I was given the Game of Real Life by a friend, who had it given to them by someone else. Other than Hot Potato a game should not be passed around this much, so I was a bit leery about this game from the start. The Game of Real Life is a more realistic approach to the Game of Life, the classic game of happy endings. Apparently real life is filled with nothing but drugs, prostitution, early death and pain. I suppose that’s not entirely false and actually makes a decent premise for a game. Honestly though the game is not much more than a “roll the dice, move your mice” with some colorful details and some options along the way. But, like real life, much of the decision making is really out of the player’s hand. The game is for two to six players and should not take more than a half hour, considerably less if a couple players meet unfortunate endings. Which they probably will.
The best part of the game is the diary. All the players are given a diary sheet to keep track of their life events. It’s nothing all that special, but I like that the game creators wanted to put some sort of element into it that gives it some life. It’s nice to be more than just the sum result of some dice rolling and a score at the end. The problem is that you think that the diary will be a nice, flowing narrative of your character’s life when it is actually just a bunch of short sentences summarizing what happened to you. The game turn is very quick (just roll and read) so it does not leave you with much time to create flowery prose.
The object of the game is to be the player who has the most happy faces at the end of the game. Living for a long time helps because it allows you more time to collect happiness, but it is possible to win even if you die early if those are some real happiness filled years of youth. Happy faces are gained by all sorts of activities; marriage and kids, vacations, and many other things such as your own pizza, catching leaves on a fall day and seeing a unicorn in the forest. Strangely, the single biggest happiness provider in the game is found on the heroin chart. Granted, some of the other heroin uses create disastrous situations, so it’s not always a happy ending. It’s really not a happy ending in most situations. Cris, Mike and I played the other night. Mike was a drug addict witness to an infant having their throat slit, Cris was a prostitute that died in World War III and I perished in a nightmare of a nursing home. At least I made it to old age, not bad for someone who was disowned by their family, shot in a drive by and had some bad experiences with LSD.
The board itself is a blur of lines, small type, colors and some drawings. It is very confusing and the fact that the print is so tiny and facing off in all directions makes it very hard for the player to read what is going on. What space am I on? Can you read that for me? And the game pieces are rocks. Actual rocks. I suppose they are little bit glossy actually. I don’t mind the low-tech approach to the game, but the design of the board could have been a lot better. It’s not just that it does not add a ton to the game, but I would say that it actually detracts since it slows things down as you try to figure out the space that your rock just landed on. And the spaces are very little. Also, maybe we had too much wine when we were getting started but it took us several minutes just to locate the starting point on the board. Not a great sign.
The Game of Real Life is fine if someone wants to give it to you, but I’m not sure that I would recommend buying it. If you are used to Life and Monopoly than it will probably be exciting and funny and perhaps an impetus to look further into the world of board games, which is a great thing. I’m not saying that I will never play it again, but it is not at the top of the list.
Monday, October 25, 2010
Thursday, October 14, 2010
Sage Advice: An Archive of Bizarre Questions and Answers
In my formative role playing years I was a big fan of Dragon magazine. What I liked best about it were the insights into the games of other players. I really enjoyed the letters column and Sage Advice, where gamers would write in and ask questions of the gurus at TSR. Most of the time they could easily be answered by anyone who actually owned any of the books for D&D, but other times they were totally off the wall and represented, what I felt was, the real way that people play the game. Fortunately for all of us someone has taken it upon themselves to post years worth of Sage Advice and put it out there for all to read. Thank god for the internet.
This glorious page can be found here:
http://jgrimbert.free.fr/add2/advice/?order=id&debut=0
I’ve spent some time reading through it and I am happy to say that it is as entertaining as I remember. Some of my favorites include the following questions: “We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?” The Sage answer sides with the questioner, in case you were wondering it is not possible to do such a thing. Apparently the arrow would disintegrate if it was to spin that fast. Hmm.
Another: “What is the difference between chain mail and plate mail armor?” What kind of a question is that? There are dozens of books that describe both of them in detail. No one at this gaming table was able to answer this question? They had to write to a magazine? I love it.
Some more: “Will a monster join a character party if invited?” There are a lot of these subjective questions going on as well. Some of the others include “Is my character dead”, “What is behind the secret door” and “Is the sword I found magical”. The Sage Advice guy was a lot kinder with these questions than I would have been.
