Showing posts with label my kids. Show all posts
Showing posts with label my kids. Show all posts

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.




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.

Sunday, July 6, 2014

Playing with Acid

Not so much a game today, as playing with science!

Thanks and hat-tip to the Geek Dad Book for Aspiring Mad Scientists, as today we took one of the projects therein: stripping copper from pennies and plating it onto paper clips!

The process is simple, and rather than outline it all here, how about this: buy the book, and watch this vid.



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.


Thursday, April 24, 2014

Golden Era of Gaming

Many of the games of our youth were...abysmal. Seriously, going back in history, some kids at some point in time thought that the catch a ball in a cup game was fun (note: follow that link; some poor sod had to try to make it sound fun and appealing to office workers, whose lives must be so steeped in misery that the game is indeed a wild reprieve from soul-crushing duties, which really says something about this "game"). Some kids thought that hoop rolling was wild amounts of party-time fun. In our youth, we had to suffer Monopoly, Connect Four and those insufferable wooden triangle peg games that you can still find a Cracker Barrel (the place where taste goes to die - and I mean every variation of the word 'taste').

[note: holy moley...follow that last link. Someone actually devoted a web site to solving the peg game and 'amazing your friends,' which leaves me...there are no words]

Seriously, no wonder gaming took me a minute to get into when I was growing up. The root of this was the soft bigotry of lowered expectations. Adults didn't care to understand what really drives kids, and never treated them like they had brains that can comprehend and thrive in competitive environments which require creative thought. So ultimately a kid would play for hours with catch-a-ball-in-a-cup...because that's all they were given. 

Seriously...is there really any comparison??
But then along came Axis and Allies, Conquest of Empire, Fortress America, Shogun (now renamed Ikusa), Dungeons and Dragons, and Car Wars, just to name a few...and gaming was suddenly never going to be the same.

All of that to say: read this article from Cracked.com. Though I do have a quibble with one of their "ruined it for everyone" board games, I largely agree with their assessment of older soul-crushing games, and games you should be playing instead. Some Gamer Dad favorites are on the "play this instead" list.

I am thrilled that my kids are coming-of-gaming-age in an era with so many really challenging but totally fun games on the market. Game makers have realized for some time now that kids aren't stupid, that kids thrive on imagination and challenge, and that people want to be entertained when they play games. I don't have to goad and cajole my kids to play Candy Land or Hungry Hippos; they want to crush giant robots with giant aliens over Tokyo, slowly drive each other mad by calling on Old Ones, and eat braaaaaaaaiiiiins. This may be the golden era of gaming. And now I get to play games like a kid...because I have kids who want to play games.

Monday, April 14, 2014

I am the King of Tokyo

From atop the smoldering ruins of Edo castle, Meka Dragon lets forth a fiery blast of mechanically made flame.

For once, the dice favor me.  I have rolled four little claws to deal damage to all the other monsters battling me over Tokyo.  With a sinister glare I remind my kids, my opponents, that I have the Fire Breathing card in play and my neighbors both take an extra point of damage.  With a sigh of relief they think they'll get another turn to unseat me.  Then I reveal my evolution,  Mecha Blast, which adds two more points of damage to my attack, for a total of seven damage.  Alienoid was resting on 7 health, and now he rests in peace.  Boogey Woogey still felt safe sitting on 6 health, but he too was reduced to ash, leaving only Meka Dragon standing.  Neither of my kids could deny that I was the King of Tokyo....Well, at least for a few minutes.

I picked up King of Tokyo a couple months ago and my family and I have been playing ever since.  We enjoy it so much that I carried it to Florida in my carry on and we played several games every morning for a week.  And everyone played, my wife, all four kids and myself.  Not in every game, but we all played!

The premise is easy, everyone is playing a giant monster attacking Tokyo.  Two stats define your monsters Health and Victory points.  Your health hits Zero and you're out. Your Victory points hit 20, you win.  Now, during the game you can purchase cards which affect how your monster plays.

Game play is driven by dice..  Each turn you start with six dice, all of which are the same.  The sides  are 1,2,3, Energy, Damage and Health. Yatchzee style, you get an original throw of all the dice and two rerolls of any or all dice.  When you are done rolling you collect what you rolled. EAMPLE: You end with two dice showing Energy, three dice showing twos and the last die showing three, (E, E, 2, 2, 2, 3) you would collect two Energy tokens and two victory points as the Numbers on the dice need to be collected in triplicate.  So the last die showing three is wasted.  (In one lucky roll, my wife rolled 1,1,2,2,3,3 and earned nothing and discovered the worst possible roll of the dice...!)

