat on a gastronomic trip, staying in a different hotel (and it is spacious; the Internet access is not great though) and trying food in different restaurants. A nice short trip.
ps./ We also re-visited Stratford, the little cute town, en route to Markham. Our last time there was 2014, 10 years ago!
#加拿大國家公園之旅
(8/21/2024編輯) 通常暑假會到國家公園,今年暑假因為很多事情,除了回台灣,沒有安排其他旅行.其間抽空到已經去了很多次的多倫多.雖說是多倫多,其實是它外圍的Markham. 現在食量不比以前,去之前DG發現有個國家公園:Rouge National Urban Park,自然順道去走走
Rouge National Urban Park是加拿大唯一在都市的國家公園,而且不用停車費也免門票費.當然啦,這個特點也說明了不要期待有什麼大山大水,比較像是都市裡的一個公園綠地.不過因為地點,讓我們這次的多倫多美食之行有了消化美食的地方,吃起來比較沒有罪惡感,當然也是現在戰鬥力不比以前了.這公園也讓我們有了跟以往不同的多倫多經驗.
Tuesday, July 30, 2024
(test play) publish or perish: a satirical party game about academic life
New experience, so I just wanted to keep a log about it.

I think I subscribed the publishing information and might have answered a couple of questions promoted, then I received an email days later, asking if I would be interested in test play.
"Sure thing," I responded. Then I did receive a preview copy that also includes two mini expansions such as the "Revenge of Reviewer 2" expansion.
Long story short--I tested the game by playing it differently as there is some lack of clarity in the rules. Lack of clarity in the rules is not all bad as those "muddy points" can become a variant mode to play with, and/or leave space for players to house rule-- if house ruling doesn't bother you. I tested the game as a two-player, a three-player, and a five to six-player game, each multiple times including the "variant" rules. In general, I think the more the merrier, which lives up to its "party game" nature. My test-play partners include those who are also an academia, as well as those who, while themselves are not academia, they do have a good idea about what academia are like as I am either their friends or they are my former research assistant who is now working in the industry. Their gaming experience varies too. Overall, I think they all enjoyed the game as much as I did, and we all got good laughters!
If you like quick games or are subject to decision paralysis, this is a game you would probably like. Each game plays about 20 minutes or so, regardless of the player counts in my test-play experience. The game has a nice balance between strategy and randomness.
If you like card games, this is a game you would probably like and the nice thing about it is it is easy to carry around. You may need some table surface though, depending on how you play it-- discarding the played cards, or leaving them on a published manuscript. This is one of the aforementioned "muddy points" about the unclarity of the rules. Unlike other card games though, cards are not multi-purposed. Rather, they are straightforward.
If you like party games, this is also a game you would probably like. In our experience, it was especially funny when all the mishap cards were targeted at the same player, presumably that everyone knows that it is just a game, and not taking it personally.
If you are an academia, this is a game you would probably like, or at least appreciate its sarcasms.
If you are not an academia, this is a game that not necessarily helps you understand the stress in the academic life but you can certainly take it as a party game embedded in a unique context.
Last but not least--please allow me to talk shop a bit too. You probably know, or can "guess" by now if you are reading this far, that I am an academia. I use games in some of my classes too. The game has its potential for academia value too--for one, those "muddy points" can be a learning opportunity if you want your students to re-write the rules to make them clearer, or to be creative by adjusting them to be a variant mode to play the game alternatively. Second, if you are running a lab and/or doing things in that nature, you can use this game as an ice breaker. Or, you can simply play it, laughing off all those perceived unjust in the academic.
I look forward to seeing it available on market in the near future!
---
updated on 8/3/2024:
related reading: publish or perish is now also a card game at Nature
Tuesday, June 4, 2024
一些曲子 一些憶往(2)
台南家裡的琴早就年久失調音, 除了我回台灣時,幾乎沒人彈了
這次回台灣, 不是因為培養氣質, 比較多是逃避不想做正事, 反而彈了幾次琴.
第一次打開椅子的肚子, 也就是存放琴譜的地方, 把最上方的鋼琴奏鳴曲琴譜打開. 乖乖, 發現第一首是庫勞Kuhlau的C大調(C major) 小奏鳴曲20號(第一首). 不發現還好,這發現好幾個驚訝!
