Tuesday, October 25, 2011

Review -- ODIN'S TABLE

All right I'll admit I have a bit of a soft spot for Norse mythology, so when I first learned there was a new game called Odin's Table on the market, I was immediately interested.
Of course it takes more than theme to make a game worth playing.
In the case of Odin's Table released just last year from Mindwarrior Games in Finland, the mechanics were also of interest, with some reservations set too.
The game has strong abstract strategy roots, with game play not unlike checkers. The six pieces aside move only one space, but do so in any of the eight possible directions on the six-by-five-square board. Pieces are captured by simple move and replacement.
The game would be overly simplistic if that was it.
Designer Esa Wilk takes the game in a different direction by adding a deck of specialty cards for each player.
The art on the cards is various Norse Gods, Freya, Odin, Thor and Loki among them. The art is rendered in dark inks and comes across as old and stunning.
A card is placed behind each rank, and it is the cards which determine captures. Each player flips a card and the high one generally wins, there are two exceptions, Loki the trickster being one of them.
So you know your cards, where you are strong, but are guessing at what the opponent has.
It adds some definite luck to the contest, although you 'feel' you still have some control of outcomes.
Once a piece is captured it can return in lieu of another move.
The goal is to get three pieces to the opponent's back row.
The components are good, although the cardboard game pieces would have had a better 'feel' if they were stones marked with runes. The board has a wood-like look, but would have fit the theme better with a board marked out of a piece of leather, which would then tie up to carry the cards and stones.
While the components could match the theme better, the game as presented is certainly serviceable.
The game plays quickly, and is surprisingly enjoyable, with a rather gratifying mix of brain-driven strategy and card-driven look.
Check it out at www.mindwarriorgames.com

-- Review appeared in Yorkton This Week newspaper March 9, 2011 - Yorkton, SK. Canada

Review -- ROWBOAT

In the world of card games the mechanic of trick-taking in one of the most popular.
The idea of taking a 'trick' usually by having the highest played card among players in a given round is about as old an idea as there is in terms of card games, and there are reasons such games are popular. To begin with, trick-taking keeps every player involved in every hand, and the rules are generally pretty easy to teach and to understand.
So, it's no surprise there are new games coming down the pike which rely on trick-taking as the primary focus.
Rowboat is one such game.
Rowboat was designed by the trio of John Montague, Cristina Ramos and David Schiller and released in 2009 by Moosetache Games (yes, the company logo is a moose with a mustache).
The game uses a 61-card deck, so the designers have ventured beyond the standard 52-card deck we are all familiar with.
The first cards of a round are dealt face up until an oar, a wave, a shell, and a map are showing (the four suits in Rowboat). The initial face-up cards are known as the Tide.
There are also three special cards which can be used only once during a game. The rowboat card is the ultimate trump, and tops whichever card it is played on, the lighthouse card allows a player to peek at an opponent's hand, while the moon card allows the dealer to decide how many cards will be dealt onto the table to start a game, regardless of the general tide rule.
From there each player is dealt a hand with the same number of cards that are in the Tide.
It is then up to players to predict how many rounds they will win, another tried and true trick-taking game mechanic. If you fall short of your predicted success you lose points.
With the difference hand-to-hand of the tide, and the access to the special cards adds a level of strategy to Rowboat that gives this game a little extra to explore.
In terms of production values, Rowboat scores high. I like that designers have re-created the 'suits' and have produced high quality cards. It is neat that there is a 'dolphin of maps', 'whale of shells' etc as face cards.
The art work by Sophie Kittredge is quite stunning, even the 'rowboat' on the back of each card.
The box is small, sturdy, and colourful, so it attracts attention, and will store well.

-- Review appeared in Yorkton This Week newspaper January 12, 2011 - Yorkton, SK. Canada