This also got me thinking about some of the questions that my game of 13 year olds would have asked back in the early 90’s. One of them would definitely have been, “Is a wish spell capable of giving the character an army of water breathing minotaurs? And, if so, what needs to be done to insure their loyalty? Is the promise of pillaging enough?” That was big in our game. Very important. I’ve also always wondered about “How many ballistas can fit onto the deck of the boat that my party stole at the end of the Sinister Secret of Saltmarsh?” If you are a player of a certain age the answer to just about any question should be yes. It just makes sense to try to do everything. And, in a way, it’s easy for the DM because they all lead to murder and treasure.
There is something inherently strange about asking questions about D&D, since there are specific rules for the game and the DM’s word is law for anything not covered under those rules. But at the same time I am so glad that people ask these questions.
This glorious page can be found here:
http://jgrimbert.free.fr/add2/advice/?order=id&debut=0
I’ve spent some time reading through it and I am happy to say that it is as entertaining as I remember. Some of my favorites include the following questions: “We are having an argument over an issue that has us divided. My friends say that with a ring of telekinesis they can make an arrow spin at the speed of light and then release it, having it do between 100 and 600 points of damage to their target. I say this is impossible! What do you think?” The Sage answer sides with the questioner, in case you were wondering it is not possible to do such a thing. Apparently the arrow would disintegrate if it was to spin that fast. Hmm.
Another: “What is the difference between chain mail and plate mail armor?” What kind of a question is that? There are dozens of books that describe both of them in detail. No one at this gaming table was able to answer this question? They had to write to a magazine? I love it.
Some more: “Will a monster join a character party if invited?” There are a lot of these subjective questions going on as well. Some of the others include “Is my character dead”, “What is behind the secret door” and “Is the sword I found magical”. The Sage Advice guy was a lot kinder with these questions than I would have been.
This also got me thinking about some of the questions that my game of 13 year olds would have asked back in the early 90’s. One of them would definitely have been, “Is a wish spell capable of giving the character an army of water breathing minotaurs? And, if so, what needs to be done to insure their loyalty? Is the promise of pillaging enough?” That was big in our game. Very important. I’ve also always wondered about “How many ballistas can fit onto the deck of the boat that my party stole at the end of the Sinister Secret of Saltmarsh?” If you are a player of a certain age the answer to just about any question should be yes. It just makes sense to try to do everything. And, in a way, it’s easy for the DM because they all lead to murder and treasure.
There is something inherently strange about asking questions about D&D, since there are specific rules for the game and the DM’s word is law for anything not covered under those rules. But at the same time I am so glad that people ask these questions.
Monday, October 4, 2010
Prime Runners: Shadowrun 2nd Edition
Lately I’ve been pretty obsessed with second edition Shadowrun. There are just so many things about the world and the game that I really like, as a result I’ve been buying up pretty much every second edition book that I can get my hands on. Some are replacements for ones that I had a teenager (that have all gone to some sort of abyss of old role playing material, my contribution to this netherworld is substantial) and others are new to me entirely. One of the best parts of this is that not many people seem to be playing second edition these days so the books usually cost more in shipping than to actually buy them. The point is that I have been reading a ton of these things lately and, while many of them are excellent, the one that most stands out to me is Prime Runners.
Prime Runners is a sourcebook, but it is not location specific. It is essentially a book of NPC’s of all types. When I purchased it I had assumed that it would just be page after page of elite runners, which seems pretty cool to me. I like reading about badass futuristic mercenaries. But it is actually way better than that and gives such an interesting view into what makes the Sixth World really tick. There are runners contained in it’s pages, but there are also talismongers, journalists, fixers, writers, athletes, and pretty much anything else that you can come up with. To see how a world really lives and breathes it would be not all that useful to just see the runners that operate in it’s seedy underbelly. But to see how many powerful people in the world interact with and use this seedy underbelly is something else altogether. How did that fixer with the suitcase nukes get to be that guy? Why has that journalist been able to survive and thrive in the most dangerous places in the world? It’s all in there chummer.
Like all the Shadowrun sourcebooks, Prime Runners is presented as the work of someone else. In this case two runners who decided to compile a directory of people that other runners would need to know. Good concept. And like other books it is filled with comments from others who have read and commented on the entries. I love that. Usually the comments present various opinions on the person in question and bring up rumors about them as well. Aside from that all the entries have the character’s motivations, history (or what is known of it) and hooks to get the players involved with them. It is well written, smart, interesting and funny. If you can’t get something out of this as a GM then you should probably retire your dice.
