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April 24, 2008
Computer Games I Have Known And Loved
I'm not a big computer game player, but here's a few that have reeled me in recently. Skyrates: One of my favorite types of board games are those using a mechanism we call "pick-up-and-deliver", in which players acquire things in one location (quests, passengers, commodities, etc) and receive points or money upon successfully transporting the cargo to its intended destination. It's perhaps no surprise, then, that I find computer games employing this gameplay to be equally satisfying. I lost several weeks to Escape Velocity back in the day. More recently, I have been hooked on Skyrates, an online, browser-based game where you assume captainship of a plane, and fly around the various "skylands" buying goods where they are plentiful (and cheap) and selling them where they are rare (and expensive). Two aspects of the game really set it apart. First, it can take anywhere from 30 to 240 minutes to travel between the skylands, in real time. So rather than playing for large blocks of time during the day, you instead give your pilot his marching orders, close the game, and check back on his progress a later. It's the perfect game to "play' at work, as you need only visit the site for five or ten minutes, a few times a day. Second, the economy of the world is influenced by all the players. If diamonds are abundant (and thus inexpensive) on skyland X, you may rush over there to fill up your cargo hold; but if dozens or hundreds of concurrent players get there before you and buy in bulk, the gems might be rare (and thus pricey) by the time you arrive. It's a clever way of introducing player interaction that doesn't involve combat. A solid game all-around, and one which I have become addicted. Blocksum: Just when the whole "match three" genre of video games (epitomized by Bejeweled) seems played, someone comes up with a new gimmick to revitalize the field. In the freeware game Blocksum, each piece contains a number, and when a certain quantity of pieces containing the same number form a contiguous group, they disappear from play. The gimmick here is that you can merge adjacent blocks into blocks, containing the sums of the merged blocks. (You could merge a 3 block and a 4 block into a 7 block, for instance). A bit more cerebral that most titles in the field, but one that you will nonetheless find enthralling. I defy anyone to get past level 8, though. ForumWarz: Unforgivably profane and entirely too hard, ForumWarz still managed to gnaw away at my free time for a span of two weeks or so. After a while I found it to be pretty repetitive, but I was undeniably hooked there for a spell. The game allows you to start playing even before having an account, so there's no reason not to give it a try--assuming, of course, you are essentially unoffendable, which is the only people to which I would recommend it. (Also: Andy Baio interviews the game's creator.) Moonbase Commander: Simple! Fun!! Long out of print now, alas, but if you can still find copies for sale (and, ahem, binaries for download) if you look hard enough. February 06, 2008
Games: Friendship-Enders
During the holidays I use my Good Gateway Games lists to promote family games; that is, games that bring people together for a fun and relaxing time, and strengthen the bonds of comradery between the participants. Of course, now that the holidays are over ... Matthew,Ah, yes. The friendship-enders. I'd recommend a good negotiation game, but you already own one of my favorites. In I'm The Boss, each player is an investor, willing to throw their support behind a variety of projects in the hopes of reaping a windfall. On a turn a player either draws Influence cards, or becomes The Boss and tries to cobble together a deal. Each deal requires the involvement of two or more of the players and pays out a specified amount of money; to complete the deal, The Boss will therefore need to entice the other players to join him, by offering them a share of the profits. Sometimes a deal needs a specific investor, but other times it will permit The Boss to select from a subset of players, allowing him to play them off one another in an effort to keep as much money as possible for himself. All this could get real nasty were it not for the Influence Cards, which inject a healthy does of chaos into the game. Wielded at the right time, a well-played Influence Card could send a key Investor on vacation and scupper a deal, allow someone to become The Boss of a deal previously managed by someone else, and even steal an Investor from another player entirely. All this--plus a rapid-fire pace, short playing time (60 minutes), and element of randomness (no one knows when the game will end, for instance)--make it hard to get too worked-up over I'm The Boss, even when the others actively conspire against you. And they will ... of yes, they will. But maybe you're in the market for something that will wreak complete and irreparable damage to your hard-won friendships. If so, might I suggest one of the following?
Of course, if you want to play a negotiation game you really can't beat the great-grandpappy of the genre: Diplomacy. Imagine Risk if, instead of winning battles by dice rolls, you had to do it by convincing the other players to gang up on your target. Diplomacy will be re-released by Avalon Hill early this year; if you can't wait, or like your wheeling-and-dealing with a bit more theme, check out Game of Thrones, a similar game set in George R. R. Martin's fantasy world. December 14, 2007
Sound Focus
I'm on the local NPR program Sound Focus riiiiiiiiiiiiight ... NOW! 94.9 FM, if you're in the Seattle area. And you'll soon be able to listen to it online (I think). Three of the games I talk about--Quirkle, Can't Stop, & Mr. Jack--are covered in my 2007 Good Gift Games Guide; Twilight Struggle I review here. December 06, 2007
Large-Group Games
