Mar. 15th, 2004

shannon_a: (Default)
Made it to roleplaying this weekend, for the first time in like a month and a half. (I was feeling sick in part of February and there was DunDraCon, then last week most everyone was busy.) Hail, hail, the gang was all there. DS was up from SoCal and DP was also present, after several busy weeks working on selling his house.

KW had forgotten the Erzo character sheets, and so we ended up playing DC Heroes instead. I had a surprising amount of fun. I don't like DC Heroes a lot because much of the time is spent in punch-'em-up fights, tracking down clues, or other such very goal-oriented pursuits. This time, however, there was a lot more pure roleplaying and frivolousness. I've been playing a darker, grittier character since KW began his second era campaign and so I had a lot of fun being mysterious and mildly maleovolent. A good time.

As tends to be the case lately, I brought along a couple of my shorter board games. We played one waiting for DP to show up, and then another while KW prepared an adventure (having suddenly learned that he'd be running).




Transamerica was the first. It technically only sits six players, but we played it with seven. Player #7 (EF) got to use pistachios for his two player pieces. Surprisingly, the game held to the 7-player stress level fine, and in fact I enjoyed it a lot more than I have 2-player play. It's a really basic connection-oriented game where you're trying to connect up 5 cities indicated by cards you've drawn. The only strategy is in figuring out what other players might be building, and using their tracks to reduce your own building-time/costs. Thus, it's not too surprising that it works better when you have 6 other players to bounce off of, rather than just 1. I kicked butt, but then I was the only other player who'd played before.




Pizarro & Co. was second. This was one of the three auction games that I ordered last week, and which arrived on Friday (the other two were Medici and Fantasy Business). The point was to give me a few more viewpoints before I put together an article about auction games for this Thursday. But, when I discovered that this game was by half of TimJim Games--one of only two games Tom L. had produced since TimJim went under a decade ago--I was enthused to try it out. So, I brought it to roleplaying even though they've never struck me as big auction fans.

The game went over like a lead weight, and I was just one of many who thought the auction mechanics badly flawed. (DS, I think, was the sole person who liked it, but it's not the first time he's been a contrarian when discussing game design.)

In my opinion, the core of an auction game is ensuring that auctioned items have different values to different players. This introduces bluffing aspects to an auction game, and thus an entire additional dimension, as you no longer simply bid toward a consensus value, but rather must assess your own value against values held by other players. Instead of supporting multiple valuations, P&C stays at a pretty level playing field.

You're bidding for the services of various explorers in P&C. At certain points, one character may be mildly more valuable to you than another, because you already have or haven't purchased one of that person's other expeditions, or because you think he complements another of your explorers (basically, each explorer has a different special power, giving you either more money or victory points in various ways).

However, for the vast majority of the time, it appears that the explorers are similarly valued for everyone. Thus, the ultimate measure of the victor is how well he's been able to assess the value of each explorer, and thus whether he bid $1 over or $1 under. In other words, it comes down to math. How much is a victory point worth in terms of dollars bid? How about an extra money card?

This game is further let down by a number of constraints. First, particularly in a 6-player game, you're never going to be able to buy that many explorers. On average, 3 in the first round. There's just not that much room for clever bidding as a result. You're unlikely to get 4 explorers unless they're not that interesting/powerful, nor or you that likely to get more than 1 or 2 "good" explorers. Thus, it once more comes down to assessing the value of those explorers and, within very tight constraints, getting slightly better results than your opponents. Yeah, all auction games eventually come down to this, but I thought things were so tight here as to be uninspiring.

One interesting aspect of the game that's going into my article is the idea of liimtations on auctions. In this case you couldn't hire an explorer in year II unless you'd hired him in year I, and the same for II to III. There was a neat little pyramid: three hirings available/explorer in year I, two in year II, and one in year III. It seemed like a great idea.

Unfortunately, within the game proper, this pyramid of limitations can lead to severe degeneracy. First, the later auctions were considerably less interesting because only a few people were involved. Second, the pairings of players really decided the game. If two players were doing very well, money wise, but they ended up facing each other head-to-head, they'd destroy each others' chances for victory even if they'd otherwise have done quite well. Similarly, if you happened to not be bidding against the players in the better positions, there was absolutely nothing you could do to influence the game's outcome.

Much of these could be resolved by more cunning purchases in year I, making sure that you didn't end up in these most degenerative situations, but that just underlined the fact that a lot of the game was decided by the end of year I, with the last two years being much less important for overall standing.

