Showing posts with label board games. Show all posts
Showing posts with label board games. Show all posts

Tuesday, August 30, 2016

Rebels with a Cause

Dantooine is too remote to make an effective demonstration -
but don't worry; we will deal with your rebel friends soon enough. 
Just being honest: if I had access to a Death Star, I don't know if I could act with the same cold restraint with which Grand Moff Tarkin acted. And now, for the first time ever, thanks to the creative geniuses at Fantasy Flight Games, I can have a Death Star! I can indiscriminately blow planets to pieces! I too can give Obi Wan Kenobi a headache from all the millions of voices suddenly crying out in terror and suddenly being silenced. For now, I have a copy of an "investment" game that I've long had my eyes on: Star Wars Rebellion!

Background


Here's how it started: well, wait. I actually started by reading some gushing reviews along the lines of "OMG play this game immediately." Truth be told, I should just point to that review at that link and just drop the mic. But I have a blog and an ego, so...  After that review, I saw that game time and again at my favorite game store in town. There it sat, staring at me. Beckoning. Requiring. But...the price tag. But...who'd play with me? But...

And then along came a bucket-list trip for me. I've long wanted to get to  GenCon. And finally, early in August, I got the chance to hang out with my most favoritest nerds during the "best 4 days in gaming" and lose myself like a kid in games and game demos and game playing and meal-missing and caffeine-chugging.  I was surrounded by My People in an environment where we can let our nerd flags fly proudly.

GenCon demo with my favorite dorks
Fantasy Flight - one of my favorite publishers of some of the best games I own - have come up with a series of games that allow gamers to interact with the Star Wars universe at any level they wish. Star Wars Imperial Assault is troop-based ground combat. Star Wars X-Wing is fighter-based combat using beautifully-painted minis of your favorite Star Wars fighters (X- and Y- Wings, B-Wings, TIE of every flavor, etc). Star Wars Armada is capital-ship combat between the behemoth starships like Star Destroyers and Mon Calamari Star Cruisers (little fighters are now itty-bitty squadron-sized minis), highly-detailed and beautifully rendered. And finally, there's what you see here: Star Wars Rebellion. This is the whole war, the whole time period around the first-3-movies-that-are-the-second-3. Ships and planets and troops and Death Stars and all your favorite generals and admirals and heroes and villains.

And so all those questions and second-guesses from seeing that lovely box at my game store were washed away in the environment and hype and joy of a gaming convention, and home I came with a 10-pound game in a bag on your arm.

Review


This is a game for 2, 3, or 4 players. I loved the competitive/cooperative feel for the game. 2 players is simple: Empire versus Rebellion. As you add more players, each new player picks a side and it becomes a 2-on-1 or a 2-on-2 battle, complete with cooperation between partners.

Game-play is not that complicated. Each player gets mission cards, and assigns a well-known Hero like Darth Vader or Han Solo to do it. Then: you do it. Sometimes it's automatic, sometimes, the other player tries to oppose it, each of you rolling a number of "successes" on the supplied dice. Each player, one after the other, can also put famous characters in systems in order to activate that system to move troops and ships into it. If there are badguys there, fight. If not, enjoy the view.
Look at all those chances
for millions of voices to cry out

What's the point?

If I'm the Rebel player, I'm doing missions that sully the reputation of the Empire (like shooting all their Storm Troopers off a planet or blowing up a Star Destroyer), and waiting for a moment in the game where you have essentially waited-out the Empire. The game has a time tracker. Time tracker runs out, game over for the Empire.

If I'm the Empire, I'm in a mad dash to find the Rebel base and shoot all the Rebels I see. If I find the base and land on it and beat the Rebels, I win. If I find the base and stick a Death Star next to it and blow it up, I win. But again, if the Rebels wait me out, keep the base a secret, and essentially embarrass the Empire enough (Geez, these little upstarts keep blowing up fearsome ships and punching Imperials in the face...the Empire must suck...), the Rebels win.