Mail call! Hey Matthew, Hiya, Seth. Large-player games (which I would define as game that accommodate 7 or more people at a time) are largely plagued by three problems: (a) excessive downtime (i.e., sitting around and waiting for your turn to roll around), (b) long playing times (i.e., games that go. on. for. ever.), and (c) chaos (i.e., so many other people are doing so many things it becomes nigh impossible to formulate a strategy). One way that many successful large-player games address all three issues is with simultaneous action: that is, allowing all the players to do things at the same time. Take the classic large-group favorite Pit, for example. Because players are franticly trading cards with one another in real time, everyone remains engaged at all times. Many such games are mentioned in my Great Two-Minute Card Games list. Specifically, Slide 5 (3-10 players), Incan Gold (3-8), The Great Dalmuti (5-7), and Apples to Apples (3-10) are great with for seven or more. Here are some others that work well in the large-group setting. Bohnanza (3-7): A longtime favorite of mine for four and five players, I was totally amazed the first time I played this game with seven and discovered that it not only worked, but worked well. Players are farmers, working to raise and sell 10 types of beans (yes, you heard me). Because trading with opponents is an essential element of gameplay, everyone is involved all the time. And though the playing time creeps up with six or seven people, you should still be able to complete a game in an hour or so. Formula De (2-10): A car racing game with a very clever gimmick: every time you upshift into a higher gear, you roll a bigger die to determine movement. That's great for the straightaway, but may cause you grief when you go into the turns and find yourself unable to decelerate enough to handle the curves. Werewolf, a.k.a. "Mafia" (7+ players): No purchase required for this one--all you need are the rules and something to secretly assign identities to the players (a regular deck of cards works fine). Two players are werewolves; the rest are villagers, and have no idea who the werewolves are. The game is played over alternating night and day phases. At night, the two werewolves conspire to slaughter one of the villagers; in the morning, the villagers awake to find a corpse, and then must decide who to lynch in retaliation. The game ends when both werewolves are killed, or when the population of true villagers drops too low. Short, simple, and amazingly fun, Werewolf is as much psychological experiment as it is game. Works best with really large groups--like, nine or more people. Bang (4-7 players): Built on the Werewolf template, Bang cast the fighters as gunslingers in the old west. One player is the sheriff, two are outlaws, two are deputies, and no one knows who anyone else is--at least until the bullets start flying. Bang maxes out at seven players, but is best with that number. Take It Easy (2-8, but any number, really): Like a cross between bingo and jigsaw puzzle, it would take less time for you to go here and play a few games than for me to explain how it works. Currently out of print, I believe, but the game's sequel, Take It To The Limit, was just released last month. Ricochet Robot (2-10 or more): Every round is a spatial puzzle, and players race to solve it. It's a love-it-or-hate-it kind of game, so go here and play a few rounds of the java implementation to see which category you fall into. I'm a "love it" guy--at least until the headache kicks in. Shadows Over Camelot (4-7): It might miss the "quick setup" criterion, but hits every other one: works for seven, typically plays around an hour, and has plenty of rules to quibble over. See me full review here. Finally, there are no shortage of good party games that were specifically designed with large groups in mind. Wits & Wagers works with seven (read my review), I've long been a fan of 25 Words or Less, and Time's Up might be just about perfect for your group. November 28, 2007
Good Gift Games Guide 2007
The 2007 Good Gift Games Guide appears in The Morning News today. Previous G3 Guides:
It was, as always, tough narrowing the field of good G3s down to just 10. Here are a few more, that just missed the cut. Take It To The Limit (Burley Games, 1-6 players, 30 minutes, $60, family puzzle): This one was actually on the main G3 list until the very last moment, when I decided it was just too similar to Quirkle to merit inclusion. Nearly 25 years ago, Peter Burley invented Take It Easy, a clever Bingo-Meets-Jigsaw-Puzzles game that would unfortunately jam an Eagles song into your brain for weeks on end. Though that title is now out of print, Burley just released Take It To The Limit, an expanded version of the game that promises to get an entirely different Eagles song stuck in your head. As in its predescecer, Take It To The Limit has player placing hexagonal tiles and trying to form high-scoring, unbroken lines from one side of their gameboard to the other. Success requires a lot of luck, to be sure, but a little foresight will go a long way. [No Official Page | Boardgame Geek | Funagain] If Wishes Were Fishes (Rio Grande Games, 2-5 players, 45 minutes, $35, family strategy): Catch a fish and you can do one of two thing with it: throw it back and have a wish granted, or sell it at market. Selling earns money and money's the goal of the game, but the wishes confer a host of benefits to the recipients. What to do, what to do? The only board game I know of that comes complete with giant rubber worms. [Official Page | Boardgame Geek | Funagain] Iliad (Asmodee Editions, 2-6 players, 45 minutes, $25, card): One of my favorite light strategy games is Condottiere, in which player struggle for control in Renaissance Italy. The same designer now brings us Iliad, which employs the same basic mechanisms but does away with the gameboard, tightens the playing time, and turns the who enterprise into something a bit more suitable for casual play. [Official Page | Boardgame Geek | Funagain] To Court The King (Rio Grande Games, 2-5, 30 minutes, $30, dice): Yahtzee's been done a million times over, but never quite like this. Roll dice, set aside the ones you want, key rerolling until you get (or failt to get) a specific combination. Nothing new so far. But To Court the King has a number of characters; roll the dice combination associatd with a particular charatcer, and you'll get to use his special ability for the remainder of the game. The Jester allows you reroll a die; the Magician lets you change the value of a die to anything you want; the Nobleman gives you two additional dice; and so on. Works best with only two players, though three and four work as well. [Official Page | Boardgame Geek | Funagain] Taluva (Rio Grande Games, 2-4, 40 minutes, $30, famiy strategy): Like the lovechild of Carcassonne and Settlers of Catan, Taluva has players building a volcanic island, and expanding their settlements with huts, towers, and temples. The rulebook is only 4 pages long, and an entire session can be completed in half an hour, but it feels like there's a lot of game in there. [Official Page | Boardgame Geek | Funagain] I'd also like to point out that, while it comes nowhere close to being a Good Gift Game (too long, too complicated, and requiring a few plays to fully appreciate), Twilight Struggle was by far my favorite game of the year. Read my review here.
Don't trust the yeti? Here are the highlights of some other "2007 best game of the year" lists.
Deutscher Spiele Preis (A.K.A., "The Other German Game of the Year Award"):
While we're on the subject, here are my all-time favorite G3s.