Sadly, this is overall my assessment of Tom L.'s older TimJim Games too: interesting but flawed. I bought most of them when they came out, because at the time it was very exciting to see an American company producing something other than wargames (think: 1990-1992 or so). Today, the only game that gets even occasional play is Mystic War: the rest sit on my shelves, gathering dust, because they're inevitably too long and/or involve similarly degenerative gameplay issues.

Despite the annoyance of P&C we did have fun this weekend with the Transamerica and the roleplaying. And, P&C was worthwhile for me personally because it told me some things not to do in auction games. I'll also probably give it one more chance on the table (with my Thursday group) before I actually review it.




And today it's another hot winter day in California. It's already up to the mid-70s, and my office is starting to bake. As has been the case for the last week, the worthless weathermen predict the Santa Ana winds will subside and the heatwave will break tomorrow.

George W. Bush, certified idiot, continues to proclaim that there is no evidence for global warming, and thus that corporations should be allowed to cavort naked in the pollutants they're dumping into our atmosphere. I hate that man.

Soon it will be time to kick cats out of my office so I can open some windows. Fortunately, it's been windy again today.
shannon_a: (Default)
Social engineering is one of the oldest, and perhaps most useful, forms of criminal enterprise. Rather than using physical tools to steal from other people, you convince those people to help you in their self-fleecing by depending on their own better nature. We call them hoaxes, frauds, or scams; they involve Florida swamp land, the Brooklyn Bridge, or the secret to eternal life; inevitably it's your local news that sadly shakes its head at retirees who spend their entire retirement fund on such a scam. There was even an NYPD Blue episode from the second season that talked about women putting their head into black boxes to become more beautiful.

Cut to computer viruses.

Traditional viruses, like the 1989 Morris Worm, used brute force methods: smash into your computer through backdoors accidently left by the programmers. Unfortunately, due to the continued inept programming coming out of Redmond, this attack method is still possible for the majority of computers connected to the Internet (Read: inevitably insecure Windows machines).

However, more and more common are the social engineering attacks, which convince you to open an email attachment, and thus run a virus on your machine. (It's frankly the result of a core issue with how most OSes run their email programs, in a non-protected environment, nonetheless it's an issue.)

The majority of these social engineering attacks are pretty stupid. I have messages with attachments in my mail box now that say, "something is going wrong" and "please read the attached file" and "I hate the plain text". I suppose people fall for those. However, a more recent virus seems to have generally puzzled (and probably tricked) many people. I've gotten no fewer than three forwards of it, one from someone who thought it was funny, and two from people who were confused. It goes like this:


Date: Wed, 10 Mar 2004 19:20:39 -0600
To: XXX@erzo.org
Subject: E-mail account disabling warning.
From: management@erzo.org

Hello user of Erzo.org e-mail server,


Our antivirus software has detected a large ammount of viruses outgoing
from your email account, you may use our free anti-virus tool to clean up
your computer software.


Pay attention on attached file.


Sincerely,
The Erzo.org team http://www.erzo.org


Content-Type: application/octet-stream; name="Attach.pif"
Content-Disposition: attachment; filename="Attach.pif"


The cleverness of this virus is that it inputs your local domain name (in this case erzo.org) into several places throughout the message. So, it's their return address, and it's signed by them. The thing that really seems to get people is the inclusion of the web address (http://www.erzo.org). Something about our brains puts email addresses and web addresses into entirely different buckets, even though they have the same source. Thus, when people see a web address, they figure it must be valid, because "how else would they know that?".

(And, I should note, this was the copy of the spam that was sent to me because it was humorous, by [livejournal.com profile] kimberly_a. Because there is no "erzo.org team", and if there was it would be me, and I'd walk down the hallway to tell Kimberly there was a problem with her email.)

With spams becoming more and more sophisticated, how do you recognize this sort of thing?


  1. The main giveway is the attachment. If an email coming to me has an attachment, I barely see it at all before I delete it, and that's appropriate because most are spam. In this case I never saw this email virus until those three copies were forwarded to me, but I'm sure I deleted it more than once.
  2. The second main giveaway is pathetic English. "... large ammount of viruses." "Pay attention on attached file." Give me a break.
  3. The third main giveaway is in headers. Most email programs will give you a way to expand headers. In Eudora I do it by clicking a button labeled "blah blah blah". When you look through you'll inevitably see a "From:" line, a "From" line, and a bunch of "Received" line. If the two From lines don't match the oldest "Received" line, the sender was forged, and it's almost always spam or virus.

April 2025

S M T W T F S
  12345
6789101112
13 141516171819
20212223242526
27282930   

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 7th, 2025 01:51 pm
Powered by Dreamwidth Studios