There's more fun to it: there's probe droids, capturing and interrogating leaders, turning people to the Light or Dark, blowing up planets with Death Stars, blowing up Death Stars, blowing up.... It's a fun way to participate directly in, and even maybe change the "history" of, one of the most famous and beloved stories of all time.

My only complaint: the combat system is a tad clunky. We had to refer to the rulebook a lot during battles, and then had to refer to a separate (but included) document on rules clarifications a few times. Once we got the hang of it, we got it. But it took several combats before we really felt it. It's a slightly more cumbersome take on Risk's system of successes-versus-successes. That alone isn't so bad, but when you add-in multiple colors of dice, and some ships or troops can only be damaged by certain colors of dice...you get a little clunky.

But that complaint is far, far outweighed by being able to  get so deeply involved in Star Wars.

As for age-appropriateness of game-play: my 11-year-old and I played a game recently.

I believe this picture sums-up how that went...

He's grounded now
A light and fun family game this is not. This is a gamer's game, made for gamers, by gamers. It's an investment in both money and time, and is a few steps complicated enough that it helps to have some solid "I've played a zillion different games" experience under your belt to really grasp the play. If you've played Axis and Allies, you'll get this game. That said, a mild gamer could learn this game very quickly from an experienced gamer and realize some fun and success (just refer to that picture...).

All in all, I recommend this game as among the most interesting, detailed, and fun I've played. The cooperative/competitive multi-player approach is really wonderful. You'll not play this game at a warm, couple-y game night; this is 4 friends, beers, and a Saturday. Or your 11 year old Star Wars fan whose deft planning foils the mighty Empire and secures a better, less blown-up future for the galaxy!

Tuesday, January 13, 2015

Vacation on the East Sea Road

10 Days in Africa (and its sister "10 Days" games ranging from Europe to Asia to the Americas to the US) makes a game about a vacation fun and extremely challenging; it's competitive, but in the game, nothing dies or is otherwise defeated or conquered, which in and of itself is a vast separation from normal conduct in the Smith household.

But then along comes this beautiful game in which players are not only, like 10 Days, playing a game about taking a vacation; in this game, the point isn't even to be the first one done with the vacation or race or beat the other players. Instead, the point of this game is to have the most interesting vacation, however long it takes!

The game: Tokaido, a game about a trip along the famous East Sea Road in Japan, an historic road that connects Japan's cultural center of Kyoto with its socio-political center Edo (modern-day Tokyo). Tangentially: season 3 of Wil Wheaton's Table Top premiered the past October, and the first game he went with this season was Tokaido. I was intrigued watching his show, and took a chance and splurged on getting it.  I'm thrilled I did.

The first thing I noticed was the artwork. Beautiful, coordinated colors with characters and scenery done in a peaceful, rounded, cartoony style is done in a way that still achieves a sense of minimalism and simplicity. The colors are bright and pastel and even the gameboard itself is elegant and calm. Nothing about the artwork suggests stark competitiveness or implied violence; instead, the game pieces and elements are a pleasure to look at, art in and of themselves.

Next is the gameplay. The rules are simple: move as many spaces as you want, with one restriction: you must stop at each of the 4 Inns on the way to Edo. The order of turns is simple: which ever player is last, or, furthest from Edo is the first player to move, moving in order as to whomever is last. Thus, the order of play could change every turn, which is an interesting twist. Sometimes is pays to be slow; other times, such as making it to an Inn, it pays to be first.

Assuming the role of one of 8 "characters," each with a different nuance or focus, what does a player do during their turn? Buy souvenirs from villages. Meet interesting people along the road. Paint. Visit a temple. Soak in some of Japan's famous hot springs (maybe even sometimes with Snow Monkeys!). Eat really good gourmet food.

Yup. That's it. Have an interesting vacation.

This is a wonderful family game. I was worried, given the normal nature of competitive (or even combative!) games we tend to play at our house, that the boys would be bored by this game. Once we cracked it open and started it up, though, the boys were captivated and participated with a surprising level of sophistication and forethought.

