Showing posts with label Boardgames. Show all posts
Showing posts with label Boardgames. Show all posts

Friday, October 9, 2009

1.15: Gateway games - the first one's free

Gateway games--I'm sure I've mentioned this term multiple times on this blog.  I've probably given a definition as well, but for the sake of discussion, let's define "gateway game" again.  The term refers to a game that interests a person in gaming, and for our discussion, may introduce a person to modern boardgames.  Many boardgamers can recall their gateway game, and many people cite the same gateway games (often Eurogames) for good reason.  But what makes a good gateway game?  As I see it, a gateway game should have four elements:

A Gateway game:
1.  Has a simple rules set
2.  Is easy to understand
3.  Is easy to play
4.  Is engaging.

The combination of the first three makes the game accessible, the last makes a person want to play.  I'll go through each of these and give examples.

Sunday, October 4, 2009

1.14: For the heck of it - game contest and deals October 3, 2009

Just doing this on a whim here, I may or may not do another of these depending on its reception. 

First, a contest.  Days of Wonder is giving away a game every day until October 13th.  In order to qualify, you have to link your DoW account (free to sign up) to your Facebook account, and then write a story about playing a DoW game (it appears you can also use the auto-update).  For those of you unfamiliar with Days of Wonder, they put out excellent quality games which continuously have top-notch game art.  Their Ticket to Ride series are all wonderful gateway games for those unfamiliar with the Modern boardgame, and Small World the game that's gotten the most replays this year.  If you haven't played a DoW game, by signing up for the free account you can play several of  the games online for free. 

Second, a deal.  Sorry! Sliders is currently $16 at Toys R Us, a savings of around $10, or 40% off the retail price.  In Sorry! Sliders you are attempting to flick a pawn down a short ramp onto the target board, scoring the value of the highest numbered ring the pawn touches.  Easy enough, except that you don't score until everyone has flicked all four of their pawns onto the same target board, in the process knocking their opponent's pawns onto different rings or off the board.  This is an excellent dexterity game, playable by 2-4 players ages 6 and up--but I would argue that a 3 year old should have no problem playing this game.  If you're tired of playing Candy Land, I'd definately recommend picking this one up; this game is also good for adults, who will find a great deal of fun in the positioning, finesse, and competitiveness of this game.

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I find deals and contests fairly often; if you're interested in hearing about these, or if you're not, please let me know.  I figure it's pretty easy to enter most of these contests (I'll probably only post them if the entry qualifications are relatively easy), and if someone I know wins a free game or two, all the better.  If you've entered the contest, or if you win a contest I post here, let me know as well.

Friday, June 26, 2009

1.2: Hula Hippos Review

Hula Hippos, designed by Heinz Meister and published by both Gamewright (and HABA as Maus nach Haus), is a simple dexterity game four players, ages 5 and up.

The components are excellent--a polished wood ring around 4 inches in diameter, and 24 wooden hippo tokens in four colors. The ring and hippos have a nice feel and weight to them, and are smooth, so there is little risk to the playing surface (such as a wooden dining table).

The game is simple; you spin the wooden ring, and everyone attempts to flick their hippos such that they are either enclosed by or under the ring when it stops spinning. Any that meet this criteria are removed from the game, and the ring is spun again to begin a new round. Once someone has successfully flicked three of their hippos into/under the ring, that person wins.

While a simple quick game, taking only 5-10 minutes to complete a game, the experience is fast and fun, and begs to be played again immediately. The hippo tokens slide across the table and bump each other, players shouting, and as the ring falls, there are always a last few desparate shots to get under the ring or remove another player's hippo. Add the zero set-up time, and this makes for an excellent quick filler that will likely get much play.

Wednesday, June 24, 2009

1.1: Small World Overview and Review

Small World is the latest boardgame release from Days of Wonder (daysofwonder.com), designed by Philippe Keyaerts. This game plays 2-5 players, and takes 40 to 90 minutes, the play-time increasing with more players.
The goal of Small World is to score the most gold (points) by taking and controlling territory, and removing your opponents' pieces from the territories they occupy. A player gains one point for each territory they control at the end of the turn, a simple enough idea, except the game features 14 Races, each with unique abilities; there are also 20 Special Powers which are randomly assigned. The result, hundreds of Race/Power combinations--Diplomatic Trolls, Berserk Elves, Hill Ratmen and others; each combination has different advantages.
The basic turn is simple. If you do not have an "active" race, you choose one of the six upturned Races and the randomly assigned Special Power next to it. Each of these tiles has a number value on it; the sum of these is the number of Race chits you receive, generally between 8 and 16. After this you take territory, if the territory is empty, you may take control of it by placing two of your Race chits onto this space. If there is any other cardboard on the space, be it mountains, bivouacs, or another player's Race chits, you place two of your own Race chits plus one for each piece of cardboard (ie, a Mountain space occupied by three of an opponent's Race chits would cost 2+1+3=6 of your own Race chits).
Play continues in this fashion; each turn you take up as many of your Race chits as you wish (generally you leave one on each space you conquered the previous turn), expanding the territory you control. However, your expansion is limited by the number of chits you began with, and each time an opponent attacks your territory you lose a chit, decreasing this number even further. Inevitably you will need to "go into decline."
Going into decline takes a full turn; when doing so you flip over all your chits, leaving only one on each territory you control. On your next turn you are able to purchase a new Race, and continue to score for both your "active" and "in decline" races. This is another interesting addition to the game, as it becomes essential to have both a successful active and in decline race in order to win the game.
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Having now played several games of Small World, I believe that Days of Wonder has another hit. With the combination of Races and Powers, the variety in each game is astounding; a race may be looked over one game (Hill Humans? What am I supposed to do with those...?), only to find its combination with another power exactly what a player needs in another game (Berserk Humans! You're dead now!).
The rulebook is clearly written, and the game also scales extremely well--it actually comes with two double-sided boards, each marked with a number 2, 3, 4 or 5, to denote which board to use depending on the number of players.
As far as level of difficulty, I'd put this in the Medium difficulty range--experienced gamers will have no problem with the game, and new gamers may have only a little difficulty with game terms or mechanics.
Presentation: 8 of 10 (only marked down for lack of clarity of in-decline chits)
Difficulty: 4 of 10 (most people should be able to play this game with little or no help)
Overall rating: 9 of 10