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Tuesday 27 August 2013

Ticket to ride board game review

My dad is a retired railroad electrician. As kids our first house was within walking distance of the CN rail yards in Edmonton. (Insert joke about growing up on the wrong side of the tracks) Our family has been around trains all our lives. A game involving trains is something we are all aboard.


Ticket to Ride is a game of building railway connections. You collect cards of various colours in order to trade them in for train routes. Each of these routes are worth various points; 1 for the shortest, 15 for the longest. Additional points can be earned by completing destination tickets. Several are drawn at the beginning of the game with the option to draw more later in the game. To earn points for these destinations connect the listed cities by having multiple routes line up between the two.

The mechanic and rules for Ticket to Ride are quite simple to learn yet the game can get quite complicated as players tend to compete over routes in order to connect their destinations. Ticket to Ride requires quite a bit of planning and card management in order to maximize your potential point gain.

I find that the game is fun for all ages. Ticket to Ride is easy to set up and can be played in less than an hour. This is great for a short game night or for several rematches in a night. I really like the look and feel of the game as I imagine myself as some railroad baron, cigar in my mouth and pocket watch in hand, buying up rights to ship into various cities. Aaaand now I want to get in costume for a game. Where is my conductor hat?

To sum up I recommend this game for family night or really any game group. If you have ever owned a model train or ran around the playground yelling “Choo-Choo!” Get this game. You will be very happy with it.

Check back next week when I review the RPG Rifts.

Tuesday 20 August 2013

Scotland Yard board game review

A couple of weekends ago my wife wanted to get more board games. Of course I was all too happy to oblige her. She was in the mood for another cooperative game so we spent quite a bit of time comparison shopping. In my search through the games I suddenly noticed a box with yellow lettering; something that shined like a beacon from my childhood. One of those games I thought lost. Hours of play and travel between friends houses had caused so many lost pieces and damage that I fear that the game was tossed by my mother. I hadn’t seen a copy for quite some time, but I discovered it had been re-released and I had a rush of childish glee.

I am talking about Scotland Yard. This is a sort of quasi-cooperative game where a team of detectives are hunting down a single player named Mr. X in London. Players catch Mr. X by landing on his space. The thing is Mr. X only places his piece on the board on a small number of turns. Most of his movements are recorded in secret on his movement board. The detectives have to deduce where Mr. X may have travelled after he was last sighted and attempt to corner him.

This game is fun for either side. The detectives have fun working as a team trying to deduce where Mr. X may be and work in a group attempting to corral and capture him with limited resources. Mr. X gets to pit his mind against the rest of the players in an attempt to outsmart them.

I really like the mechanic of Scotland Yard as it incorporates both co-operative and competitive play in an ingenious way. I find that many competitive games have times when everyone teams up against a single player who appears to be doing better and it costs that player their enjoyment. Scotland Yard embraces that problem and turns it on its head to make it part of the fun. Mr. X is supposed to be teamed up on and knows it going in.

The difficulty level in this game is altered by the number of players. More detectives make for an easier time of catching Mr. X. Players looking for a challenge should choose which side to play depending on the number of players.

To sum up I would recommend this game to any group. It is easy to learn and strategy is dependant on how deviously cunning the Mr. X player is. The more experience players gain the more of a challenge the game becomes for everyone. There is a reason this game has sold more than 4 million copies and won the Spiel des Jahres (Game of the Year) award.

This game is fantastic for all ages and it should be on your shelf

Check back again next week when I review Ticket to ride.

Wednesday 14 August 2013

Castle Panic board game Review

This weekend the wife took me to the board game store. Our goal was to pick up a cooperative game. The owner of Mission fun and games took us around the store and showed us a few options. He was very helpful and even took out some store copies of games to show us how they play. We eventually decided on Castle Panic.

In Castle Panic the players team up to defend their castle from invading monsters. The game requires planning and strong teamwork to beat. Needless to say I was really excited about this game and we went over to the sister in law’s place that night to give it a try. We played through the game three times. We won each game however there were a few points when things looked bleak. Luck of the draw and the fact that we work well in a group really saved us.