Moreover, each of the boys grasped the nuances that their "character" brought to the game and used that strength ably. Jacob's character excelled at art, and finishing the paintings propelled his character all the way to 2nd place. Dominic's character reveled in soaking in hot springs and being accomplished. Isaac's, a diplomat, was adept at meeting interesting people along the way who could help him have a great journey. For my part, a priest (heh...), being appropriately worshipful at the temples helped me win the day.

But here it is again: winning isn't a race in this game, and isn't done on the backs of the other players. The is a game about accumulating the best and most wonderful memories. At the end of the game, as your road-weary legs carry you for your final steps in to the Inn at Edo, though you may be penniless, you can still win the game because you had and shared the greatest memories and experiences and have a deep tale to tell. What a great theme for a game! Though it's far from being cooperative, every aspect of the game focuses on a zen calm and in reveling in the surprises and accomplishments of your fellow travelers along the way.

The coolest part is that the journey - the vacation - becomes tangible in a way. I remember my journey from Kyoto to Edo last Friday evening as something fond and fun, and something that still sticks with me. Jacob still talks about how "beautiful" his paintings were, and Dominic declared from the bathtub the other night that he was soaking in a hot spring "like on my trip in Japan." That is what this game is able to invoke, why we will certainly play it again, why I can't wait to teach my friends how to play, and why this game is among my highest recommendations.




Thursday, November 20, 2014

African Vacation

Thanks to my good friend Greg and my other good friend Jay, my kids and I were introduced to the fantastic family game called 10 Days in Africa. This game - and all of its other iterations, including 10 Days in Europe, 10 Days in Asia, 10 Days in the Americas, 10 Days in the USA - is a fantastic geography lesson on top of a strategy game deep enough for adults to enjoy but functionally simple enough for even my 6-year-olds to not only grasp, but beat me at!

Each player has 10 days in which to fulfill a trip across Africa by foot, by car, and by plane. Seems easy enough. But the complexity is this: you first fill each of your 10 slots with a random draw of countries and vehicles for travel. Then, in turns, you try to make sense of your jumble, organize the travel correctly, and draw new cards as-needed to make your trip work, all in-secret with your tiles facing away from your opponent. The first one to complete 10 days is the winner.

Players travel by foot to contiguous countries. A car tile allows the player to skip 1 country in between, and a plane tile allows a player to travel from one color of country to the same-colored country using that color of plane (a blue plane allows a player to travel from one blue country to another one anywhere on the continent, red for red, yellow for yellow). 

In Which Isaac and Dominic Conspire
The concept is so simple, but it really makes players think tactically, given your introductory jumble of tiles, about how to quickly put things in order. How does one know if one should start with one of or even any of the tiles they currently have, given what one could draw? 

Endlessly complex and engaging, this game also has given my kids a sense of geography. Each tile includes not only the name and shape (and color for game purposes) of each country in the massive continent, but population and capital as well! 

Tangentially: I tend to listen to NPR in the mornings as I prepare breakfast for the boys before school. With all of the news around ebola, we have played this game, and my kids were able to identify the countries threatened by the disease. They also got a sense of just how vast a continent Africa is, and just how far away other countries are from the threat. 

This is one of those games you can play as a family or even as a date-night couples game (2-4 players). 

One of these days, we'd love to get the other games and find a way to link each of them into one uber-game: 10 days around the world!

Monday, November 17, 2014

TableTop Season 3!

Many of the games I have purchased lately have come from one of my favorite YouTube shows, Wil Wheaton's TableTop (find information here and here). It is actually a ton of fun to watch Wheaton and his friends play board games, and it gives you a sense of what's fun and not, or your type of game or not.

