Monday, August 30, 2010

Forbidden Island review

Without knowing much about it I picked up Forbidden Island for a couple of reasons. It was cheap (only $16, which is stupidly cheap for board games), had very nice packaging and it was by Matt Leacock, creator of the awesome Pandemic. I was a little hesitant because it was purchased in a toy store that had pretty much just stuff for little kids and I’m 31 years old. But I bought it anyway and I’m very glad that I did. The premise is neat; a group of adventurers travel to the infamous Forbidden Island to loot it of it’s four treasures. The only problem is that the ancient civilization that guarded the treasures has booby trapped the island, making it a watery grave for anyone who tries to steal the valuable artifacts. It is for two to four players, should take less than a half hour and is very simple to learn and play.


When I started to read through the rules one thing became clear right away. This game is Pandemic, just with a different storyline. Honestly, it plays almost exactly the same. Instead of curing the four diseases the players have to find the four treasures by using four matching treasure cards. Instead of outbreaks and infections in cities certain island tiles become flooded. Instead of Infection cards we have Waters Rise, which causes the deck to be reshuffled and increases the number of flooded tiles each round. Even the player roles are very similar. It may not be the most original game concept, but that does not take away from the fun of it at all. It’s a great game.

One thing about Forbidden Island that is top notch is the art and packaging. The game comes in a nice looking tin and everything fits easily inside of it. The island is comprised of randomly placed tiles (so the layout is different each time) and the art in them is super cool. They are all sort of ominous and forbidding (maybe that’s where the island’s name comes from…) and each one unique. They are not generic things like mountains and coast, but Breaker’s Bridge and the Cave of Shadows. The Coral Palace may be my favorite. Seriously very cool. Everyone that I have played with has commented on the art. But the best part is the actual artifacts that you have to collect. Each one of the four is represented by a little figurine and, like the tiles, are really very nice. I think that my favorite is the Ocean’s Chalice because of the tentacles on the stem of the goblet, but I would listen to arguments for all of them. One aspect of them that I really like is that they are in the game just to be a nice addition, they are not necessary at all. They could easily be represented by cards, but the makers chose to throw in a nice feature that really enhances the game (this does not always work, see Hera and Zeus). It’s nice to see the creators go the extra bit and also not gouge the consumer for it.


The game itself plays very quickly and does a remarkable job of creating tension and a total feeling of hopelessness. Great. If an island tile becomes flooded after already having been flooded once it is then removed from the game, causing a gap in the island. Depending where the hole in the board is it could prove lethal for our intrepid band of adventurers (though depending on how you look at it, they could easily be called robbers. I sort of like the grey morality of just who these people are). One of the mechanics of the game that I really like is that in order for the players to win they not only need to get all four treasures, but then the entire group needs to make it back to the helicopter and fly off the island together. If there is one thing I’ve always felt was odd about Pandemic it was that the game just ends when the fourth cure is found, it seems sort of abrupt. Not so in Forbidden Island. It also reinforces the camaraderie that is necessary to win the game. These adventurers are not leaving anyone behind, even if it means their death as they wait for the Diver to get there. The Diver, by the way, is the Operations Expert of Forbidden Island. That is to say that they are the character that no one wants to be.

So far we have played four games of Forbidden Island and as a group we have two wins and two losses. For what it’s worth both wins came with three players and both losses came with four, so maybe the game is harder with more players (which I think is also true of Pandemic). I kind of went into playing thinking that it would be easy, but it’s not. Much like Pandemic there are numerous ways to lose and only one way to win. The game can be enjoyed by older players but it is also a great introduction to games for a younger player. If I knew any 10 year olds I would buy this for them in a second.

Monday, August 16, 2010

Zurich is a Trap: More Thoughts on TTR Europe

I’m sure that Zurich is a beautiful city and it’s residents lovely people, but to me it is nothing more than a horrid trap encased by mountains. At least as far as Ticket to Ride Europe is concerned, which is more and more becoming the lens through which I view geography.


At first glance Zurich seems so appealing. It has four routes that run through it and it connects to a bunch of major areas, it has a great location. So why is it such a trap? Well, for starters every one of the routes that run into it is a tunnel which means that you will probably not be getting a real good return on those trains you put down. Plus, they are all real short. Three routes of two and another of one. No thanks. Like I’ve said in the past I think that TTR-Europe is really a game of board control and getting value out of each of your 45 trains. Not to say that tickets are not important, just not as important as in the original version of TTR. Zurich can be part of a winning plan as long as you just dip into it and get out, spending three turns or so placing trains through the mountains definitely puts you at a disadvantage.