One other thing that I really liked about the book was that it showed what a really tough character looks like. Since Shadowrun does not have a level system for characters it is sometimes difficult to know exactly when someone is very powerful, so much of it depends on the particular situation that they are in. And the location sourcebooks rarely have the stats of actual characters in them, that just seems to be how they are. But this books peels back the curtain and shows you how a real wiz runner scans. Take for example Teachdaire, the elven assassin. This guy is no joke. Skills as high as 13, all custom delta-level cyberware and rating six hydraulic leg jacks. Okay, the leg jacks are weird but I would not tell him that. But that is what elite level looks like. Two things really stuck out at me as I read his entry. One, in a standup fight he is virtually invincible. Super fast, skilled and deadly. And two, that with a good plan he can be killed with one shot just like everyone else. And that’s what makes Shadowrun so cool. At least one of the things.
Another runner I would not cross is the combat mage Sukie Redflower. She is totally absurd, both in attitude and ability. But the book is filled with compelling characters. As I was reading through it I was thinking with each entry how I would fit that NPC into our campaign, and it wasn’t stretch for any of them. When I finished the book I had a year’s worth of adventures planned. Isn’t that what a good sourcebook should do?
Prime Runners is a sourcebook, but it is not location specific. It is essentially a book of NPC’s of all types. When I purchased it I had assumed that it would just be page after page of elite runners, which seems pretty cool to me. I like reading about badass futuristic mercenaries. But it is actually way better than that and gives such an interesting view into what makes the Sixth World really tick. There are runners contained in it’s pages, but there are also talismongers, journalists, fixers, writers, athletes, and pretty much anything else that you can come up with. To see how a world really lives and breathes it would be not all that useful to just see the runners that operate in it’s seedy underbelly. But to see how many powerful people in the world interact with and use this seedy underbelly is something else altogether. How did that fixer with the suitcase nukes get to be that guy? Why has that journalist been able to survive and thrive in the most dangerous places in the world? It’s all in there chummer.
Like all the Shadowrun sourcebooks, Prime Runners is presented as the work of someone else. In this case two runners who decided to compile a directory of people that other runners would need to know. Good concept. And like other books it is filled with comments from others who have read and commented on the entries. I love that. Usually the comments present various opinions on the person in question and bring up rumors about them as well. Aside from that all the entries have the character’s motivations, history (or what is known of it) and hooks to get the players involved with them. It is well written, smart, interesting and funny. If you can’t get something out of this as a GM then you should probably retire your dice.
One other thing that I really liked about the book was that it showed what a really tough character looks like. Since Shadowrun does not have a level system for characters it is sometimes difficult to know exactly when someone is very powerful, so much of it depends on the particular situation that they are in. And the location sourcebooks rarely have the stats of actual characters in them, that just seems to be how they are. But this books peels back the curtain and shows you how a real wiz runner scans. Take for example Teachdaire, the elven assassin. This guy is no joke. Skills as high as 13, all custom delta-level cyberware and rating six hydraulic leg jacks. Okay, the leg jacks are weird but I would not tell him that. But that is what elite level looks like. Two things really stuck out at me as I read his entry. One, in a standup fight he is virtually invincible. Super fast, skilled and deadly. And two, that with a good plan he can be killed with one shot just like everyone else. And that’s what makes Shadowrun so cool. At least one of the things.
Another runner I would not cross is the combat mage Sukie Redflower. She is totally absurd, both in attitude and ability. But the book is filled with compelling characters. As I was reading through it I was thinking with each entry how I would fit that NPC into our campaign, and it wasn’t stretch for any of them. When I finished the book I had a year’s worth of adventures planned. Isn’t that what a good sourcebook should do?
Sunday, September 12, 2010
Ranking the Pandemic Roles
Pandemic is a tough game. In addition to the horrendous surge of disease that is plaguing the world, there are also the questionable hiring practices of the CDC. Sure, some of the staff I understand, but others I really wonder about. How did they get a job with an organization that seems responsible for saving the world? And wouldn’t the CDC just send out the people best suited for the task? Maybe they were on vacation and no one could get a hold of them. However, the variable roles in the game are also one of the best aspects of the game so I’ve decided to rank all of the roles, including the ones that are introduced in the On The Brink expansion. Unlike the characters in Last Night on Earth none of the roles are wretched, they all have some use. Though the gap between the best and worst is still pretty large.
Dispatcher- In my eyes the unquestioned number one in the game. One of the most important tactics in Pandemic is to be able to trade cards between players and no one makes this easier to do than the Dispatcher. The ability to dispatch any player to another player makes so many things possible when it comes to trading cards. And on top of that they can also move other players around with their own actions, usually setting people up to be in a good position when they start their turn. Any group with a Dispatcher gets a big leg up when it comes to winning. Ideally the Dispatcher never even leaves the greater Atlanta region. The only downside is that the Dispatcher can be hard to use, often requiring the player to think a couple of turns ahead. Which I actually consider to be pretty fun.