第一驚訝是原來我小時候就彈過他的曲目 (鋼琴老師的筆跡還在),而我竟然完全失憶,直到這次暑假. 說是"原來"以前就"彈過"是因為(翻了一下紀錄)七年前在偶然的情況下,在小鎮圖書館借書時不慎,借到的不是書而是琴譜.既然都借到了,就拿來讀讀. 又過了好幾年, 買了電子鋼琴, 於是開始找琴譜, 自然想到圖書館裡有的或是網路上免費有的,包含這一首. 那時候完全"忘記"自己小時候其實已經接觸到這位鋼琴家,直到這次暑假.看來我的老年癡呆當時已經開始...😅
第二個驚訝是我對這作曲家的認識竟然這麼少, 不知道他是德裔丹麥人,還以為是我最習慣的德奧作曲家和德奧曲目 (德裔應該還是扯得上邊?只是這個nature(德裔) vs. nurture (丹麥)的討論我就跳過啦),甚至覺得跟莫札特的有些像(這琴譜裡有有莫札特的曲目,也許不是只有我這麼認為? 也或者是我自己亂想太多啦).
Kuhlau全名Friedrich Daniel Rudolf Kuhlau,因為逃避拿破崙徵兵逃到丹麥. 他的作品多為鋼琴與長笛,但他本人其實不會長笛的演奏, 這是最後一個驚訝. 因為我一直認為熟捻一個樂器才能夠把該樂器的特色充分表現出來,不管是演奏上的還是作曲上的. 看來這只是我個錯誤認知.
總之呢,因為這次想起一些彈鋼琴的往事, 包含當時因為在找著名的C大調曲目,一時不察借來琴譜, 到這次發現自己老年癡呆早就開始. 也許這是個好好來認識一下這位作曲家的契機?
---
<連結>
1. 庫勞作品免費琴譜連結
2. 舊文: 一些曲子 一些憶往
Sunday, May 12, 2024
(桌遊) 幾個跟地圖有關的桌遊: 瘟疫危機, 電力公司, 泛美航空, 鐵道任務歐洲篇
大概跟我一開始找桌遊是為了找教材有關, 有地圖的桌遊對我也很有吸引力,特別是那種有真正地圖的遊戲.
這類的遊戲如果要從桌遊機制來講相關的機制大概是: pickup and delivery (這機制我最先接觸到的遊戲是Istanbul 伊斯坦堡,有機會再來聊聊這機制相關的遊戲), grid movement, point to point movement, network and route building, 和 connections. 不過我不想從遊戲機制面來討論,雖然有些機制很有新意的被用在遊戲裡可以也是很有趣的討論, 但還是直接來講遊戲吧!
<Pandemic (2008), 瘟疫危機> 難度2.4, 2~4人可玩. 附帶一提的是, 它有很多擴充, 其中的in the lab擴充可讓遊戲擴充到2~6人同玩
講道地圖,第一個當然就是我入坑開始的瘟疫危機 (Pandemic, 2008), 之前提到過. 我認為這遊戲的歷史地位在於它是個合作型的遊戲,玩家扮演不同腳色各有不同特殊功能, 通力合作抵抗四種疾病傳播. 如果能在整個世界都被傳染到之前開發出四種疫苗,那麼玩家勝利. 玩家輸掉的可能條件很多,就不一一討論了.
這個遊戲用到的地圖是整個世界地圖, 一開始只有一個研究中心,也就是位於亞特蘭大的美國疾管局(CDC). 玩家從另一個城市到另一個城市除了相連的城市可以用走的 (一步一步算),特殊條件符合下也可以"直飛"到不相連的城市. 有些城市直接相連的城市比較多(5~6個), 有的少. 這個設定很有趣, 因為相連少的疾病傳染也就慢, 但相連少的城市同樣地要到其他地方就要花費比較多的行動(比較多步才可以走得到),所以到底要在哪設研究中心開發疫苗呢? 又要如何決定在疫苗開發出來前的治療路線呢? 在到處都有疫情爆發可能的情況下, 到底要怎麼取捨就是遊戲策略之所在
這遊戲也是個很好的學習全球各地大都市的輔具.增加所謂的"世界觀"
<power grid; 電力公司>難度3.25. 2~6人可玩.