The two games (TTR and Europe) are virtually the same, so why the difference in strategy? Well, the map of Europe is sort of a mess and certainly uneven. There are some very strong regions to claim (mainly the upper right section of the board) and others that are not very conducive to winning (such as Zurich and the surrounding mountains), and if you can lay claim to the high value areas it gives a distinct advantage when it comes time to tally those points. More and more my strategy is to get three or four tickets that work well together and end the game. It’s been working well for me lately. Being the player who initiates the end game is more valuable than an extra ticket or two, at least I think so. If I don’t get one of the 20+ point tickets in my initial draw I try to end the game quickly by focusing on routes of four or more trains, anything less than that may not always be worth it. Of course the chance of all of your tickets fitting neatly into four train routes is nonexistent, but I use that as a guideline when trying to figure out where I am going.

Sunday, August 1, 2010

Shadowrun Campaign Journal #3

After a session which consisted mainly of downtime investigation and off color jokes the party was eager to make something happen. Bring a little action to the shadows of the Outer Edge. Gathered in Mr. White’s warehouse they discussed their options and worked out some potential plans. The ultimate goal was to flush out the Trashcan Man and free themselves of his blackmail, but being the wily raccoon shaman that he is that was not going to be easy. They checked in with their contacts again but not much was moving on that front so they decided to set a plan in motion. Puppy picked up the waitress at the local Long John Silver’s, but she did not yield as much information as Puppy was hoping that she would.

The party assumed that if they made some sort of move on the drug dealer Dark Cloud that Trashcan Man would be in the area watching it go down. Why would he be doing that? Well, his covetous nature made them think that he would want to be involved in whatever was happening, but also as a blackmailer he would probably want to record the whole situation as a future source of income and manipulation. With this in mind the party rolled over to the area of Dark Cloud’s warehouse, not entirely sure of what was going to happen.

Most of the party sort of had their own desired outcome for what they wanted to happen and how it was going to happen. They considered trying to have a face to face with Dark Cloud and let him know that there was a hit out on him. They also toyed with the idea of ignoring him all together and looking for an alternate way of getting Trashy to make an appearance. There was also some debate about the use of the infamous autocannon. Katsin was dead set about not using it, while Mr. White was extremely anxious to bust it out and mow down some degenerates.

Thursday, July 29, 2010

Shadowrun Campaign Journal #2

The party started the night in Mr. White’s warehouse, licking their wounds from the previous encounter. Both Puppy and Phil the Kill had serious injuries so they decided to hole up a while and do some healing. Mr. White did some computer recon to learn about the fallout over the shootout at Morpheus’ Throne. Apparently the police thought it was the work of some amateurs considering the haphazard way that everything seemed to go down. The party seemed to get a kick out of that, especially since the police were right. There was a mention of some military grade weaponry used in the fracas, this seemed to be of some concern to the local police force.

After a couple of days of laying low they decided to contact Zapper and get their payment for killing Handsome Dick. Phil and Katsin met up with a grim faced Zapper who had some bad news for them. First, he informed them that they had all been had by his employer. The “Aztechnology” corp man does not exist, Zapper thought the whole thing was a setup and that there was no money for any of them. Someone just wanted Handsome Dick, and perhaps all of the Silver Streaks, dead. Secondly, he played them some video footage on a small player of the incident with the Silver Streaks. Clear as day they watched Mr. White unload with the autocannon, reducing some gang members to red mist and tearing apart a section of a building in a hail of lead. There was also footage of the inside of the bar showing the rest of the crew doing work. Zapper told them that the footage was going to be released to the police unless the party cooperated with the wishes of the mysterious client. Zapper apologized to the group and assured them that he had no part in this and was very sorry that they were being manipulated this way. After a perception test Katsin believed him, but the party seems unlikely to ever trust Zapper again.

With the blackmail in place the party was assigned a new job. In the Outer Edge section of Seattle (the same area that housed the once semi-prominent Silver Streaks) there is a drug dealer named Dark Cloud. He is to be killed. They were given the address of his warehouse but not much else. Now is where things started to get interesting…

Monday, July 19, 2010

Shadowrun Campaign Journal #1

I’ve decided to run a Shadowrun mini-campaign over the next couple of weeks. It has been a couple of years since I have played Shadowrun and probably 15 years since I have been a GM for the Seattle based cyber punk RPG. I’m looking forward to it. I also don’t feel like buying some new books for a game that is only going to last a couple of weeks so I am sticking with the one book that I have; the 2nd Edition basic book. Also, none of the players in the game have ever run the shadows before and Shadowrun (especially 2nd Edition) is not the most novice friendly game. So I’ve decided to do a stripped down easy version of the rules with an emphasis being on quickness of play and a good time. We will see how it goes.