Last Thursday marked the launch of TableTop Season 3! And the first game is one that intrigues me on a number of levels: Tokaido. The essence of this game is that you are all travelers on the famous East Sea Road leading from Kyoto to Edo (modern day Tokyo). The point of the game, however, is not simply to arrive at Edo first, like a race. Rather, the game is about which player has the most interesting journey along the way. From painting to shopping for valuables to swapping stories with samurai to praying at temples and on and on, players acquire points for doing interesting things and become a whole, balanced person. How Zen!

I'll get out of the way; do yourself a favor and watch the episode. I'm putting this on my Christmas list.

Also, do yourself another favor and tune-in every Thursday for a new episode of TableTop.


Sunday, August 24, 2014

The Game of the Path

Wil Wheaton's TableTop, soon to start its 3rd season on YouTube, is one of my sources of awesome games (and one of my sources of lazy Sunday morning entertainment). Manhy of the games I've played with my family and friends have come from either that channel or my good friend Greg (one of our contributors on Gamer Dad).

It was TableTop in which I discovered this morning's game: Tsuro: the Game of the Path.

Tsuro is an impressively elegant game that is easy enough for my 6-year-olds to learn and even be competitive. The premise is simple: each player controls a little dragon. Starting from the edges of the board, each player in turn simply places tiles and moves their dragon along the path the tile creates. The more tiles that are placed as the game goes along, the longer each meandering path takes. The goal is simple: through strategic placement of tiles, force your opponents' dragons off the edge of the board and be the last dragon standing.

Beware! The longer the paths get, the more and more likely it is for you to have no other choice but to move your own piece off the board! Being too clever by half is certainly a pitfall for players.

This is a wonderful family game. One game takes maybe 20 minutes to play, and the twins stayed engaged because they could participate directly (rather than "help mom and dad") and enjoyed the challenge of making winding paths and moving their pieces along (and ours if we were unlucky enough to be on a tile that their new tile touched). In one sitting, all 5 of us played twice and 3 of us played a third time, all in less than an hour.

The game is built for 2-8 players, which is perfect for our family of 5. Though the box says it is rated for ages 8+, again, the twins (at 6) were not only heavily engaged, but Jacob won the first game!

As an aside, I love the artwork for this game. The simple, elegant lines of the cards and even the script suggest the swooping, graceful paths of flight of birds of prey, and the drawings and colors are rich and vivid. The game is as much a pleasure to look at as it is to play.

Simple, fast enough for short attention spans, and strategic enough to be puzzling and interesting, I highly recommend Tsuro.

Wednesday, June 18, 2014

A Lesson in Extinction

The by-line of the game is: It's a World of (S)Laughter After All!

And that pretty much sets the tone for the game Small World; one simple letter spells the difference between humor and death. 

In this fantastic game, each player (from 2 - 6) controls one randomly-drawn "race" of beings that has one randomly-drawn special ability. Players go head-to-head, conquering open territories and accumulating victory points. The player with the most victory points at the end of the appointed number of turns (5 turns for a 2 player game, 10 for a 3 player game, etc) is the winner. Simple game, simple rules.

The nuances are anything but simple. In fact, they're complex and change a great deal all depending on the race and special ability each player draws. Uniquely, and entirely unlike most strategy games whereby leaving yourself too thin is a sure way to lose, Small World almost encourages players to over-extend their reach. Go ahead and take multiple territories! March your Orc Commandos or Halfling Berserkers into as many open or occupied territories as you wish! Spread out! Conquering empty territories is easy - you just need 2 troops. Conquering enemy territories is easy - you just need one more troop attacking than they have in the territory. 

And then, here's the fun part: make your race go extinct. Overextend your Dragon Master Amazons on purpose, and then flip them over to "put them in decline." You get a new race the next turn...and you still get the victory points from the territories your old race occupies while your new race gobbles up more!

Isaac's Ghouls battle my Sorcerer's and my brother's Halflings
This world gets really crowded, really quickly. Small World.

The basic box gives you 4 different game boards (for the 2, 3, 4, and 5 & 6 player games), a load of races and everything you need to get greedy. A few expansions are available with some new, fun races and special abilities and expanded game boards for an even more crowded little world.

