Showing posts with label 中途半端. Show all posts
Showing posts with label 中途半端. Show all posts

Tuesday, January 6, 2026

回顧2025,展望2026

 明天要開學了 我卻還在這裡寫這

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2025年前半年有點疲於奔命, 因為長輩生病, 五月不到已經回台三次. 後半年更是種種變化

深刻體會到自己健康才是最重要的, 也才有辦法照顧其他人. 工作上需要好好調整自己的心態.


維持心理健康的話, 娛樂免不了!

桌遊)

2024第一次參加未上市遊戲的測試,  2025又測試了一次並且第一次到實體桌遊零售店玩, 也消滅了一點shelf of shame. 平均一周玩一次/個新的遊戲  買遊戲的速度稍微緩了,當然跟之前被倒掉有關,雖然歲末又重拾"購物治療" 

2026 大概維持這種速度吧! 不過希望能夠玩幾個大一點的遊戲, 先小小的放個3~5個大點的遊戲當目標

音樂)
2025下半年終於在Covid Pandemic之後第一次再跨入音樂廳. 聽了兩場
年底也買了一些CD
以為自己發現一個新的(沒接觸過)作曲家, 沒想到四年前其實已經注意到, 只是忘了

2026年的第一筆消費就是買了另一場音樂會的票. 不求能回到疫情前一季10~12場, 希望能聽個4~場足以

旅遊)
2025美國國家公園有點進展, 拜家人派駐AK之賜, 這兩年去了幾個AK的國家公園 年底則是把FL還沒去的兩個補上. 2026年希望也能去幾個. 現在剩下比較集中的大概是加州的,科羅拉多的,跟AK的(但多數很難到達...). 

海外的話, 因為研討會去了義大利, 雖然更早去過, 這次還順便訪友, 朋友還帶我們到斯洛維尼亞, 很不同的經驗

2026年希望能夠去歐洲或日本一次 但目前沒有具體計畫 

影視)
電影之外, 看了一些日劇 包含很久以前的, 當然也有相對新的 
日劇真的能夠把日常刻劃出來, 很厲害! 大概會繼續吧!?  



Monday, January 5, 2026

傲慢與偏見 (轉貼過來的舊文)

因為看到學姊的po文, 從舊的部落格 (2006/07/04)轉貼過來  明明就要開學 還沒弄好新學期的課程大綱啊啊啊

---以下舊文開始--

這也是我數年前練習英文的副產品, 我是不懂翻譯的, 下面只是把看過的兩本中譯本與英文本作一比較, 野人獻曝, 各位愛書朋友見笑了
 
 

整體來說, 我個人認為遠景版(出版社/ 遠景, ISBN/9573901676, 譯者不詳, 以下簡稱"遠"版)的翻譯是比較"詳實"的且終於原文(英文)(PENGUIN版, Pride and Prejudice by Jane Austen, Publisher: Penguin Books Ltd; (February 24, 1994), ISBN/0140620222),而希代版(陳玥菁譯( NYU文學碩士,語言學碩士 , 出版社/ 希代, ISBN/9578085567以下簡稱"希"版 )的最大特色/優點在於譯者將每個章節都標以"副標 "並且在故事一開始附上人物與地方簡介,使讀者能夠一目了然每章節的故事主題, 這是原文本所沒有的; 另外,相較於希本的白話通俗,遠本相較之下用詞遣字較為古典, 如果說好的翻譯本應該要做到"信,雅,達 "的話,我會給遠本較高的分數

 

這本書大概是我最喜歡的文學名著,至少也是最喜歡的十本之一,高中時候初次接觸此書(遠景版)我便愛不釋手, 連看了兩次,最近又重新看過英文版(PENGUIN ),甚至還看了另一版中譯本(希代版 )

英文版的其實相當易讀,而且妙趣橫生,特別是貝納先生與貝納太太之對話,不過也許囿於翻譯,我在中文版卻未必能夠感受到相對的樂趣(例:下面比較句子的第三句)