Carcassonne (Rio Grande Games, 2-5 players, 30 minutes, $25, family strategy): A serene game in which player collaborate and compete to build a pastoral landscape, full of roads, cities, farms, and monasteries. Since its release in 2002 a dizzying number of sequels and expansions for Carcassonne have been published, but the original is a fine introduction to the series. One of those rare games as accessible to kids as it is interesting to adults. [Official site | Boardgame Geek | Funagain] Settlers of Catan (Mayfair Games, 3-4 players, 90 minutes, $42, family strategy): The game that launched the "German board game" craze of the mid-90s. Each players owns a small settlement on a island, and strives to become the dominant civilization by building roads, erecting cities, amassing armies, and raising sheep (yes, sheep). Trade is the key to success, as players may freely swap the natural resources they harvest; because these transactions can happen at any point during the game, every player is engaged all the time, even when it's not their turn. A marvel of elegant game design. [Official site | Boardgame Geek | Funagain] Slide 5 (Endless Games, 3-10 players, 30 minutes, $7.50, card): Curiously, many of the most enjoyable games are those that provoke the most agony in the players. Slide 5 (previously called Category 5 and, before that, Take 6!) is a prefect example. The deck contains cards numbered from 1 to 104. Every round begins with each person playing a card from his hand face down. After all are revealed simultaneously, the cards are added to rows in the center of the table in ascending numerical order. But if your card winds up as the sixth in a row, you take the other five as points--and you don't want points. I've been playing this one for about a decade, and still enjoy every game. [Official site | Boardgame Geek | Funagain] Lost Cities (Rio Grande Games, 2 players, 30 minutes, $23, two-player card): My default recommendation for a two-player game, unless I know the person well enough to suggest something more specific--and even then it's often the one I advocate. Lost Cities is essentially rummy, but with a specialized deck and the tension-quotation set to overdrive. Despite its simplicity, I routinely cite it as one of my favorite games of all time. [Official site | Boardgame Geek | Funagain]
Transamerica (Rio Grande Games, 2-6 players, 30 minutes, $28, family strategy): It's so simple it's just barely a game, but lots of fun nonetheless. Players are randomly assigned five cities on a stylized map of the United States. On every turn players build railroad track in an effort to connect all their burgs. But because no one "owns" any given stretch of track, you can link into your opponent's network and use it to further your own goals. A typical game takes half an hour and can be played by persons of all ages and game-aptitude. Read my full review here. [Official site | Boardgame Geek | Funagain] San Juan (Rio Grande Games, 2-4 players, 45 minutes, $25, card): Your goal: construct the town of San Juan, capital of Puerto Rico. Every card in the deck is a building, each with it's own unique ability. To put a building into play, simply place it in front of you, and then discard additional cards from your hand equal to it's price. A light "civiliation" game (i.e., one where you start with little and slowly build up your infastructure), it is one of those rare multi-player games than actually works great with only two. Read my full review here. [Official site | Boardgame Geek | Funagain] Hoity Toity (Uberplay, 3-6 players, 60 minutes, $35, family strategy): In Hoity Toity, players purchase antiques and earn points by showing off their collections to others, while dispatching burglers to swipe the valuables of opponents and employing policemen to capture rival thieves. This game uses a game mechanism called "blind bidding" which is one of my least favorite, so it's a testament to Hoity Toity's quality that even I think it's terrific fun. Read my full review here (the game was previously called "Adel Verpflichtet") [Official site | Boardgame Geek | Funagain] Apples to Apples (Out of the Box, 4-10 players, 30 minutes, $30, party): The Judge turns over an adjective card, like "Soft" or "Respectable;" everyone else slaps down Noun cards from their hands as quickly as possible. The Judge then decides which played card best matches his own--if the description is "Slimey," will he select "Frog," "Used Car Salesman," or "Bill Clinton"? Perhaps the most accessible and laughter-inducing party game I've ever played! [Official site | Boardgame Geek | Funagain] November 22, 2007
Games: Coloretto & Zooloretto
Sometimes the simplest games are the most fun. And sometimes, not so much.
But one game on that list that has always left me cold is Coloretto. The game is played with a deck containing cards of seven different colors (the cards have no value; only their color counts). On a turn, a player does one of two things:
When taking a row, a player puts the claimed cards into his play area. His goal is to get as many cards as possible in three colors only, and to avoid taking cards in any additional colors. At the end of the game, cards in the three chosen colors count as points, while cards in other colors count as negative points. The central dilemma in the game quickly becomes apparent: you may draw a card in a color you desire, but you can't keep it; instead you must add it to a row and hope that another player doesn't claim that row before your next turn. Even if the row does gets back around to you, it's unlikely that it won't have been "poisoned"; upon drawing a card they don't particularly want, players will often assess the available rows, identify one that is attractive to another player and add the junk card to it, thereby lessening its value considerably. This is what makes the game so tense--and occasionally maddening. The "draw a card or take a row" element of Coloretto is the sort of twist that I typically love. But, for some reason, Coloretto just doesn't do it for me. So why is it on my list of "great" two-minute card games, you may ask. Well, I appear to be in the minority regarding my opinion of the game. It has a composite rating of 7.2 on Boardgame Geek, which is fairly phenomenal for a game this light. And, truth be told, I recognize its brilliance--which is to say, I appreciate Coloretto without particularly enjoying it. There just doesn't seem to be enough game in there to hold my interest. Enter Zooloretto. Designer Michael Schacht took the central mechanism of Coloretto and added sufficient bells and whistles to make the thing interesting, but not so many that the game leaves the realm of light, family fare. ![]() Each player begins with a zoo, complete with three animal enclosures and a barn. Here again you can elect to draw on your turn, but now you draw tiles from a bag instead of cards from a deck. The tiles show either one of eight animals (kangaroos, flamingos, gorillas, etc.), market stalls, or coins. A draw tile must be added to one of the rows--or, in this incarnation, trucks--in the center of a table. A player may instead take a truck, distribute the animals and stalls in his zoo, and drop out for the remainder of the round. An enclosure can only hold one type of animals; animals that cannot be fit into the main zoo are relegated to the barn. So far, pretty much the same as its predecessor. But this game introduces the concept of money, which can be spent to shuffle animals around, steal them from other players, or discard them entirely. ("Paulie Panda has been sent to live with Uncle Chester, who has a big farm he can roam in ...") Market stalls can also be used to eke out a few extra points here and there. As in the original, too much of a good thing is bad: at the end of the game you score points for animals in your enclosures, but lose them for the unloved critters in the barn. Zooloretto is cute, easy to learn, short (figure 45 minutes a game), and not too confrontational (though there is an element of screw-your-buddy in the mix). My only gripe is that there are a couple of obscure rules regarding money that strike me as both overly finicky and largely unnecessary (yeah, I know I'm a hypocrite: lambaste Coloretto for having too few rules and Zooloretto for having too many). Minor grievances aside, though, Zooloretto is one of the best
Also, here's Michael on Zooloretto's suitably as a "family game": "The first game ended in tears from my son, the second in tears from both of them ... I think you underestimate the meanness of this game." Actually, I don't--much of the game comes down to making life miserable for your opponents. My mistake, I think, is calling this a "family game." I was using "family game" as shorthand for "light strategy game for adults," not "great for the yungins." I will correct that now. October 18, 2007
Games: Wits & Wagers
As we approach the holiday season, I am going to start reviewing some of the titles that will eventually wind up on my annual Good Gift Games Guide. But before I begin, let me briefly mention one that appeared on last year's list.