Backstab your buddies. Backstab yourself! This game is no end of fun, especially given all of the possible combinations between races and abilities. Diplomat Skeletons? Been there. Bivouacking Trolls? Done that.

Isaac, my 9 year old, completely understands the game and is quite good at it (we started playing when he was 8). It's still juuust a bit beyond my 6 year olds, but they like to "help" another older player, and they like to laugh at the utterly ridiculous race/ability combos. At 6, they miss some strategic points and honestly don't read quite well enough to read the race and ability cards. A lot of reading in this game.

I highly recommend this game for families, especially with gamer kids starting around 8 years old. It is perfectly absurd, hilarious, a great intro to turn-based strategy games, and a wonderful way to pass an hour to an hour and a half on  rainy day.

The picture above is a wonderful view of the game. Humans in decline as Berserk Halflings rise, Sorcerers in decline just before a new race is picked, and some Ghouls pre-decline. You see a whole list of available races/abilities to the right of the board, from which players pick as they put their current race in decline.


Sunday, March 30, 2014

Not Your Father's Risk

It's a "gateway game."

It's the game from whence all other strategy games derive.

It's Axis and Allies' dad.  It's Smallworld's grandpa.  It's Settlers of Catan's great uncle.

It's Risk.  And my oldest is finally old enough to play it. This was a momentous day. He's actually younger than what the box says the recommended age is, but Gamers know those recommendations to be lies.  The moment one of our offspring shows interest in a Big Game and the capacity to think even remotely strategically, we're busting-out dice.

Classic Throwdown
But we know it's delicate.  We can't scare them off right away with Axis and Allies; too young, and all they want to do is play with (and lose) all the airplanes and tanks and ships. But clearly, Monopoly is for weaklings and people who really don't enjoy gaming. It's not about easing them into it; for Gamers, it's all-in. It's about finding the right game that takes their mild interest in gaming and explodes it into weekend-long Diplomacy sessions over Christmas break. Risk is one of those perfect "gateway games."

Now: that's an older pic. That was taken well before Christmas, 2013.  But true to its "gateway" nature, Smitty Junior took one look at the next level of game, and insisted on jumping in.  No longer content with simple Risk (though we still play it and he's giving me runs for my money, which freaks me out), we've now entered a whole new world of complicating factors with:
Risk GodStorm.

With a third, neutral army, this contest is a confrontation between the Egyptian pantheon - unfortunately ousted from Egypt - and the Norse pantheon - unfortunately with Thule stricken by the loathed Plague marker.  Minor setbacks for Ra and Odin as they battle over 5 short epochs for control of humanity (I was surprised; I thought Ike would have picked the Greeks, and I was torn between the Norse and the Celts. Nobody GAF about the Babylonians).

This is the first time I've opened this game in 6 or 7 years, and Junior's first time ever.  I've made a few tactical mistakes, and that little bugger has taken advantage of them.  But like the title of the post says: this ain't your daddy's Risk. This version has twists and turns: gods can change the tide of a battle, and can bestow a number of enchanted artifacts and miracles. Just when the age-old Risk tactics seem to have your opponent on the ropes...BAM: the dead walk again, the living crumple to dust, sea lanes become impassable, just to name a few. And this kid? He gets it.  He sees when it's time to deploy a miracle.  Heck, he spread himself thin just to take a serious beating, which in turn put enough of his troops into the Underworld (on the left side of the game board with the colored blobs around it) that he commands it completely. Shrewd move, padawan.

In which I nearly lost to a kid under 10
But alas.  The game lasted every step of the 5 Epoch game - by points alone, it was a tie - but ultimately the Vikings prevailed over the Egyptians. Ra and Set, Osiris and Isis; that venerable quatrain were forced to kneel to the might of Odin's power, Loki's secrets and tricks, Freya's mystery...and Thor's hammer.

Better luck next time, bud.  And I'm sure "next time" isn't far off...