第二個遊戲在以前也提到過.和瘟疫危機一樣,這兩個遊戲都被我用到課堂上.和瘟疫危機不同的,這遊戲的地圖是一個國家而已.既然是用到課堂上,我用的當然是美國地圖.這遊戲的美國地圖符合現實,跟以前介紹過的USPS: The Great American Mail Race 地圖上的地名是虛擬的不同玩家在這遊戲中扮演電力公司經營管理的腳色,需要競標發電廠,購買發電所需原料(除非你標到的是綠能電廠例如風力發電,那麼就不再需要原料),決定從哪裡開始建立第一個電廠,建立管線,好讓電力也可以輸送到下一個城鎮.資源有限下你要如何分配到各種需求呢?
這遊戲有其他各國的地圖.有興趣的可以自行加購各國地圖.
<Pan Am> 泛美航空. 難度2.4. 2~4人可玩
泛美航空在1991年倒閉前曾經是美國一大航空公司之一(維基百科介紹).這遊戲的背景以泛美航空為背景,購買飛機, 拓展航線,取得機場營運權,買賣股票,都是遊戲的一部分.在有限資源(工人)之下,到底要如何取捨呢?
遊戲使用的是南北美洲的實際地圖, 隨著時間遷移, 航空史上的事件讓玩家調整策略, 這是個航空迷可能會因為主題喜歡上的遊戲.
<Ticket to ride: Europe> 鐵道任務-歐洲篇.難度1.92, 2~5人可玩
鐵道任務應該可以算是個入門遊戲,因為它的難度低, 容易上手. 我認為它的地圖讓遊戲內容變得更具體, 也是讓遊戲比較容易上手的原因之一
這遊戲雖然重點是鐵道, 也包含了其他運輸工具像是渡輪(ferry), 增加遊戲的變化. 遊戲的重點在於"連線", 建立車站雖然花費較高但能取得其他玩家的路權.另一個策略考量是到底要多少張"車票"--愈多車票能建立愈多的路線但沒完成的車票也會導致扣分.如何取捨就是遊戲的策略所在.
和電力公司一樣,這遊戲有很多版本,各有不同地圖,把它拿來學地圖(地理),也算是個寓教於樂的遊戲
Saturday, May 4, 2024
(桌遊) 幾個關於七巧板類的遊戲
繼數字運算的遊戲之後,來介紹幾個板塊拼裝(tile placement)的遊戲
這是另一個對我很有吸引力的機制,這類的遊戲其實我又分兩類,一種是比較類似拼圖,需要把上面的圖形(通常是線條. 著名的卡卡頌就是此類)連結,另一種是這篇主要想介紹的,類似七巧板的遊戲: 把各種形狀的小板塊,塞進比較大的方形或長方形之內.
這幾個遊戲規則都算簡單, 動腦的部分當然就是想辦法拿到自己想要的小板塊,得高分
<Fit to Print >1~6人. 因為是同時進行,會有點混亂,但也是遊戲有趣的點之一

遊戲進行三回合:週五週六和週日, 每天的頭版愈來愈大張.
每回合第一階段先選需要的板塊, 一旦有人達成了, 喊出layout, 所有人停止拿板塊的動作,進入第二回合.
第二回合就是把板塊拼到頭版上, 如果有剩的板塊,會被扣分但可以留到下一回合使用. 三個回合後計分.分數最高者勝出,特別的是,廣告收入最低的不能加入計分的行列:因為該報社缺乏廣告收入倒閉了😂
<Project L> 1~4人遊戲.其實以前介紹過.
雖然這篇重點是後者, 也來介紹一下屬於前者的遊戲:
<Einstein: His Amazing Life and Incomparable Science (愛因斯坦)> 2~4人遊戲.
這遊戲買了好一段時間,後來看了BBC的天才系列介紹到愛因斯坦,最近終於拿出來玩.看了影片對於遊戲中各時期的愛因斯坦和相關人物也相對有基本的認識.