Maybe Dominic Crapuchettes feels the same. At any rate, he created a trivia game that not only keeps all the players occupied all the time, but doesn't only reward those whose heads are crammed full of otherwise useless facts. Every question in Wits & Wagers has a numeric answer (or possibly a "numerical" answer; I'm sure the grammar cops will let me know in the comments), such as "What was the weight, in pounds, of the largest gold nugget ever recorded?" Each player writes his guess onto a laminated card with a dry-erase pen. Once everyone has done so, the cards are collected, sorted by value, and distributed across a betting mat. And now, the genius. Before the answer is revealed, players may bet on which guess they thinks is correct (or, in Price Is Right fashion, "closest to correct without going over"). The farther from the median, the more a guess pays out. So if the guesses in response to the "gold nugget" question above were 16, 20, 75, 200, and 500, the 16 and 500 would each pay out 3 to 1, the 20 and 200 would pay out 2 to 1, and the 75 would pay out even money. You can even watch where others put their bets and make your wager accordingly, though you only have 30 seconds to do so. When the correct answer is revealed, the person who supplied the closest guess, and all those who bet on it, reap rewards; all other wagers are lost. The cards on which the guesses are written are color-coded, so you can see at a glance who submitted what. In other words, you make money not only by knowing the answer, but by knowing who knows the answer. Species of Gardenia? Look to the gardener. Height, in feet, of the tallest skyscraper in 1900? Maybe the architect knows. Best of all, everyone is doing this at once, so there is absolutely no downtime. I like to play a variety of strategy games, because there are so many out there I enjoy. But party games are more hit-and-miss for me, and when I find one I like, I typically play it until I can't stand to play it no more. First it was 25 Words Or Less, then Apples To Apples, then Times Up. I played Wits & Wagers for the first time over a year ago, last played it a week ago, and expect it to be in heavy rotation this holiday season. It's quick, perfect for any crowd, and definitely qualifies as a "two-minute game. If you want to get a head start of your holiday game buying, this is the one to get. September 27, 2007
September 26, 2007
Ten Great "Two-Minute" Card Games
The last few games I have fully reviewed here (i.e., Twilight Struggle and Power Grid) have gone against the grain of the type I usually cover. Both are long, complex, and not immediately accessible to the casual player. To make amends, here's my top 10 "two-minute" card games. "Two-minute," in this instance, alludes not to the length of time they takes to play, but to the fact that the rules to each of these simple (but engrossing) games can be explained in 120-seconds flat. Many people are reluctant to try new games because they dislike learning rules; as you can get a group up an playing these games in a matter of moments, they are perfect for Converting the Unwilling, Great for bars too, when everyone already has a beer or three under their belt. Slide 5: Curiously, many of the most enjoyable games are those that provoke the most agony in the players. Slide 5 (previously called Category 5 and, before that, Take 6!) is a prefect example. The deck contains cards numbered from 1 to 104. Every round begins with each person playing a card from his hand face down. After all are revealed simultaneously, the cards are added to rows in the center of the table in ascending numerical order. But if your card winds up as the sixth in a row, you take the other five as points--and you don't want points. Also: Turn The Tide is a very similar game, with a few more rules and a smidge more strategy. (But note that Turn The Tide is only playable by up to five people, while Slide 5 goes all the way to 11! Well, no. Actually just 10.) No Thanks: My go-to filler for the last couple years. Great fun, despite having, like, one rule. Read my full review here. For Sale: Round one: everyone uses chips to purchase a variety of homes, from a cardboard box to an orbiting space mansion. Round two: everyone resells their houses for checks ranging in value from $0 to $15,000, and the mogul with the most money at the end wins. It's like playing two separate games, but whole thing takes about 15 minutes in total. For Sale was one of the titles that got me hooked on German Games a decade ago; it has recently been reprinted, as is again available to all. Lost Cities: My default two-player game recommendation is perfectly suited for this list as well. Lost Cities is essentially rummy, but with a specialized deck and the tension-quotation set to overdrive. Despite its simplicity, I routinely cite it as one of my favorite games of all time. Battleline: First cousin to the aforementioned Lost Cities, Battleline is both a little simpler and a little deeper. Assemble nine three-card poker-hands, while your opponent does the same. Every time one of your hands beats the corresponding hand of your rival, you capture a flag; capture enough in a row, or enough overall, and the battle is won. A full game only takes 10 minutes to complete, but you'll find it hard not to play two or three in a row. Coloretto: The cards come in seven different colors; your goal: collect as many of them as you can ... in three colors only. All taken cards in suits beyond the third count as negative points, and can accumulate quickly if you are not careful. The central mechanism of Coloretto is so clever that the designer recently built a board game around it (Zooloretto), which earlier this month won the prestigious Game of the Year award. Loco: On your turn you first play a card from you hand to one of the five piles, and then you take a chip of any color. I have just explained 90% of the rules to this game, honest to God. And it works! And is fun! I don't understand! The Bottle Imp: A strongly themed trick-taking game, if you believe it. Based on a short story by Robert Louis Stevenson, players vie to collect as many points as possible, without getting stuck with the Bottle Imp at game's end (as doing so results in everlasting damnation ... and also a point penalty). Though the rules to The Bottle Imp can certainly be explained in two minutes, playing well takes a few games. Thankfully, it's well worth the practice. The Great Dalmuti: One of the oldest games in my collection, but one that still gets played today. (I just bought my third replacement deck a few months ago.) More of a drinking / party game than a card game, really, but one that will have you playing--and cracking up--for hours. See my discussion of it, and other "Climbing Games," here. Guillotine: Okay, I'm going to level with you: I kinda hate this game. But many, many people love it (as half a dozen people in the comments are going to attest). Each round has a dozen nobles lined up for the guillotine; on your turn, the guy at the front of the line gets the axe, and you get his value in points. But wait! First you can play cards to rearrange the queue, perhaps swapping the worthless Piss Boy with the 5-point Marie Antoinette. I don't like Guillotine because it has lots of luck and a distinctive screw-your-neighbor flavor; others adore it for these very reasons--go figure. Apples to Apples: Technically a party game, but played with cards and dirt simple so I'm going to cheat and sneak it into slot 11 on this top 10 list. The Judge turns over an adjective card, like "Soft" or "Respectable;" everyone else slaps down Noun cards from their hands as quickly as possible. The Judge then decides which played card best matches his own--if the description is "Slimey," will he select "Frog," "Used Car Salesman," or "Bill Clinton"? Perhaps the most accessible and laughter-inducing party game I've ever played--and I don't even like party games! August 31, 2007