So you damage your foes, heal yourself, collect victory points and energy.  Energy is used to buy cards.  The cards are what make the monsters different.  With enough energy collected you can purchase cards like Extra Head, roll an extra die on your turn...(The game comes with two extra dice.)...Nova Breath which allows your attacks to damage all other monsters...Rapid Healing allows you to swap Energy for Health.

And that is about it, there are a couple mechanics I didn't cover like controlling Tokyo, but when it all boils down it is FUN, simple game that the whole family can enjoy.  Roll the dice and spend your resources to become the King of Tokyo!

Since the game release, two expansions have been released to add to the original game.

The first one is Power Up!

In Power Up!, we find a new character Pandakai (Who owns the Evolution, Eats, Shoots and Leaves.) and a new set of cards, Evolutions.



The Power Up expansion adds Evolution cards which help define each monster - The basic game has every monster identical except for cards, the expansion helps give each monster a "feel"...Meka-Dragon is much better at dealing damage.  The Kraken (A Cthulhu type monster.) can take advantage of his sunken temple.  The King (Only missing the Kong.) brings all monkey themed evolutions and Cyber Bunny can wield the Electric Carrot if he plays his dice right...Evolutions add a simple rule, if you roll three Hearts/Health on one turn, you draw an evolution.

The second expansion is going to be hard to find soon, as it was a limited printing for LAST Halloween.   In King of Tokyo: Halloween we find two new characters (The Pumpkin King and Boogey Woogey) complete with their own sets of Evolution cards.  There is also an orange set of dice.  At first this seemed totally frivolous to me, but after so many four player games played on the floor having a spare set of dice on the other side of the board was pretty nice.



The Halloween expansions also introduces costumes.  A monster can wear one costume at any given time, and each costume changes your monster a little.  Wearing the Astronaut?  You win at 17 victory points instead of 20.  Wearing a Vampire costume?  Then you heal one point when you damage another monster.

Overall, I cannot recommend this game enough...Easy..Fun..Accessible for all the gamer levels in your house.

**UPDATE**
On Greg's recommendation, the Smitty clan bought the game as well.  Since then, less than a week ago, we've played several times already.  This game is an absolute hoot.
Giga Zaur wins the day
Thing 2 was the Smitty clan's first official winner, with Thing 1 being the most recent.  I...still haven't beat my kids.

Monday, April 7, 2014

Ia! Ia! Cthulhu Fhtagn!

Gale-force winds blew chilling rain at steep, stinging angles. The gray sky overhead managed to be both depressing and menacing, inspiring a general sense of loathing that only Michigan weather can achieve.

Ia! Ia! Cthulhu Fhtagn!
The recipe was perfect, then, for chaos in the house.  Boys on the edge, casting sideways glances mixed with mistrustful snarls. The situation needed to be defused.

What better way, then, to head-off chaos and insanity and back-stabbing than by a game which is based on: chaos and insanity and back-stabbing! Steve Jackson Games Cthulhu Dice (the maker of one of our family-favorite games, Zombie Dice) saved the interior of our house while simultaneously destroying our collective sanity - more constructively than where the boys were headed!

The goal of the game is simple: you try to destroy or steal your enemy cultists' sanity (those red stones) while hoarding and protecting your own.  All it takes is to declare your target cultist, and a simple roll of the beautiful metal die. The symbol that comes up defines what happens to your prey.  But beware: your target...gets to retaliate! Worse: every now and then, nobody wins but Cthulhu himself.

The boys - as young as they are - easily understand this game, and in a household with the propensity to explode into testosterone-laden violence when too pent-up, this game is a hilarious way to get "revenge" on all of the perceived breakfast table slights, back seat sitting-too-closes, and room entrance violations.  Highly recommended; a single game takes 5 - 10 minutes so it's easy to do a best-of-5 or best-of-7.

FYI: one of the twins - 5 (nearly 6) years old - was the winner of our best-of-7 challenge.  The rest of us were driven insane as J towered above us, a paragon of sanity...and cruelty.

I'm so proud.




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...