Review -- PIRATE VERSUS PIRATE

There are lots of games which shine for two-player, head-to-head action, Ninja Versus Ninja being a fun example (more on that in a moment).
The same can be said of games which accommodate four players.
There is however, something of a hole in between, games which are good as three-player options.
Enter Pirate Versus Pirate, a game designed by Max Winter Osterhaus, and released in 2010 by Out of the Box.
The game holds much in common with the aforementioned Ninja Versus Ninja game, although that fun little offering was designed by Tushar Gheewala.
With Pirates you have a game which plays with two, or with three players, although its something of a rare situation in board games, seems best suited to three-player action.
That in itself is a reason to check this one out. There are times two buds show up, and the options past the old standby cribbage, and a few others, mean board game action may not be on the agenda. PVP fills that niche quite nicely.
Now this is not a game where skill wins out. Dice controls a players fate as they attempt to get to the gold coins and get them back safely. So if the dice are kind to you, your odds of success are better.
In this case the 'luck' of the dice really seems to fit. This is a quick little game designed to be fun.
That may mean you won't want to play a half dozen games at a sitting, but it will be a game you'll likely be willing to pull out every few weeks for some quick fun.
The rules are pretty simple, and can be played by children probably in the seven/eight-age range. That can make it a nice family game, and is likely to attract boys with its theme.
Like its Ninja predecessor PVP has amazing miniatures as game pieces. The production standard is really more than you might expect in a quickly game like this.
The dice have a unique shape too which is rather interesting too.
When you consider the production quality of the game, its simplicity, and the three-player capability, PVP has a lot to offer, as long as you recognize luck will rule the high seas more often than not.
That factor might leave you yelling Argghhhh in your best pirate interpretation, or crying into a flagon of grog, but it will all be in fun.
Check it out at www.otb-games.com

-- Review appeared in Yorkton This Week newspaper February 16, 2011 - Yorkton, SK. Canada

Review -- THE CROW AND THE PITCHER

There is something about card games which make them popular among those of us who like board games.
It's likely a combination of things which attract people, the small size which makes taking them to the neighbour's for an evening, or storing them away at home both with ease.
Most card games are pretty flexible allowing varying numbers of players, and in most cases the rule sets are understandable without a degree in engineering.
So there are always new card games arriving on the gaming scene and The Crow and the Pitcher is among those.
The game was designed by Sean D. MacDonald and released in 2009 by Nomads Games.
The Crow and the Pitcher is a newcomer to the large family of card games where taking tricks is the goal.
The game is based around Aesop's fable 'The Crow and The Pitcher' which is a neat idea, although the art on the cards, while very nice almost as a Navajo Indian 'feel'. I will add here that the art is aesthetically pleasing, and that is always a plus in a card game.
The game is a bit narrower in number of players it can accommodate than many games, working only with three, or four. Those players must play off one another in order to gain points.
Unlike many trick-taking game where high card wins, unless trumped, with The Crow and the Pitcher, the highest suited card is not always the trick taking card.
The game sort forces a different thought process to most of its trick-taking brethren because the best card may not win if the 'pitcher' gets broken.
Another aspect is that lower power cards are worth more points in a game which is a race to collecting 50-points.
MacDonald adds one other twist. Since not every card is dealt players are not sure what value pitchers are left to play. That keeps the card counters at bay.
The overall idea is that players need to be as clever as the Crow in Aesop’s fable to score points and not perish from thirst.
The game does a nice job of integrating the theme into the game play, which is bonus. Often games seem to have a theme simply pasted on as a sort of afterthought.
In terms of a new card game option The Crow and the Pitcher is a good one, with solid art, theme and mechanics.
You can check the game out at www.thecrowandthepitcher.com

-- Review appeared in Yorkton This Week newspaper February 9, 2011 - Yorkton, SK. Canada

Review -- PUNCT

Over the course of writing these board game reviews I have mentioned the Gipf series of games on more than one occasion.
The series of six abstract strategy games by masterful game designer Kris Burm are among the best of the genre of games in the last half century, and probably among board games generally, although many shy from strategy games.
Of the six, five have been reviewed previously, leaving Punct as the odd game out.
Well this week we rectify the situation by looking at Punct, which was initially released in 2005.
Now you might expect this is where a reviewer might suggest something cliched like leaving the best for last.
Well in this case the opposite is actually the case.
Among the six games in the series, Punct would rate last behind Tazaar, Yinsh, Zertz, Gipf and Dvonn.
Rating last generally isn't a good thing, but considering the overall excellence of the Gipf series, it still leaves Punct as a rather solid offering, albeit the weak sister to five heavyweight offerings.
Punct was the fifth release in the series, offering a connection mechanic with its roots in games such as Hex.
The goal is straight forward, connect two opposite sides of the board, and win.
In this two-player game, which all games in the series are, a player may either enter a new piece into play or move one already on the board.
The pieces are well-made plastic, which are the norm for Gipf games. Each piece has three points and are either straight, v-shaped or triangular. One of the points is marked and called a Punct - or the piece's the centre-point.
Once on the board pieces can move or be rotated, moving around the Punct and moved in straight lines. Piece can land anywhere, where its Punct is on free space or on top of one's own piece. Pieces can be piled.
While not a big fan of connection games in general, Punct at least adds some interesting elements to the game play.
The board is a hexagon; the goal to connect two opposing sides with a chain of pieces, which with a hex board means more options in play.
With more options than most connection games, Punct has appeal, and piece resource management is definitely an aspect to remember, or a player can by hamstrung with limited options on ensuing moves.
The last game of Gipf series you should buy, but it still should be a must-own abstract strategy game.