Games: Push-Your-Luck
Because of their simplicity, push-you-luck games rarely afford opportunities for strategic play. But what they lack in depth, they make up for in accessibility (most can be taught in moments) and excitement. Where other games might be a 10k, push-your-luck games are more akin to a 100m dash--and are likely to give you the same cardiovascular workout. Here are some of the best: Can't Stop: The epitome of the push-your-luck genre, Can't Stop was unavailable for quite a while, but was reprinted by Face 2 Face Games earlier this year. Roll four dice and group them into scoring combinations. Every time you succeed, you advance your markers on the board--and are given the opportunity to roll again. You can call it quits at any time and "bank" your progress, but if a roll produces no combinations, everything you earned during the turn is lost. You can find a slick computer implementation of the game at rollordont.com, but goading on other players is half the fun, and it should really be played against real people. Can't Stop is one of those classics that I recommend unreservedly to anyone who enjoys games.Lastly, the push-your-luck game I have probably played more than any other is simply called "10,000," and is playable with nothing more than five dice and a scorepad. We played this incessantly when I was in the Peace Corps. Full rules are here. July 04, 2007
Games: Twilight Struggle
Last year on the Forth of July I wrote about US themed board games. Let's make a tradition of it, what hey? The board games I tend to highlight on this site are those I refer to as GGGs: Good Gateway Games (or, around the holiday season, Good Gift Games). In other words, games that are easy to teach and play, that can be completed in an hour or less, and are "fun on the first try," suitable for casual get-togethers and people new to the board gaming hobby.
So why mention it here? Simply because I can think of no other game I own that inspired me to research an entire field of academic subject. Power Grid didn't get me interested in electricity production; I didn't become obsessed with Swahili economics after playing Jambo; and despite dozens of games of No Thanks! I've felt no compulsion to improve upon my manners. And yet, since acquiring Twilight Struggle, I've read a book about the cold war (called, cleverly enough, The Cold War), watched a six-hour documentary on the clash between capitalism and socialism, and impressing people at cocktail parties* by causally opining about Charles de Gaulle's effect on European history. Twilight Struggle is for two players; one assumes the role of the United States, the other: USSR. The board shows a map of the world and the key nations for which the superpowers will be fighting. The game is played with a deck of 110 cards, each of which depicts a major event in the cold war. Most of these events are affiliated with one superpower or the other, though some are neutral. In addition to the event, every card also boasts an number of "operational points" from 0-4. ![]() A game begins in 1945 and unfolds over 10 rounds, each of which represents 3-5 years of history. During a round, players alternate playing and resolving cards. When playing a neutral card, or one affiliated with his own superpower, a player has a choice: he may either trigger the event, or he may spend the operation points. Operation points can be used to increase your superpower's influence over other nations, to reduce your opponent's influence, or to foment coups (which, if successful, may both decrease your opponent's influence in the target country and increase your own). When playing a card associated with your opponent (which you will do often, as the game forces you to play nearly all of the cards in your hand, whether you wish to or not), you get to use the operation points and your opponent gets to resolve the event. This nasty little twist means that you will sometimes find yourself playing cards that benefit your opponent more than yourself. The goal of all this is control: control of key battleground nations, and of the six major regions of the world (Europe, the Middle East, Asia, Central America, South America, and Africa). When one of the periodic scoring phases is triggered, the superpower that controls more nations in the indicated region will rack up points. Complicating matters is the threat of mutual assure destruction, which lurks in the background at all times and becomes especially worrisome as Defcon creeps toward 1. (If nuclear war breaks out during a player's turn, he loses.) And China serves as a perpetual fly in the ointment of both superpowers, first aiding one of them, then immediately defecting to the other. I'm not a huge fan or wargames--and Twilight Struggle, at its core, is not one. It differs from true war games in two ways. First, the two players never attack each other directly, instead jockeying for control of key areas of the map, and fighting proxy battles across the globe. It is not intended to be a simulation of the actual cold war. In fact, in the designer notes, Ananda Gupta and Jason Matthews openly admit that they goal was to create a game that adhered to the mythology of the cold war, if not the reality. To that end, the "domino theory"--of dubious validity in actual foreign policy--is crucial to success in this game, nations are little more than pawns for the superpowers, and investing time and energy into the "space race" reaps tangible benefits. Twilight Struggle depicts the cold war as it was envisioned by those who were fighting it, not as it now appears to us in retrospect. I don't play games as often as I used to, alas. So when I find myself with a free evening and an opponent, I consider the time valuable. I could easily play three different games in the time it takes for one bout of Twilight Struggle; that I choose the latter ought to tell you something about how much this game has grown on me. * I don't actually attend cocktail parties.**
** Or impress people June 14, 2007
Games: Power Grid
A few years ago I stopped buying new games, and decided instead to concentrate on picking up those classics that, for one reason or another, I'd neglected to pick up when they were new. Through the Desert, Ra, Mu & More, and the like.