這遊戲是把各種板塊, 拼成到公共區域, 目的在於拼成卡片上的形狀. 一次一人可以出兩張板塊, 但是要得分的話必須是輪到自己那輪時才完成卡片上的形狀.否則不能得分.雖然重點在完成卡片上的各種形狀, 板塊必須至少跟相鄰的板塊有一邊是線條的連結(少數卡片規定是三方連結).
每個玩家和其他玩家既合作(別的玩家的板塊可以是自己最後要達成形狀的一部分; 自己的板塊幫助其他人達成最後形狀會獲得星星計入分數),又競爭(最後只有一個贏家).
延伸閱讀:
以前介紹過的七巧板類遊戲
1. Bärenpark (熊公園): 很可愛,順便認識各種熊. 類似的還有貓島奇緣 The Isle of Cats(英) 和 New York Zoo 紐約動物園 (英)
2. Cartographers (王國製圖師): 這遊戲是用手畫進去大(長)方格裡,算是紙筆類,不算板塊拼裝,但是是七巧板類
3. Patchwork : 拼布遊戲, 是兩人遊戲
其他連結:
Wednesday, May 1, 2024
(桌遊) 幾個數字運算的遊戲
過完史上最痛苦的一個學期, 昨天又處理一些令人不悅的信件後,晚上剩下不多的時間, 只能玩玩小遊戲, 所以就來介紹遊戲吧!
這幾個遊戲都是紙筆型, 這是我自己的用語, 指的是利用筆寫在兼具計分效果的紙上, 而不是桌遊BGG裡指涉的 paper-and-pencil (紙與筆)的機制. 這幾個遊戲也都跟操弄數字(manipulate numbers)有關.
<Dice Hospital: ER roll> 1~6人可玩. 難度1.91
用到的機制有擲骰子(dice rolling), dice icon resolution (不知道怎麼翻XD), network and route building (路線建立? 我自己翻的)
直翻的話遊戲名稱是骰子醫院: 急診室. 這是個獨立的小型紙筆遊戲, 遊戲公司本身有骰子系列, 以醫療為背景來說, 有個比較大的遊戲 Dice Hospital (骰子醫院). 另外還有骰子主題樂園 (Dice Theme Park)
顧名思義, 這遊戲就是擲骰子,然後決定收哪個病人,把病人放到哪裡. 骰子有三種顏色, 每次同擲三顆骰子, 玩家扮演醫師的腳色, 由主治醫師(該輪的第一個玩家, 依順時針方向輪流)先決定收哪個病人, 放到自己的醫院. 收治每種病人各有不同的好處, 就看玩家自己的策略
收到的病人放到自己醫院時的限制不多: 醫院有七個區域,每個區域收的第一個病人需要從與大廳相鄰的病床開始, 之後收治的病人必須跟已經收治的病人病床相鄰. 但不需要填滿一區後才收病人到另一區. 另一個限制是同一區的病人數字必須漸大(數字是由代表病人擲出的骰子決定). 收治有些病人附帶的好處就是可以把病人隔離, 那麼相鄰的病床數字就可以重新開始. 收治另一種病人的好處是可以附帶一個"聽診器," 每付出一個聽診器就可以把骰子上的數字加一. 此外幾乎沒有任何限制
醫院有三科: 放射科 心臟科 和傳染病科.每科各有各科別的目標, 達成目標另有加分.
遊戲規則很簡單, 隨機抽出三個科別的目標, 每個玩家收到一張代表自己醫院的紙, 一支筆, 隨機抽出三張送病人到醫院的救護車放回盒子, 有一個玩家當第一輪的起始玩家. 遊戲就開始了! 當24張救護車卡都用完遊戲結束計分,分數最高者勝出.
使用的機制除了擲骰子(dice rolling)之外,有paper-and-pencil (紙筆遊戲), chaining, once-per-game-abilities.
Ada Lovelace,Charles Babbage, Mary Somerville, 或 Luigi Federico Menabre四位計算機開發的先鋒,利用五類"程式"(A~E) 裡每類有四個不同的運算方式, 玩弄數字得到期望的數字(由子程式卡決定). 最快算出各期望的數字的勝出.