Medic- The medic will not help you win the game in the curing sense, but no role is as productive when it comes to keeping the world safe. Being able to clear off all the infection markers with a single action is really strong, assuming that you can get them to the trouble spot. Once a cure is found they can also wipe out all the cubes without spending an action, making them the perfect partner for the Dispatcher to run them through an infected region and clean the whole mess up.
Researcher- Who doesn’t like the Researcher, the most giving of all CDC employees? Seriously, the Santa Claus of Pandemic is a welcome addition to any crew. For one action per card this lady (I think it’s a lady) can give city cards to other players as long as they are in the same place. One of the best tactics is to give away their initial cards on the first turn when everyone is in Atlanta, it’s a good way to get some direction early and maybe snuff out a color in the first two rounds if the cards cooperate a little bit.
Scientist- The object of the game is curing diseases and the Scientist does it better than anyone else. Needing only four cards (instead of five) makes them the ideal candidate to get the job down. However, they still need to get those cards and possess no ability to help with that. The Researcher, Dispatcher and Scientist make an awesome combo should you be so lucky to get them all together.
Field Operative- My favorite of the expansion Roles, the Field Operative has a cool mechanic that makes them very useful in finding cures. Once a turn when they remove cubes from a city they can put one of the cubes on their card. When they have collected three cubes of the same color they can then cure that color for only three cards. Awesome. I like this for a couple of reasons. Obviously it’s pretty powerful, it just takes a bit to develop. But I also like that it makes sense. This guy is out there collecting samples and then can use that evidence to find a cure. Though I am a bit concerned about their haircut, it looks like blonde noodles springing forth from their head.
Troubleshooter- The best preventative role in the game, whatever that means. The Troubleshooter works best in a game with four or five players when they can play the role of freelance operative, flying around and preventing outbreaks. The ability to peek at the upcoming infections is really handy, but if that is all they are doing they are nothing more than middle of the pack. The secondary ability of not discarding city cards to fly there is also useful, especially when it comes to trading since they can fly to a city that they have a card of. Makes it easier to trade.
Containment Specialist- Ultra specialized character that can be very helpful, though at times it’s power will go unused for long stretches. Perhaps the best character at preventing those horrid chain outbreaks, you just need to make sure that he is in the right location to take advantage of his unique skill set. Another character that works well with the Dispatcher, though really everyone does.
Generalist- That’s not a real job. How did they get hired? I wonder if the position was posted as Generalist on a government job site. “We are looking for someone who doesn’t do anything all that well but it useful to have around.” Each turn they get an extra action. It is what it is. Some turns it is very useful, other times it won’t make that much of a difference. About as average a character that you can be. And what it she holding in her hand? Is it for injections?
Epidemiologist- The ability to trade cards easier is very good, but the Epidemiologist gets the short end of the stick as far as this ability is concerned. The issue is that it is capped at being usable once per turn, which is okay but definitely inferior to the Researcher. Also, being able to give cards seems to help more than being able to take cards from players (which is what the Epidemiologist does). This is one of the roles that I’ve just never seen be all that useful during the actual course of the game. Additionally the fact that the woman’s face appears to be melting makes me nervous.
Operations Expert- It’s not so much that the Operations Expert is bad, being able to easily build stations is actually really nice, but the problem is that he becomes quickly obsolete. Once they build a couple of stations they can’t really do all that much. If you happen to have the New Assignment special event it works great here; build some stations and then bring in someone who can still do their thing. The added ability to discard any card at a station to fly somewhere is nothing all that great, but at least it let’s you put a station anywhere that you want. Oh yeah, it’s the On the Brink version that we are discussing here. The original killed himself in shame.
Archivist- Weak. A hand limit of eight cards instead of seven is okay, but it really doesn’t stack up to just about any other power in the game. The more useful ability is the one that allows the Archivist to bring a city card back from the dead, but it’s really an ability that takes a lot to make it work. Chances are it is something that you will want to use during the end of the game when you need a certain color. In order to yield some results the Archivist has to get to the correct city, get the card and then get it to the appropriate player (assuming it is not the Archivist) and give it to them (or more likely have the player come to them and take it). That’s a lot of work in a very time sensitive game.