此書的作者雖然寫出了被視為愛情經典名著的"傲慢與偏見", 然而她本人卻是終身未嫁,作者另有作品"理性與感性"(Sense and Sensibility),此電影在台灣風行一時,喜歡該電影的朋友不妨也讀讀此作品

 

以下摘要一些句子

 

 It is a truth universally acknowledged, that a single man in possession of a good fortune, must be in want of a wife. However little known the feelings or views of such a man may be on his first entering a neighbourhood, this truth is so well fixed in the minds of the surrounding families, that he is considered as the rightful property of some one or other of their daughters. (p.5)

遠景版: 一個富有而獨身的男子,必須結婚,這是人所公認的事º儘管人們對這個男子的認識是多麼的淺薄,只要他到了某一個地方,附近的人家都會把他認為是自己女兒的理想對象了( p.1)

希代版: 單身男人一旦有了錢,總是容易被人聯想到他是該結婚了 º 就因為這種理所當然的想法深植人心,所以世上每個符合這種條件的單身漢,無論走到哪裡,多多少少總會被一些人看成或想成是自己未來的女婿之一(p3)

這句話絕對是此書的經典句,而且是僅次於白鯨記第二常被引用的名句

我認為這一句遠景版的翻譯較佳," universally acknowledge"翻成"公認的事", "must in want of a wife "譯為"必須結婚"(, "however little known ……of such a man"譯成"儘管…認識…淺薄"以及"rightful" property的"理想對象"都顯示出譯作的"信與達", 如果能夠兼具希代版的"深植人心 "( so well fixed in the minds)就更完美了; 反之我覺得希代版的"聯想"’怪怪的,原文用"must"與中文"必須"相同而與"聯想"無關吧!此外希代版中完全省略了"儘管認識淺薄 "部分,似乎略有不足

 

"My dear, you flatter me. I certainly have had my share of beauty, but I do not pretend to be any thing extraordinary now. When a woman has five grown up daughters, she ought to give over thinking of her own beauty."(p.6)

親愛的,你在和我開玩笑了º不錯,我從前是美麗的,可是如今已不是炫耀我的美貌的時候了,一個已經上了年紀的女人,並且,女兒們都到了出嫁的時候,有怎能容許我想到自己的美麗呢? (p.2)

你太抬舉我啦º年輕的時候也許還有人看見我會驚為天人,現在我可不敢奢望了(p4)

遠景版的翻譯較為完整,希代版完全省略了句子的後半部分;不過希代版的"你太抬舉我了"比較接近"you flatter me"的原文

 

Mr. Bennet, how can you abuse your own children in such a way! You take delight in vexing me. You have no compassion on my poor nerves. "You mistake me, my dear. They are my old friends.  I have a high respect for your nerves. They are my old friends. I have heard you mention them with consideration these twenty years at least."(p.6)

貝納太太)"你怎能這樣毀謗自己的孩子呢?你看見我氣惱,你便覺得快樂º對於我思慮的事情,你卻絲毫也不同情 " (貝納先生) "親愛的,你誤會了º我很了解你º二十年來你這種思慮我知道得太多了º'(P.3)

(班奈特太太)"你怎麼這樣說自己的女兒啊?你是故意氣我,對不對?你忘了我神經衰弱嗎? " (班奈特先生)"你錯怪我了,我的好太太º我一向尊重你的神經,他們早已經成了我的老朋友º尤其最近二十年,你總是在我耳邊提起它們"(p.5)

由這一句的翻譯"毀謗 "vs"說 ";"氣惱 "vs "氣我"明顯對照出兩譯本的差異,這就是我所謂的遠版典雅希版白話, 不過後半句("你的神經早已成了我的老朋友…")希版似乎略勝一籌

讀英文本時,我看到這句話不禁微笑,我想這就是所謂的幽默吧!然而這種幽默的感覺不知為何的我讀中譯版確感受不到,不是翻譯不好,但總覺得味道不夠,這種感覺時而發生,我將此歸因為語言結構的差異所致,因此我衷心推薦朋友們也讀讀英文本,有時候會有意想不到的收穫喔!