1. 先根據卡片選出所謂的子程式(subroutine),這是之後運算後要達成的數字;
#數字運算 #桌遊 #適合訓練小孩四則運算
Wednesday, April 17, 2024
(桌遊介紹)兩個應該沒什麼名氣的桌遊: USPS: The Great American Mail Race 和 Peak Oil
陸續玩了幾個桌遊,應該都不算是有名的經典之作,至少沒看到太多討論, 但都蠻有意思的, 所以介紹一下
有地圖的桌遊對我有莫名的吸引力,原因之一大概是當初掉進這個坑其實是從找教材開始
當時還教物流,有地圖的遊戲就有希望涵蓋好幾個物流概念,包含路線 (routing),網路分析 (network analysis),不同運輸工具 (intermodal shipping)等都是,適合當教材.
如果沒記錯,這遊戲是兩年前Target年度特價活動時候買的.買了兩年終於開封><
本來也沒對遊戲有太大期望,因為BGG上6.8的評價,不算差但也不是特別突出.玩了兩次經驗都還蠻正面的.除了地圖相關的機制之外,這遊戲的玩家間互動蠻有意思的:原本預先想好的路線可能因為其他玩家先搶一步整個得打掉重練.又或者是滿載的包裹被半路殺出的程咬金(另一個玩家)整個搶走,白忙一場.如果不喜歡那種會正面對決或是會覺得被捅一刀的人可能就不大適合
美術上郵戳的設計很復古.地名不是真實地名,所以找的時候會花點時間
缺點是一開始讀遊戲規則時不是很理解,還好有Rodney Smith規則講解的影片,建議直接看影片
#有地圖的桌遊
<Peak Oil>2~5人. 複雜度3 遊戲時間45~75分鐘
上面提到遊戲規則讀了之後還是茫茫的. 這遊戲更是如此, 奇妙的是, 明明每次只有兩個步驟: 採取行動和派工人到另一個地方(每個地方可以採取的行動不同), 規則書也寫了step 1, step 2, 甚至把前者各種行動類型分別介紹了,讀完還是一頭霧水甚至要放棄了 (想到有英語系同事要學生重新寫遊戲規則當作業 很有創意!)
我趕緊建議大家邊玩邊摸索,畢竟過去經驗總是玩一玩就會了. 幾輪之後果然就清楚多了.
上面提到,這遊戲其實只有兩個步驟,一是採取行動 (take an action),另一是派出工人到其他地方 (reassign an agent).跟USPS遊戲類似的是,在USPS中一旦打出手上的牌執行某行動,就不能再抽牌了. 這個遊戲是一旦派出工人當第一步,第二步就只能繼續派出工人. 這個機制也跟 Herbaceous 香草花園 類似: 必須先採收後才能抽牌, 而不能抽牌後反悔才採收
回到遊戲主題. peak oil石油峰值本來的意思是一個理論上的值, 一旦採取超過那個值以後,採油就會變得非常昂貴.
遊戲中的peak oil是指當黑布袋中的最後一個黑色油桶被抽出,那麼遊戲進入所謂的石油峰值階段(peak oil phase), 抽出最後一桶油的玩家依規則進行後, 遊戲進行最後一輪之後開始計分.玩家要在最後一桶石油被開採之前投資其他技術.
就像現實中石油開採有其風險,黑布袋中有代表石油的黑色油桶也有代表漏油等公關危機的紅色和橘色桶子. 是個蠻有趣也很符合現實的設定.
這也是一個玩家可以互卡的遊戲, 所以不喜歡直接對決的可能不適合玩此遊戲. 另外,這遊戲設計得其實蠻平衡的,常常是殺敵一千但先自傷八百. 所以殺敵之前三思啊
下次再玩會把擴充spillover加進去 增加每次遊戲的變化. BGG上6.5但我覺得應該有7或以上. 玩完後我們四人都覺得蠻有趣的,會想再玩
如果要套到課堂上,可能可以把那些公關危機拿來當話題講. 也或許可以畫畫#決策樹,看看其他玩家這些程咬金們對自己策略執行上的影響.通常是計畫趕不上變化~
#工人擺置
#桌遊