The rules of Castle Panic can be easily learned through one play through. There are some special monster tokens and the players turn order can be difficult to remember for younger players, but the creators did something genius. In the four corners of the board are little reminders. So when an Orc Warlord token comes up you don’t need to hunt through the rule book to figure out his special actions, just glance to the edge of the board. This keeps the game flowing nicely and simplifies each turn.

The game map is relatively simple. The board is a circle or pie shape separated into six arcs with two arcs per colour, blue, red or green. There is a second separation by ring within the circle. The center ring is the castle ring, which you are defending. The other rings are swordsman, knight, archer and forest. Certain cards can only affect certain rings and/or certain coloured areas of the board. For instance a red soldier card can only injure monsters in the red swordsman section, where a green archer can only affect monsters in the green archer section. As each players turn ends monsters move forward one section and new monsters are added.

All of this leads to card management and planning. Where to reinforce walls, which monster to slay, which card to trade; any play can lead to victory or defeat.

The replayability of the game is high as monster invasion is random. The invasion is determined by random draws each turn and by randomly rolling which arc the monster invades from. Some of the monster tokens have random effects, like moving the monsters forward/clockwise/counter-clockwise, or there are even monster blitzes where you draw an extra three or four tokens. The game can go from being easy to challenging in one turn. Which personally I find adds to the excitement.

There is an option for the players to keep the monster tokens of the monsters they have slain. The result would be at the end a count is made and the player who slew the most monsters is declared the master slayer. This could add another dimension where players self sabotage in an attempt to attain this title. Potentially adding to the challenge of the game.

For the downsides: As with most cooperative games there can be bit of the type A personality attempting to run the game. There were a few times that night where I know we irritated each other with telling other players how to play our turns. Still we were able to work through it and enjoy the game. I’m also not sure if we were just extremely lucky (first play through the four monster attack was the last token) or we are an awesome team but we won all three games we played. I think the challenge level could be upped a little. The rules do provide suggestions on how this can be done but we haven’t attempted this yet.

To sum up I really enjoy the cooperation in the game, the rules are well thought out, the game board is well designed and the replayability is high. I would recommend this game to families or game groups who are either looking for a way to work on cooperation or just a fantastic and fun game.

Check back next week when I review Scotland Yard

Tuesday 6 August 2013

The Game of Life

The Game of Life is one of those games that people buy because it’s popular but then never play. There are aspects of this game that I enjoy but then there are aspects of the game I really don’t like.

The end goal is one thing that really bothers me about this game. Retire with the most money! As if being the wealthiest person before you die is supposed to be the ultimate goal of all. It really teaches a negative lesson, as the best way to be the richest is to take all the limited chances of screwing over the other players.

Let’s go back to starting the game. There are two options: go to school or start your career. It should be listed as “take post secondary education and have a chance at winning or choose to lose.” Salary and job options in the start career path are so limiting that it really isn’t worth pursuing. While I like that this stresses the importance of education, it really doesn’t make for balanced game play.

Another thing that bothers me is the points where you must stop and conduct one of the many “must do’s” in life. There is marriage, buying a house, etc. I don’t really like that there is a specific order and time when each must be performed. It reflects a very limited worldview of how life should occur and which one lifestyle should be pursued. Sure when you get married you can put a same sex peg next to your own but you still have to do it at a specified time. It’s the “grow up, get job, get married, buy house path” that everyone must follow. It isn’t like there are people who have purchased a house before marrying, or people who don’t get married until later in life due to career or not finding a suitable match. Heck some people never marry. Some people never buy a house and choose to rent.

This brings me to the “must buy when you must buy” house option. Buying a house when you aren’t able to afford it is a bad idea in real life. Yet in game it’s a must do. And you can’t buy the exact same type of property as someone else, as if there aren’t trailer parks full of trailers or neighbourhoods full of McMansions. The Game of Life is just teaching some really bad financial concepts here.