 

 

Mr. Bennet was so odd a mixture of quick parts, sarcastic humour, reserve, and caprice, that the experience of three-and-twenty years had been insufficient to make his wife understand his character. Her mind was less difficult to develop. ( She was a woman of mean understanding, little information, and uncertain temper. When she was discontented, she fancied herself nervous.) (p7)

貝納先生就是這樣一個古怪的人,他很幽默善諷,沉默而善辯,此外,二十三年的共同生活使他的妻子完全明瞭他的性格º他的妻子完全比不上他º(p3)

班奈特先生的本事就在這, 他既能談笑風生, 極盡挖苦之能事, 同時也能不茍言笑,高深莫測,即使他太太累積了二十三年的經驗,仍是摸不透他º 而班奈特太太他偏偏是個頭腦簡單 (,水準不高,藏不住心事的女人,只要碰到凡人的事, 他便自以為是的神經衰弱º )(p6)

這又是另一個我所謂遠版典雅希版白話的例子:"幽默善諷 "  vs "談笑風生,極盡挖苦之能事 "

這一句翻譯比較大的差異在於Mrs. Bennet到底對Mr. Bennet了解與否º從原文看來,希版的翻譯較為正確,即Mrs. Bennet應該是不夠了解Mr.Bennet的. 此外,遠版將reserve and caprice譯為"沉默而善辯 "不知是否因注音輸入法而造成此誤,因為caprice時為善"變"而非善"辯" (參考Merriam-Webster Dictionary: caprice 1 a : a sudden, impulsive, and seemingly unmotivated notion or action b : a sudden usually unpredictable condition, change, or series of changes <the caprices of the weather>2 : a disposition to do things impulsively )

 

"…..What say you, Mary? for you are a young lady of deep reflection, I know, and read great books and make extracts." Mary wished to say something very sensible, but knew not how.(p8)

瑪麗給這一捧,很想說幾句得體話,但是一時實在想不出(p6)

瑪莉欲語還休(p8)

我認為遠版的翻譯較佳,適當地加上一句"給這一捧"(雖非原文所‘明述 ‘)使句意更清楚, 這是我所謂翻譯若要"達",有時後不可拘泥於逐字譯

 

Jane’s feelings, though fervent, were little displayed, and that there was a constant complacency in her air and manner not often united with great sensibility.(p.162)

他覺得珍雖熱情,卻含蓄不露,並且態度中常有一種自滿的氣息,往往使人遲鈍不敏(p198)

他覺得琴恩雖然情意熾熱,可是表面上卻不露痕跡,他泰然自若的神情,實在沒有多少人可以看出他的善感多愁(p171)

這一句恐怕是差異最大的了!差異之一在於"complacency "的翻譯看法不同,我查了英漢字典,此字有"自在 "和 "自滿"兩個意思,根據Merriam-Webster dictionary: 

1 : COMPLACENCE; especially : self-satisfaction accompanied by unawareness of actual dangers or deficiencies
2 : an instance of complacency

看起來"自滿 "似乎比較貼切;另一個差異是對"sensibility "的翻譯之不同, 如果說我們將Sense and Sensibility譯為"理性與感性",我認為note united with great sensibility譯為"使人遲鈍不敏 "似乎較"沒有多少人看出她的多愁善感 "稍差;又按Merriam-Webster dictionary: sensibility, ability to receive sensations也是同理 看來此句兩版本各有優點

 

"At once to insist upon having such a report universally contradicted." " Your coming to Longbourn, to see me and my family," said Elizabeth coolly, " will be rather a confirmation of it; if, indeed, such a report is in existence."(p272)

"我要你立刻公開這件事以正視聽 "….."假使真有這樣的謠言 ",依莉莎白冷冷地道,"那麼人家見夫人特地到龍蟠村來訪問我家,反會更深信那傳說 "(p333)