Plus, the theme of the game sounded unthinkably dull: power plant construction and management. The reviews of Power Grid seemed to confirm this impression, as they made the game sound like a protracted story problem, one in which you own plants X, Y, and Z, are trying to supply energy to N cities, and need to determine how much of four different types of fuel to buy. Bore-ing. Still, for the sake of completeness, I eventually bought a copy, and even went to the trouble of playing it. To my surprise, I found the game was not as lengthy, complicated, or as bland as I'd feared. In fact, it rapidly became obvious that its reputation as one of the greatest games ever designed was well deserved. Each player heads up a fledging power company, seeking to supply the nation with electricity. To that end they need to do three things: purchase power plans, acquire fuel, and hook cities into their power grid. Obtaining power plants is simple: every player has the opportunity to buy one at the start of each round. Purchasing fuel, however, is a bit trickier. First of all, Power Grid has a clever mechanism that approximates supply and demand: the more units of fuel that are purchased during a round, the higher the price goes. So which the first player to buy, say, coal, might get it for $2 a lot, the final player might be forking out $5 per coal or more. Secondly, the first person to buy fuel is the player in last place, followed by the penultimate player, and so on. In other words, if you are trailing, you get your fuel on the cheap; if you are "winning," you'll pay extra. This evens the playing field, and makes "hanging back" a viable strategy in the game. Player then hook cities into their power grids. This is done by placing markers onto the board, which shows a country and a number of the cities therein. Only one player can own a city (at least at the start of the game), so players jockey to snap up the available towns, and maneuver to not get hemmed in. City acquisition is, again, done in reverse-place order, with the last player going first and the first last. Finally, players fire up their power plants, supply cities with energy, and reap the rewards in cash. This cash will be used in future rounds to buy more plants, fuel, and cities. From the description above, you can see why I might have written Power Grid off as an exercise in tedium, a game with all the excitement of filling out reimbursement forms. Instead, the game is remarkably taut and exciting. In fact, I tend not to like economic games at all, since they often strike me as overly bureaucratic, so it's something of a wonder that Power Grid, which falls squarely in that category, is currently my favorite game in my whole collection. For one thing, money in the game is often very tight. In early rounds you may make no more that $20 or $30 dollars for selling electricity; and yet late in the game, when you are routinely pulling in $90 or $100 dollars a round, you may still find yourself a single dollar short of the funds you need to accomplish your Master Plan. The game isn't just about who makes the most money, but who can manage it the best. Another great feature of the game is that the opponents you are primarily competing against changes throughout the game. Early in the game, for instance, I and player W may be the only two that own oil burning plants, and we are in pitched battle for the oil resources; meanwhile, on the board, the cities in my power grid might abut those of Player X, and we might constantly joust for position on the board. By midgame, though, I may have transitions over to nuclear power plants, skirmishing with player Y for uranium and fighting for territory with player Z on the board. In short, the game demands both strategic (i.e., long-term) planning, as well as tactical (i.e., current turn) savvy--a near perfect mix. Power Grid is both longer (a typical game takes 90-120 minutes) and more complex than most of the games I recommend on this site. But the time flies by, and is easy enough to grok once you have a few rounds under your belt. It is also unusual amongst "money games" in that it is great fun even when you get clobbered; I have thoroughly enjoyed my dozen plays, despite the fact that I have never won once. Indeed, every loss just whets my appetite for more, as I desperately want to figure out how to refine my strategy. That's the hallmark of a great game: fun to play at the time, keeps you coming back for more. And though I bought Power Grid to "fill in the cracks" in my library, it rapidly became one of the cornerstones of my collection. A true classic. From The Comments: Jason asks: "The purchase link you listed says 2-6 players, but how many players (at a minimum) do you think you need to make it really enjoyable?" I have not, and probably never will, play PG with two. But it's great with three to five, and the only downside to six-player games is length (i.e., typically two hours or more). The rules for PG vary slightly according to the number of people playing, to ensure that every game is tight. For instance, the board is divided into six regions, and you always play in a number of regions equal to the number of players, making each game equally claustrophobic. Also, less fuel is available in games with fewer players. Which is to say: they didn't just slap "2-6" on a game that was ideally suited for exactly four; they actually tailored the game for any number of participants. May 08, 2007
Game Nights
I while ago I received this email: Hello!Now, after many, many months, I've gotten around to writing a reply. March 07, 2007
AVOID
If you see this, walk briskly in the opposite direction: A friend of mine recently got a job at PopCap. About a week ago she wrote to tell me that they had released a new game called Peggle. I've played a few PopCap titles in the past, but only the demos--I'm a notorious skinflint when it comes to shelling out cash for computer games. Still, I wanted to support my friend in her new endeavor, so I bought this one. DO NOT DO THIS!! This game is to free time what whales are to krill. Even now, as I type this, I am trying to resist the urge to go play a few rounds (and my resolve has already faltered a few times since I wrote the first paragraph). If this game were half as addictive, I would urge you to buy a copy; as it stands, I'm afraid I cannot, in good conscience, recommend Peggle to anyone who has a spouse, a child, a friend, a job, or reservations about wearing astronaut diapers to avoid ever having to leave the PC. January 24, 2007
Plugapalooza: Sarrett-Adams Games
I was a Peace Corps volunteer in Bolivia, reading GAMES Magazine, when I first learned of a board game publication called The Game Report, which hailed from my hometown of Seattle and was written entirely by one man, Peter Sarrett. I looked Peter up upon my return to the states, joined his game group, and even started writing game reviews for TGR. Not content to just play games, Peter eventually started to design them as well; his first, in fact, is my all-time favorite party game, Time's Up. And a few years back he joined forces with veteran game designer Michael Adams (who created many of the game in the Cranium line) to form Sarrett-Adams Games. He also, incidentally, writes the weblog Static Zombie. -- MB