For the sake of brevity I made all the characters ahead of time. Yes, I understand that creating a character is a ton of fun. But so is playing and I wanted to get down to it. We only have a couple of weeks before D&D picks back up. We got together and the players decided to randomly pick the people that they were going to be playing. I gave everyone a basic history of the Shadowrun world so that they understood exactly where they were in time and space. Everyone seemed into it. In my opinion the strength of this game has always been the universe that it exists in. It’s just pretty awesome and has a ton of possibilities for adventure. I also explained that there was really no such thing as alignment and as good and evil, just varying shades of grey. I think that they liked that as well, knowing that they were free to indulge whatever they wanted to without having to adhere to some sort of ideology that may or may not apply to their situation. After the intro we stacked silly amounts of six sided dice on the table and I distributed the characters. Let’s meet the party.

Thursday, July 8, 2010

Some Thoughts on Ticket to Ride: Europe

Having played Ticket to Ride until the board was literally torn apart we decided to segue into Ticket to Ride: Europe and try our railroad baron skills on the continent. The Europe version is not that different from the US version. Obviously the boards are different, with the European one being slightly more confusing and seemingly possessing an abundance of small routes (the avoidance of which may be a key to victory). The European version also has cards that are meant to be held by actual human adults, unlike the original version which was presumably played by pixies and hobbits. It is shocking what a difference the size of the cards makes, it is a huge improvement. The major differences in the two games are the European inclusion of tunnels, ferries and stations. Tunnels and ferries make it a bit harder to grab a certain route, while stations finally provide a solution for when one of the jerks that you play with gets a route that you really wanted. And there is an eight train route!

Tunnels are routes that are marked with a black outline, almost like brackets going around the train cars. Typically they are routes that run through mountain regions, though this is not always the case. When a tunnel route is claimed the top three train cars from the draw pile are flipped over and for each one that matches a train used to claim the route, the player must pay an additional train of that color to make it through the tunnel. Since any flipped locomotives are an automatic match it usually winds up costing an additional train card for the route, though sometimes you get lucky and don’t have to pay anything additional. The other night I got hit hard when all three matched and I didn’t have enough to cover the newly inflated cost. If that happens all the cards go back to your hand and your turn ends. In a game that is so dependent on the economy of actions it is devastating to lose a turn. It also stinks to have to pay four trains to claim a route that is only worth three trains. Personally I try to avoid the tunnels for those reasons, but there are plenty of them on the board and almost impossible to get around without needing to use some of them. Looking around the board many of the tunnel routes are in prime strategic locations, so essentially you are paying for nice real estate.



England has to be connected to the rest of Europe in this game and since there are no trains that run on water it’s time to board a ferry to get there. It’s not just England though, numerous ferries dot the landscape of Europe and, like the tunnels, require a higher price for their services. Rather than requiring trains of a certain color to claim the route, ferries require a certain amount of locomotives (wild cards) in addition to matched colored trains. This certainly puts a new spin on the wild card, which was always great to have but never a necessity. I always hated having to pick a wild from the board since you only get one card instead of two, but with ferries they become much more valuable. My least favorite route is now London to Amsterdam, a measly two train route that requires two wild cards to claim it. Really? I spend two wild cards and all I come away with is two points. Though, like with the tunnels, it’s interesting to see how real world geography is impacting the game. Think of how different the original version would be if Denver (which is about the most popular city in TTR) only had tunnels running out of it. If nothing else it certainly changes things, which is what a board game sequel should do.

Of all the additions in this game the only one that I really don’t like are the stations. Each player begins the game with three stations and they can be placed on any city in the game for a cost in train cards (one for the first, two matching for the second, etc..). Having a station in a city allows that player to use any one route of another player’s coming out of that city for completing a destination ticket. It does not count towards getting the longest train, but it helps a player get a route that they may not otherwise get. To me Ticket to Ride has always been sort of a cutthroat type of game. If you sit on your cards for too long you get screwed out of the routes that you really need. Balancing when to build routes, hoarding cards, and exposing your routes and intentions have always been essential to playing a winning game. The stations provide a way around that. Maybe I’m just mean but I sort of like it the other way better. Unused stations are worth four points each at the end of the game so there is an incentive to not use them up. I do also think that the European map is much more cluttered than the US one, so it is more likely to result in people getting screwed out of a route. Edinburgh and the southern part of Spain are both very limited areas and being denied there can really mess your game up, so I could see why players would use stations. I just don’t like them.

The other interesting aspect of the game is an eight train route, exciting because the original version did not have anything larger than six. The route runs from Petrograd to Stockholm and if eight trains seems too easy it is also a tunnel. Meaning that it could conceivably cost as much as eleven trains. Ouch. It is worth 21 points so on a per train basis it is worth about the same as the six train route. Is it worth it? I think the best thing about it is being able to get eight trains out of your hand at once, that can really end the game in a hurry. Being able to catch your opponents off guard with incomplete routes is a great way to win the game and this helps with that. A lot. Say it is nearing the end of the game and you have 15 trains left to put down. You get that Stockholm to Petrograd tunnel up and running and suddenly the game can be over in two more turns with the right cards. Much sooner than people were expecting I would wager. Strategically it is not the greatest route, mainly because going through Sweden and Denmark is sort of difficult, it is normally prized real estate. If you only need to get to Stockholm it can work out pretty well for you. Eastern Europe has the best routes in the game so Petrograd links up with all sorts of good stuff.