Speaking of bad financial concepts, the loan process is handled poorly. In the game you can put off paying massive debts until you retire. Oh and no matter when you pay back a loan it’s the same single flat interest charge. I would love to get one of those loans in real life. Pay off my real debts and laugh my rear end off at the new loaner. It teaches that you can accrue and ignore debt, which is a terrible lesson.

The one thing I really enjoy is the way children are obtained. There is no planning, just surprise twins! Of course the little girl who dreams of a big family never lands on a kid space while the boy who hates the idea of kids needs a second car to fit his brood. It can really crush the spirit of the barren or “accident” prone players.

Why is it that I still get a little fun out of this game? Is it a sense that I wish my life went so easily? Do I have some small part of me which wants a traditional lifestyle? Do I have a dark side that enjoys seeing others fail at life? Or is the game actually fun? I really don’t know.

The Game of Life, a game you will buy because it’s popular and a game you won’t play because it teaches all the wrong lessons about real life.

Friday 2 August 2013

Zombies by Twilight Creations Inc. review

Zombies! by Twilight Creations Inc. is one of the go to games for certain members of my game group. Well mostly just the zombie buffs. But it’s a game that is so much fun. We all need a night of blowing off steam and what better way is there than to blow away zombies.

Zombies! starts in town square, the goal is to either reach the helipad first or be the first to kill 25 zombies. Easy enough you say? It wouldn’t be much of a game if things didn’t get more complicated. The thing is town square is the entire map at the start. The map expands at the beginning of each players turn as they draw a new map tile. This leads to some serious luck and strategy. Where you place map tiles can either help or hinder any number of players. And you cannot reach the helipad until it is played so you are stuck in town for at least a little while. Personally I love this approach as it gives the game a high degree of replayability and strips the advantage of board memory for veteran players.

The next thing to make the game more complicated is the combat. Once you hit a space with a zombie or start a turn with a zombie on your space, you must resolve combat. On a 6 sided die you kill a zombie rolling a 4, 5, or 6. Roll a 1, 2 or 3 and the zombie is winning. This can be changed by discarding bullet tokens; one for each number you wish to add (so a roll of one requires 3 tokens to get to 4) or you discard a life token to re-roll the die. Be careful, when you run out of life tokens you die. Discard half of your killed zombies and return to town square. You are dead until your next turn when you restart.

Finally there are action cards. You get three and can play one (and only one) from the beginning of your turn until the beginning of your next turn. This means you will need to strategize which card to play and when. Do you play the “Hey look a shotgun” card which helps you with extra bullets? Or do you wait so you can play “Zombie Master” on an opponents turn to make their life more difficult?

There are some downsides to this game. One thing I need to warn you of here is that many of the action cards are designed to cause problems in game for your opponents. Some players may not be willing to put up with the constant barrage of cruelty and harassment that comes with this game so play with players with thick skin and a good sense of humour. The next big issue I have encountered time and again is that there aren’t enough zombies in the basic box. There are extra bags-o-zombies supplied by the company so do yourself a favour and grab one when you pick up Zombies!

With the exception of #s 4, 9 and 11 the expansions for this game are all add-ons so make sure to grab the core game first. The first expansion I recommend grabbing is the 3.5 “Not dead yet!” expansion. This one is just action cards and I have to say it should just come with the basic set. The cards are so much more inventive and add more variability in play. The second expansion I would recommend grabbing is #6 “Six feet under.” This one will add in some more map tiles, notably the subway stations which help move you around the map, and sewer tokens which help you avoid zombies by hiding out in the sewers (not as useful as it sounds). There are also some extra action cards to play around with. After these expansions we have picked up everything to #9 (except for the blanks) and the rest of these are settings based. They come in to play once an entrance map tile is picked up and the map tiles can then be selected from either the main deck or the expansion deck at the beginning of each players turn. Really just pick them up as to whichever flavour of zombie setting you like. Normally we play with just one expansion so the game can actually end in one night.

I would recommend this game for any group who loves the zombie genre and can handle some extreme competition.