When we develop new party games, we'll often think of really cool high-tech gadgetry that would enable some terrific game experiences. But we face two problems. We have no electronics background, so we can't MacGyver a doorbell and a hair dryer into a Jeopardy! lock-out buzzer. And even if we could, we'd face the problem of how to bring that technology to a Wal-Mart price point. So when we're prototyping a new game, we have to resort to simpler, mechanical solutions. For our latest party game, a clue-giving communication game similar to $25,000 Pyramid, we envisioned a train theme with a timer that was actually a mechanical train chugging along a railroad track. Each section of track remaining when players stopped the clock would earn them bonus points. We couldn't find any suitable trains at local shops, but we did find other wind-up toys of appropriate size. So instead of a train, our early prototype featured a wind-up duck that waddled down the track. Playtesters were immediately drawn to the cute little duck, and asked to play the "duck game," but ultimately we streamlined the game design and eliminated the mechanism altogether. When Hasbro bought the game they changed the theme completely so trains weren't even involved. The lesson to us is clear, and sometime soon we'll design a game involving fowl play. That party game, minus the train theme, became Tie One On and was published this fall by Hasbro. It is currently only available at Wal-Mart. If you have young children (3-6 years old), you might like our other new game this year: The Crazy Mixed Up Zoo Game from Simply Fun. This is a game with beautiful components that scales in difficulty as children get older. And since it's a memory game, kids will often win against adults. Finally, coming in March from Rio Grande Games is our latest game, If Wishes Were Fishes. This one's a family game where players can catch fish and sell them later at market, or throw them back and be granted a wish that may give them an edge over the opposition. -- Peter Sarrett
October 05, 2006
Fantasy RPG Boardgames
I've answered the same question twice in a week -- the first in a reply to an email from a reader, the second in response to this Ask Metafilter thread -- so maybe I should just stick it here on the site, so I can just refer people to it in the future. The question: you talk a lot about German games on defective yeti, but what about good old-fashioned American games? Specifically, are there any good boardgames that faithfully recreate the feeling of playing Dungeons and Dragons, RuneQuest, or any of the other fantasy role-playing games I no longer have the time to play? The short answer is yes. In the last few years there have been a spate (perhaps even a glut) of quality "American" games; that is, games where mechanics take a backseat to theme. These are not the elegant, 90-minute games I usually write about, but long, sprawling, epic struggles, often with each player playing a specific character, each with his own unique attributes and abilities. Many of these titles are coming from a single company: Fantasy Flight Games. As expected from their name, FFG specializes in games centered around mythic worlds -- J.R.R. Tolken's Middle Earth to George R.R. Martin's Seven Kingdoms to the World of Warcraft -- though they have a few non-fantasy offerings as well. (I have previously raved about the abstract domino-esqe Ingenious, and Through the Desert is in my all-time top ten.) But fantasy titles are FFG's mainstay, and, perhaps because of the company's success, more and more companies are releasing games designed to induce flashbacks of twenty-sided dice. Here are some of the best: Descent: Journeys in the Dark: A couple years ago I went completely nuts and forked over good money for Doom, a boardgame that couldn't possibly be good yet inexplicably was. The year following, Fantasy Flight Games adapted the Doom engine to Descent. The result is a game even better than its predecessor. As in Doom, one player assumes the rule of the Dungeonmast-I-mean-Overlord, and controls all the bad guys; everyone else chooses from among 20 possible characters, and plays as a team, striving to complete some objective. The game is played on a module board, which can be configured for any of the -- Descent is played on a module board, which can big configured of any of the scenarios in the Quest book. This is as close to fantasy roleplaying as you are going to get in a box. But a word of warning: a typical scenario takes about four hours to complete. Lastly (and leastly), I'd be remiss not to mention Munchkin, I game I pretty much loathe but is nonetheless adored by an astounding number of people. I cannot, in good conscience, recommend it, but I'm sure two dozen people will do so in the comments. July 04, 2006
Transamerica And Others US Games
I pick titles for the Good Gift Games Guide based on three criteria: they have to be easy to learn, playable in under an hour, and fun on the first try. By these standards, Transamerica is practically the G4 posterchild. The game board shows a map on the United States, covered a web of triangles. Many of the junctions where the lines cross contain cities, such as Seattle, Sante Fe, Dallas, and Miami. The cities are also color-coded, to indicate the region in which they reside: The West Coast, the Northern US, the Midwest, the Southern US, and the East Coast. And every city also has a corresponding card. Each player is given five of these cards -- one of each color -- before play begins. He is also given a marker, which he may place onto any junction on the board. A player's goal is to connect his five assigned cities by railroad. Railroad in the game is represented by dozens of small black "sticks," which the players use their turns to place upon the board. A player may place a rail on any empty line, thereby connecting two junctions, so long as he can trace a route back from it to his start marker using previously build rail. The trick is that no one "owns" the rail they build -- they are all in the common domain. So when a player connects his line to that of another player's, he may then build off any junction connected to the extended network. After one player succeeds in connecting all five of his cities, the other players earn points based on how many more rails they would have needed to finish. Points are bad, and low score wins. Transamerica is simplicity itself. On a turn, a player only has one decision to make: where to place their rail. Some have complained that the whole thing barely amounts to a game at all, and that a round is essentially a protracted method of revealing who got dealt the best set of city cards. That may be true, but like solitaire (which is also deterministic), Transamerica is unaccountably fun and addictive. Plus, an entire game can be played in 20 minutes, so it doesn't wear out its welcome, simple though it may be. * * *
While we're on the subject, here's a boardgame tour of the United States.
May 11, 2006
Games: No Thanks!