Dispatcher- In my eyes the unquestioned number one in the game. One of the most important tactics in Pandemic is to be able to trade cards between players and no one makes this easier to do than the Dispatcher. The ability to dispatch any player to another player makes so many things possible when it comes to trading cards. And on top of that they can also move other players around with their own actions, usually setting people up to be in a good position when they start their turn. Any group with a Dispatcher gets a big leg up when it comes to winning. Ideally the Dispatcher never even leaves the greater Atlanta region. The only downside is that the Dispatcher can be hard to use, often requiring the player to think a couple of turns ahead. Which I actually consider to be pretty fun.
Medic- The medic will not help you win the game in the curing sense, but no role is as productive when it comes to keeping the world safe. Being able to clear off all the infection markers with a single action is really strong, assuming that you can get them to the trouble spot. Once a cure is found they can also wipe out all the cubes without spending an action, making them the perfect partner for the Dispatcher to run them through an infected region and clean the whole mess up.
Researcher- Who doesn’t like the Researcher, the most giving of all CDC employees? Seriously, the Santa Claus of Pandemic is a welcome addition to any crew. For one action per card this lady (I think it’s a lady) can give city cards to other players as long as they are in the same place. One of the best tactics is to give away their initial cards on the first turn when everyone is in Atlanta, it’s a good way to get some direction early and maybe snuff out a color in the first two rounds if the cards cooperate a little bit.
Scientist- The object of the game is curing diseases and the Scientist does it better than anyone else. Needing only four cards (instead of five) makes them the ideal candidate to get the job down. However, they still need to get those cards and possess no ability to help with that. The Researcher, Dispatcher and Scientist make an awesome combo should you be so lucky to get them all together.
Field Operative- My favorite of the expansion Roles, the Field Operative has a cool mechanic that makes them very useful in finding cures. Once a turn when they remove cubes from a city they can put one of the cubes on their card. When they have collected three cubes of the same color they can then cure that color for only three cards. Awesome. I like this for a couple of reasons. Obviously it’s pretty powerful, it just takes a bit to develop. But I also like that it makes sense. This guy is out there collecting samples and then can use that evidence to find a cure. Though I am a bit concerned about their haircut, it looks like blonde noodles springing forth from their head.
Troubleshooter- The best preventative role in the game, whatever that means. The Troubleshooter works best in a game with four or five players when they can play the role of freelance operative, flying around and preventing outbreaks. The ability to peek at the upcoming infections is really handy, but if that is all they are doing they are nothing more than middle of the pack. The secondary ability of not discarding city cards to fly there is also useful, especially when it comes to trading since they can fly to a city that they have a card of. Makes it easier to trade.
Containment Specialist- Ultra specialized character that can be very helpful, though at times it’s power will go unused for long stretches. Perhaps the best character at preventing those horrid chain outbreaks, you just need to make sure that he is in the right location to take advantage of his unique skill set. Another character that works well with the Dispatcher, though really everyone does.
Generalist- That’s not a real job. How did they get hired? I wonder if the position was posted as Generalist on a government job site. “We are looking for someone who doesn’t do anything all that well but it useful to have around.” Each turn they get an extra action. It is what it is. Some turns it is very useful, other times it won’t make that much of a difference. About as average a character that you can be. And what it she holding in her hand? Is it for injections?
Epidemiologist- The ability to trade cards easier is very good, but the Epidemiologist gets the short end of the stick as far as this ability is concerned. The issue is that it is capped at being usable once per turn, which is okay but definitely inferior to the Researcher. Also, being able to give cards seems to help more than being able to take cards from players (which is what the Epidemiologist does). This is one of the roles that I’ve just never seen be all that useful during the actual course of the game. Additionally the fact that the woman’s face appears to be melting makes me nervous.
Operations Expert- It’s not so much that the Operations Expert is bad, being able to easily build stations is actually really nice, but the problem is that he becomes quickly obsolete. Once they build a couple of stations they can’t really do all that much. If you happen to have the New Assignment special event it works great here; build some stations and then bring in someone who can still do their thing. The added ability to discard any card at a station to fly somewhere is nothing all that great, but at least it let’s you put a station anywhere that you want. Oh yeah, it’s the On the Brink version that we are discussing here. The original killed himself in shame.
Archivist- Weak. A hand limit of eight cards instead of seven is okay, but it really doesn’t stack up to just about any other power in the game. The more useful ability is the one that allows the Archivist to bring a city card back from the dead, but it’s really an ability that takes a lot to make it work. Chances are it is something that you will want to use during the end of the game when you need a certain color. In order to yield some results the Archivist has to get to the correct city, get the card and then get it to the appropriate player (assuming it is not the Archivist) and give it to them (or more likely have the player come to them and take it). That’s a lot of work in a very time sensitive game.
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.
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.
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.
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.
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