Today we had another little jaunt into Toronto. Our original intention was to have a wander around Kensington Market, but by the time we got there it was so hot and sunny that it was getting not-particularly-pleasant to wander around outside, so we decided to repair to Snakes & Lattes to sit in the relative cool, play some board games and wait to meet Mark and Lynette later that afternoon.
Andie and I hit a few old favourites while we waited, including Carcassonne (which I won), Ticket to Ride: Nordic Countries (which I did not win), and Blokus (which I did win). Then other people showed up, including our mutual friend Jon, who introduced us to a few interesting games I hadn't come across before.
The first of these was Fist of Dragonstones. I'd heard of this before but wasn't really familiar with it, so it was essentially new to me.
Fist of Dragonstones is a bidding game in which you're trying to be the first player to score three victory points. This might not sound like a lot, but it's not especially easy to come by points. Most of the game revolves around bidding various amounts of in-game currency (the exact amount of which you have is kept secret from the other players) in a "closed-fist" bid to acquire character cards with various special abilities. These range from dragons, which provide you with coloured dragonstones, to wizards and magicians, who help you score points from various combinations of dragonstones. Certain cards allow you to mess with the other players or hinder their efforts, but your access to the cards is limited by what money you have on hand — and there's nowhere near enough for you to be able to bid on everything.
It's an interesting game that I feel probably takes a few goes to "get" but it proved enjoyable. The dragonstones themselves are sparkly and shiny, too.
—
The "main event" for the afternoon was a game I've been curious about for a while: A Touch of Evil. This game had been sold to me as being "like Arkham Horror but a fraction of the length and a fraction of the complexity". Since I like Arkham Horror but it rarely hits the table due to the sheer amount of time it takes to play it to completion, I was very curious to try this theme-heavy game that sees you fighting various evil masterminds in Colonial America.
A Touch of Evil is indeed quite like Arkham Horror in many respects in that it encourages players to contemplate the narrative of their characters' actions rather than just following the game mechanics in a rather dry manner. There's no requirement to "role-play" or anything, but a considerable amount of enjoyment is added to the experience if you imagine or describe what the characters are getting up to and attempt to contextualise their dice rolls and skill checks.
It's also interesting in that, unlike Arkham Horror, it doesn't have to be played as a purely cooperative game. It can instead be played as a co-op-competitive game in which players split into teams to see who can be the first to take down whatever Great Evil is threatening the world this time around, or even as a "free for all" game in which all players are working individually to be the first to take down whatever Great Evil is threatening the world this time around.
There are a bunch of interesting little mechanics in A Touch of Evil that make it enjoyable, and heavily thematic. For example, the game's setting features a band of "elders" who can potentially be recruited to help out in the game's final confrontation. However, each elder has their own secret, represented by a card played under their character card. These secrets range from minor misdemeanours which don't affect the gameplay but which add some flavour to their character to the potential for them to be in league with the Great Evil — or even to be the Great Evil in disguise themselves! There's a lot of scope for surprises and hilarity, and the game never really felt like it was dragging — by the time Arkham Horror is starting to get tiresome, at least one player in A Touch of Evil is probably ready to trigger the showdown against the scenario's boss.
—
I took advantage of Snakes & Lattes' excellent prices before I left and picked up copies of Flash Point and Guild Hall to add to the copies of Smash Up and Zombie Dice I acquired the other day. Andie also bought me a copy of King of Tokyo as a belated birthday present, and I grabbed a copy of Race for the Galaxy on behalf of one of my regular board game buddies back home. I'm looking forward to trying all these games out when I get back — we have a "gaming weekend" lined up at the end of the month, so that should be a lot of fun.
Not sure what we're doing tomorrow as yet. It's possible we might have another quiet day, then we'll probably hit Toronto Zoo on our last full day here on Friday. We fly back on Saturday. It'll be sad to leave after the enjoyable time we've had here, but it'll also be nice to get back to relative "normality". I miss our rats!