-- Review appeared in Yorkton This Week newspaper February 3, 2011 - Yorkton, SK. Canada

Review -- FLASH DUEL

It's always interesting how games evolve over time, and how subtle difference can become whole new games. We see that a lot in the world of chess where a new piece, or two, or a change in the board creates a whole new variant on the game. In the case of chess there are hundreds, a couple to be reviewed here soon.
But today I am looking at the card-based dueling game Flash Duel from Sirlin Games.
Game creator David Sirlin has developed Flash Duel with an eye to recreating the 'feel' of old video franchises such as Street Fighter.
There are actually 10 fighters, on playing cards, to choose from. The art has a Japanese 'anime/manga' feel, and is very nicely rendered. One. 'Lum Bam-foo' seems plucked direct from the moved Kung Fu Panda, I suspect for obvious reasons of cashing in on that movie's popularity.
In this two-player contest each player selects a combatant. The other character cards get set aside.
There are also 25 community cards, which are a shared resource. Players each get five cards to start.
There is a play board, and nice wooden markers which represent your fighter on the board.
The community cards help determine movement back and forth on the play area, and of course determine attacks and strikes.
Score one hit on your opponent and you win the round. It is suggested you play a best-of-five match.
The game, in terms of card mechanics, has a bit of a War feel, although board positioning is important in card play decisions.
Each of the 10 characters also has 'special abilities' which can be used once per game, sort of the 'ace up the sleeve' which really helps gives Flash Duel its video game aspect.
Now I prefaced this column by mentioning game evolutions. Well Flash Duel certainly has to look back to En Garde as a root game. En Garde is a fine little game which mimics a fencing duel rather well. It is created by Reiner Knizia, one of the great board game creators of the current era, so the lineage is rather stellar.
En Garde is a great and quick game.
Flash Duel updates the 'feel' of the game, and holds the nice aspect of being very quick to play.
Flash Duel also comes in a nice little wooden box, although the lid doesn't have a way of being fastened, so the functionality fails, while the aesthetics get a big thumb's up.
Overall, a great little one-on-one combat game, that has to be recommended.

-- Review appeared in Yorkton This Week newspaper January 19, 2011 - Yorkton, SK. Canada

Review - TACTICUM

So to start I would like to welcome readers back to the world of board game reviews. A summer of flood basically had games in storage, and then it was the holiday season, but now with a new year, it's time to get back to the gaming table.
This week we look at a really enticing recent offering, at least if you like abstract strategy games.
Tacticum is a game which is supposed to mimic what may have been a board game tool to teach Roman Centurions tactics and strategy. Sounds pretty cool, and it really is.
While only a 2009 release from the Gamealogical Institute, Tacticum has a much 'older' feel to it. You really get the feeling it could have been a game played by Centurions.
The game usies blank black and white dice as pieces. They work amazingly efficiently, and look great as pieces. It's really surprising more games haven't used the same idea for pieces actually.
In this case the pieces even come with nice velveteen bags for storing, a nice touch.
The play mat is a simple cloth-like paper, nicely marked around the edge with Roman soldier artwork at each corner surrounding the 8X11 grid area. The board rolls nicely to slip into the storage tube.
So the components, aesthetics and storage of the game are excellent.
And that brings us to game play.
Designer Tony Ripley impresses here too.
Ripley uses the dice pieces in a rather unique way. A lone dice is a 'squad' with its own movement pattern. When four squads come together in a block, they former a 'square' and the four pieces can then be moved at the same time, albeit with a more limited movement pattern.
Three squads in a row create a 'column' and it too can be moved as a group, with yet another pattern.
At anytime a column or square can be broken up by choosing to move a single squad.
Capture of a squad is by 'flanking', basically sandwich a single squad, or line of squads between two of your pieces.
However squads in a square can't be flanked.
A squad must be attacked with a column, which captures one squad of the square.
The tactics can be rather involved, as you must change formations based on what is happening on the board.
Each player also has a 'Legion Standard' a unique which is essentially the leader piece of a force.
Now the formation tactics make the game creative, but where the game really takes off is that there are different 'war' scenarios which can be played. The base set comes with two scenarios, and additional ones are available at www.gamealogical-institute.com
Think about how chess might be made better with scenarios. Bored with the same game over, and over, play a different scenario to switch things up.
It is likely the Institute, and others will add new scenarios over time, and that bodes well to keep the game fresh too.
All together Tacticum is a definite winner and highly recommended for its interesting piece movement and game play options.

-- -- Review appeared in Yorkton This Week newspaper January 12, 2011 - Yorkton, SK. Canada