"我要你立刻公開說明"…."莉琪冷冷地說:如果真有這種傳說,那麼你這一來不是更會混淆視聽 了?"(p.272)

嗯,又是一個"典雅"  VS "白話 "的對比: "已正視聽 "vs "公開說明 "; 有趣的是,兩版都注意到"換詞",因此先用"視聽 "的則結尾處改用"深信那傳說 ",而先用"說明 "的在句尾則以"視聽 "來換句話說

 

 

His (Wickham) affection for her (Lydia) soon sunk into indifference; hers lasted a little longer; and in spite of her youth and her manners, she retained all the claims to reputation which her marriage had given her. (p.298)

很快地韋漢對莉地亞感到厭倦了,她對他的熱愛也隨之煙消雲散,目前儘管她仍年輕和還有玩弄男人的手段,可是他這次"完美"的婚姻早已使她臭名遠播,無人再敢問津了(p.367)

威肯果然不久就感情變淡,倒是麗迪雅對他比較持久些,就算她年輕時荒唐,但終是顧全了應有的情操

這一句我認為遠版翻譯較佳,希版的過於簡單而沒有交代出Lydia最後能勉為顧及情操實因先"私奔 "後結婚的不良影響所致

 


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. 

2. favorite game mechanics: as we try to build our game collections, I started to look for games that use mechanics that we don't have yet. So far, what interests me most are listed below. They are not in any particular order. (目前為止我喜歡的桌遊機制. 其實先前介紹的桌遊文裡陸續提到一些,這裡是個整理. 大致上拼圖類,工人擺置,路線連結或移動,模組板塊或和地圖相關的機制,找出規則等都對我很有吸引力)

  • 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: 

3. favorite game themes: similarly, I started to look for games that are developed based on some contexts that we don't have. At the same time, games with certain themes easily catch my eyes. Here are some of the them. Again, they are presented in no particular order.  (目前為止容易讓我腦波弱的遊戲主題,像是飲料酒類製作經營,藝術相關,旅行相關,歷史或歷史人物為背景,自然或園藝主題,還有各種寓教於樂的遊戲主題)

(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.   
What are your favorite game mechanics? What are your favorite themes? 

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.

 How did it all happen?  So I noticed a new tabletop game titled "publish or perish" on Internet. "Publish or perish" is an aphorism for academia, so you can see why a game with such a title easily could catch my eyes if you know me.

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 (Pandemic), 電力公司 (Power Grid), 泛美航空 (Pan Am), 鐵道任務歐洲篇 (Ticket to Ride: Europe)

 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

圖片取自BGG


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. 

分成六個區域,每個區域由一個玩家先開始可以設點

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

圖片取自BGG

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


圖片取自BGG

講完航空講鐵道;講完美洲講歐洲.

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

遊戲裡每人扮演報社總編(editor)的角色.報紙就要發行了,頭版要怎樣編排才好呢?新聞有各類型(有傷心的也有開心的),不能只報喜也不能只報憂.當然還要拉到廣告,畢竟廣告才是報業收入來源啊!但要是廣告跟報社的主題不符呢?

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😂

配件很精美 小小主編桌 很可愛 

<Project L> 1~4人遊戲.其實以前介紹過.

個遊戲很特別. 這篇介紹的是七巧板類把各種不同形狀的塞進大一點的(長)方形裡; 這遊戲相反: 把長短不一的(長)方形塞進大一點的非長方形裡. 

月餅盒成了最佳收納器具 
這應該是這幾個遊戲中最接近七巧板的.規則很簡單,但很有趣.自己一個人也可以玩.花的時間也不多,很適合忙碌中抽個半小時玩一玩,休息一下


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.




前面提到,每個玩家分別代表不同時期的愛因斯坦: 年輕時候的, 成熟時期,黃金時期, 旅行世界各地時期. 每個玩家有各自的目標要達成, 也可以達成公共區域的目標. 達成愈多目標最後計分時最高者勝出.



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, 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


<USPS: The Great American Mail Race> 2~4人.複雜度2.遊戲約45分鐘

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