I've already talked about both
Both Long Live the Queen and Spirited Heart differ considerably, however, despite having fundamentally similar mechanics. Long Live the Queen sees you playing a predefined character — the titular Queen — and then sending her down the path of your choice, while Spirited Heart allows you a lot more freedom to design your own character and choose what your goals are, be they romancing a specific character or attempting to accomplish a mission set for you by your race's goddess. While neither of these games are particularly shiny or exciting to look at, I've found them surprisingly compelling, and they make me want to check out more games of a similar ilk.
One reason I've been enjoying them a lot is due to their similarity to an old favourite visual novel/dating sim known as True Love (above). I first played this back in probably 1999-2000 and still think of it very fondly today, despite the fact it is an absolute bugger to get running on modern machines. Like the life sims I've been playing recently, True Love saw you managing your time carefully in an attempt to build up your stats enough to attract one or more of the game's heroines and make her your "true love". I attribute my present-day love of games like the Persona series to my earlier experiences with True Love, and I'm getting a lot of the same feelings from titles like Long Live the Queen and Spirited Heart, too, which is nice.
Spirited Heart does a number of interesting things that distinguishes it from Long Live The Queen. Chief among these is the fact that you're not playing a fixed character — you're playing one of your own design, to a certain extent anyway. There isn't any option to customise your character's appearance, for example, but the way you play does determine what sort of person your character ends up as.
The way the game works is that each week, you choose whether your character goes to work or takes a week off. Going to work allows you to choose any occupations you meet the prerequisite stat requirements for, while resting allows you to restore your health and morale, which can often be negatively impacted both by going to work and through random events that occur. You can't go to work if you're too unhealthy or if your morale is too low, so sometimes you need to take a week off in order to progress. Working, meanwhile, often improves your stats and allows you to earn money, which can be used on more effective vacations when required.
Just to confuse matters, partway through the game, my character was visited by her Goddess and tasked with attaining a particular "title" by the time she reaches the age of 30. Unfortunately, pursuing the elf of her dreams and following the Goddess' quest are not really compatible, since the Goddess' quest requires me to become an Artist, while pursuing the elf requires me to continue working as her maid. CHOICES. DECISIONS. CONSEQUENCES.
A short while back, a few indie developers that I enjoy the work of very much released a bundle of games that looked interesting. Among this selection of games was a title known as Long Live the Queen by Hanako Games, developer of Magical Diary, a game which I enjoyed very much. I picked up the bundle and, as tends to happen frequently with this sort of thing, forgot all about it completely until recently.
Essentially, Long Live the Queen is a game somewhat akin to old Japanese games like Princess Maker, in that you have a young anime girl to take care of and must train her up to deal with various situations appropriately. The course which the game's plot takes depends on the skills which you choose to train up, and the skills which you can train most effectively are determined by Our Heroine's current mood — for example, if she's depressed, she's particularly wont to express herself through things like music and singing, whereas if she's angry, she can channel her aggression into training in things like military strategy and proper use of weapons. Training to particular levels in things unlocks various costumes appropriate to the skills she's learning — for example, learning a lot of spiritual skills unlocks a priestess outfit, while becoming a "Lumen" and awakening to her family's magical heritage unlocks a particularly awesome "magical girl" outfit.
Making it through the game without dying horribly is a case of carefully making decisions and levelling up skills appropriately, and it's not at all uncommon for Our Heroine to meet a sticky end — in fact, it's positively encouraged via the "collect them all!" death checklist in the game's main menu. It's almost preferable to play the game like a roguelike — starting from the beginning, only saving when you're stopping playing rather than before you make a critical decision, and dealing with the consequences of your actions. In a nice touch, reaching the end of a game — whether with Our Heroine's coronation as Queen or with her death — allows you to export a complete log file of everything that happened so you can perhaps figure out what on Earth went wrong.