Ticket to Ride:Europe is certainly a worthy sequel to the original. I would still recommend the original to someone who had never played either, but only because it is slightly simpler to learn. Not that either of them are difficult. Plus, it’s nice to brush up on my turn of the century European geography. I also feel that the two have different strategies, what works in one game may not work in the other. I am still learning the nuances of the European board and the destination tickets, which are very different. The original game has an even mix of points on destination tickets, ranging from small to very large. The Euro game has primarily smaller valued tickets with only six routes being worth 20 or more points. Scoring from trains on the board becomes more valuable in the Euro game because of this, which is why those short routes will really slow you down. But, like I said, it’s an excellent game.

Sunday, June 27, 2010

The best and worst of Shadowrun

After D&D the first role playing game that I ever got into was Shadowrun. I don’t remember what got me started, I assume I saw it at the game store or read about it in Dragon or something, but I immediately thought that it was a super cool system and such a great counter to D&D. So much about it was very different and new, but it had some consistent anchors to the familiar world of fantasy gaming that I knew. There were orcs and magic and rumors of dragons, but there was also dermal plating and boosted reflexes. Something called a rigger and street samurais. I’ve played in a bunch of Shadowrun campaigns over the years and the game is always a good time, but I have to be honest that the mechanics of the game are pretty awful. Sometime in the semi near future I plan on running a mini campaign when our D&D DM is away so I have been doing some thinking about it lately. Here is my list of the best and worst aspects of Shadowrun.

The best:
1) Cyberware. Totally bad ass. Internal implants that link your eyesight to the barrel of your gun? Check. Air filtration built right into your respiratory system? Awesome. Boosted reflexes that keep you twitchy and three times as fast as anyone else? Required for any chummer to survive when the drek hits the fan. Essentially the magic items of Shadowrun, cyberware allows your character to far surpass what a normal human is capable of.

2) Native Americans. When magic returned to the world of Shadowrun one of the first people to get on board were the Native Americans. Embracing their shamanic past, America’s first people reclaimed the heartland of America and now wield more power than ever before. It’s not just the Indians though, the history of Shadowrun is well thought out and interesting. Dragons appearing in Japan, corporations running the show behind the curtain of glass and steel skyscrapers, and Goblinization. This is a very engaging and fully formed world that Shadowrun exists in.

3) Lethal combat. If a bunch of jacked up, cyber enhanced gun jockeys are having it out in the street with flechette loaded assault rifles people are going to die. And they do. In mass quantities. Lethality in Shadowrun is no joke. Even if you are heavily armored Troll with dermal plating, two well placed shots are going to take you out. It is not easy to keep a character alive in this game, which I’m fine with. This is a risky line of work. If you can’t handle character death I suggest that you leave the shadow running to someone else and go play 4th edition D&D.

The worst:
1) Too many D6’s. I have a lot of D6’s, more than any reasonable human being could possibly have a need for. Except if you play Shadowrun. Since the game only uses the D6 and most checks are opposed successes it requires an obscene amount of dice. More than most players would have. More room to roll them than most tables have. When dice are cutting into space that could otherwise be used for food, there is a problem. And that is a lot of math that tends to slow the game down. Now in it’s 4th edition, the game continues to stubbornly stick to this clumsy system. I don’t get it. I’m not sure what advantage it is providing. Though it is sort of fun to roll that many dice at once.

2) Deckers. You can’t have a futuristic cyberpunk game without computer hackers, known in Shadowrun as deckers for the hooked up cyberdecks that they carry. I get it, in the future information is a big commodity and these guys know how to get it. What they also know how to do is slow down the game for everyone else while they spend a half hour hacking into some mainframe and fighting lethal programs as the rest of the party stands around. In the last couple of games that I played in everyone agreed to just sort of outlaw deckers for that reason and either have an NPC replace their skill set or just make all computer type stuff kept to a minimum. And really, who wants to be a decker? They make clerics look popular.

A couple of years ago I was awakened real early one morning by a phone call from an unknown number. I answered it and was met by a cold voice saying, “You ready to run the shadows?” It was silent as they awaited my response. I was clueless but eventually put together that it was someone that I had played Shadowrun with years ago inviting me to join him in a new game. Unfortunately at the time my schedule was not very conducive to another weekly game so I declined, but I always loved that phone call. That is one of my favorite aspects of Shadowrun.