Perhaps no game has ever fit that description better than No Thanks!. It's tense and exciting, an entire game only takes 10 minutes, and it's so simple that I often introduce it to people as "The One Rule Game." The game is played with a deck of 33 cards (ranked 3 through 35) and each player is given 11 poker chips. Before play the cards are shuffled, nine are removed and set aside unseen, and the deck is placed facedown in the center of the table. A start player is named, and the fun begins. A round begins with a player flipping over the top card from the draw deck. Then (here's the One Rule, pay attention) each player in turn has the option to do one of two things: pass (by placing one of their chips onto the card) or take the card (and all the chips on it). Play may go around the table several times (the pile of chips on the card accumulating all the while) before someone finally bites the bullet, takes the card, and starts the next round by flipping over the next card from the deck. The game ends after the last card has been claimed. Why the reluctance to take cards? Because at the end of a round you receive points equal to the value of all the cards you took -- and points are bad. Chips, meanwhile, are worth negative points. So Joe ends the game with the 5 card, the 25 card, the 27 card, and seven chips, his final score would be (5 + 25 + 27) - 7 = 50 points. The player with the fewest points wins. Games this simple usually need a twist to make them interesting; No Thanks! has one and, man, it's a doozy. If you have two or more cards with consecutive values, you only score for the lowest valued card in the run. If Joe had also managed to acquire the 26 card, his final score would be (5 + 25) - 7 = 37 -- the 25-26-27 run would score 25 points total. So while you are generally trying to avoid taking cards in No Thanks! (hence the name), taking a specific card can occasionally save your hide. Of course, there's no guarantee the card you need is even in the deck, or that the player before you won't snap it up just to spite you. If you take the 31 card and the 33 card early in the game, you'll be a nervous wreck until the 32 makes its appearance (and dead in the water if it never does). No Thanks! is such a great game for non-gamers (and gamers alike) that I usually pick up a few decks every time I place a game order and give them out as gifts. You could argue that $8 is a bit much to pay for 33 cards and a handful of chips, but I have plenty of games on my shelf that cost three times that and aren't half as fun. If you consider yourself the sort of person who "doesn't really like games," pick up a copy of No Thanks! -- after a few rounds you are likely to reconsider. April 06, 2006
Games For Two
I've received a number of requests for two-player game recommendations in the last few weeks. So here ya go, IntarWeb.
March 16, 2006
Games: Colossal Arena
First, a word of reassurance. Colossal Arena bills itself as "the game of titanic battles," and the art on both the box and the cards would have you believe that the game is one of fantasy melee, a raucous brawl complete with unicorns and trolls, mages and demons. Yes, that is the ostensible theme. But you won't have to roll up a character or dust off your 30-sided die to play -- Colossal Arena is, despite the RPG trappings, a traditional card & gambling game, albeit an exceptionally clever one. Eight Monster cards are placed into a row before play begins. The main deck consists of 11 cards for each Monster (ranked 0 though 10) and 11 wild cards (called "Spectators," also of values 0-10). On a turn, a player may place a bet on one of the Monsters and must play a card. Cards are placed below the corresponding Monster, and the value of the card dictates the Monster's current strength. Spectator cards may be played onto any Monster. Players may put cards on top of cards already in play -- a Titan 2 could be placed onto a Titan 8, for instance, thereby lowering that Monster's strength by 6. This continues until every Monster has at least one card associated with it, at which point the weakest Monster dies and all bets placed on it are lost. After the death of a Monster, a new round begins with a new row of cards. The game ends after five rounds and five causalities, leaving three Monsters alive. Bets on the survivors pay off, and the player with the most points wins.
Colossal Arena is a remake of the out-of-print Grand National Derby, which simulated horse racing. I wish Arena's theme was as prosaic, as the violent and fantastic artwork masks a game that is perfectly suited for casual card players and families. Indeed, nearly everyone I have taught the game to has wanted to play it again and again. It's also especially good (best, even) with three-players, which is something of a rarity in strategic card games. You can read more about Colossal Arena here, and see a PDF of the rules here. February 16, 2006
Games For Kids
Mail. Could you suggest some games that adults and kids can play together? My 6 year old daughter is a great gamer, but I have trouble finding games suited to both of us. She usually beats me at Mancala, and we play Clue and Monopoly, but I'm looking for something more interesting. Perhaps Ticket to Ride?It's our lucky day, David: yours because I recently sent a list of just such games to a friend of mine with a seven-year-old daughter, so I've already done the legwork on this one; and mine because ... well, because I've already done the legwork on this one, so I get to compose an entire post just by cutting and pasting from my Sent mail folder. Sweet. Here's a few suggestions. I'm sure my readers can offer more. Family Strategy Games
Memory Games
Enchanted Forest: Attractive wooden trees are randomly distributed around the board, all of which are identical except for the pictures on their bottoms. You may peek at the image beneath a tree as you pass it on the path, but when the King asks for a particular item will you remember where you saw it? Aimed at the younger girl market, but enjoyable by all. Dawn Under: This recent title was nominated for the "German Game of the Year" award last year. Players try to get rid of their vampire cards by finding like-colored crypts for them to sleep in. Sounds a bit macabre for a kids game, but the mechanics are simple and the illustrations are cutsey. Dexterity Games
Cooperative Games
And by the way: Ticket To Ride might be a little advanced for a six year-old, but it's a great game and you should pick it up anyway. If you'd like a train game that a youngster could certainly play and enjoy, take a gander at TransAmerica. February 09, 2006
Tichu (And Other Climbing Games)
When the Top 100 Modern Games list was released, I took no small amount of geeky pride in noting that I owned every single game in the top 10. However,my sense of accomplishment was muted somewhat in realizing that I had only played nine of them. I'd purchased the remaining game, Tichu, several years prior, but a quick read of the rules convinced me that it was nothing special, and it sat on my shelf untouched for years. But it's appearance in the top 10 made me wonder if I was missing something. So I dug it up, dusted it off, and gave the rules another readthrough. I remained unconvinced. But the proof of the pudding is in the eating, so I recruited three other players, dealt out the cards, and started playing Tichu. And now I can't stop. Tichu is a partnership game played with 56 cards: a standard deck (four suits, cards ranked 2-10, Jack, Queen, King, and Ace), plus four special cards (the Mah Jong, the Dog, the Phoenix, and the Dragon). After the ca | ||