Tuesday, October 25, 2011

Review -- ARIMAA II

This is a first for me, a re-visit to a game previously reviewed.
In this case it's because there has been some interesting developments in Arimaa since I first reviewed the game in 2008.
Arimaa is a simply amazing abstract strategy game designed by Aamir Syed and Omar Syed, who brought the game to the public in 2002.
Initially the game was published, the rules at least, with players needing to fashion their own sets. Mine was made using backgammon stones with paper cut-outs attached, although the game can be play substituting standard chess pieces too.
However, in 2009 Z-Man games came out with a commercial Arimaa set. A local game bud purchased the set recently, and it's a sharp looking set with 3-D pieces representing the animals such as elephant, camel, horse, dog and rabbit. The pieces have a nice weight too.
A fancier, tournament set, larger both in size and cost, and a very detailed wood set have also hit the market.
Having commercial sets will draw more players and that's good since this game deserves attention, and lots of it.
Arimaa was designed to be difficult for computers to play. Something that is not the case with chess where computers are now at least equal to all but the very best players. With that goal in mind the number of possible moves at each turn in Arimaa is about 500 times that of chess.
To show that Arimaa is beyond a computer there is a reward of $10,000 for the first person or company who can build a computer program (with off-the-shelf programming tools) that can defeat a selected human Arimaa player prior to 2020.
The top computer program for 2011 was recently pitted against a trio of top world level players, and once again the computer went down to defeat.
While that doesn't mean a lot in terms of a game to play on a board for most of us, it does lend itself as an indication of the depth or Arimaa.
The depth comes from the vast array of moves afforded a player each turn.
It is great Arimaa has a world championship for players, in addition to the computer challenge.
The event is held on line and the most recent final was held in March with Greg Magne (a Canadian) and Jean Daligault facing off.
Daligault won the game to clinch the title becoming the first player to win the championship four consecutive times.
Now I hate mornings, but I was up at 8 a.m. the Saturday of the final to watch the final. It was a great experience since live commentary during the game was provided by Fritz Juhnke and Joel Thomas, so there was a better understanding of what the world-class players were trying to accomplish.
Games are archived at www.arimaa.com
As for the game, each piece in Arimaa has the same basic move ability. A turn consists of making one to four steps. A step has a piece move into an unoccupied square one space left, right, forward, or backward, except that rabbits may not step backward. The steps of a turn may be made by a single piece or distributed between several pieces in any order.
Stronger pieces may also move weaker pieces around the board, allowing them to push, or pull opponent pieces.
There is complexity within the game, and that brings me to another reason for the re-visit, Juhnke, who was one of the commentators for online world final, has released a book; 'Beginning Arimaa'.
A two-time world champion himself Juhnke takes readers inside Arimaa with 185 pages of background basics and strategy. The writing is enhanced by a number of diagrams which add to the ability to absorb what he is writing about.
The book has a sticker price of only $16.95 and is available through www.arimaa.com, and Amazon, so is both easily available and reasonably priced companion to the game that anyone serious about the game should look at investing in.
Juhnke has managed to create just what a game like Arimaa, one that should rival chess in interest, needed, a tool to get better through study when an opponent is not handy.
Well done Sir. Kudos on helping Arimaa take another step in its much-deserved growth.

-- Review appeared in Yorkton This Week newspaper May 18, 2011 - Yorkton, SK. Canada

Review -- DINOSAUR CHESS

If one name gets over-used in the world of boardgames, it is chess.
Game designers often compare their creations to chess, and some even tag the name to the new product, such as is the case with Dinosaur Chess.
In this case the term chess fits in the general 'feel' of the game, but frankly the game might just as well have been called 'Jurassica' or something.
Dinosaur Chess, created in 1993 by Richard Oldman is one of those games with a lot of good things going for it, but one which also makes a few mistakes along the way.
The good news is that the bad is predominantly associated with the aesthetics of the game.
That starts with the box, which has a couple of sort cartoony dinosaurs playing the game. It comes across as a game for younger players, in particular one for boys.
Once you get into the game though there is more depth of play that makes it challenging for all.
The box is also large, especially for its content. Large boxes are not easily stored, especially if you have lots of games, so it is a factor.
The size is in part because of the nice vinyl board rolled up inside. It is the highlight of the game, although there are paper stickers applied to the board which do tend to curl apart. I appreciate the game was self-produced, so custom printing a vinyl board was not likely feasible, but a stamp might have endured better.
The game pieces are not surprisingly dinosaurs. They are pictured on small stickers which have to be applied to the provided small wooden disks. They work fine, although a bit larger would have been a bonus.
Then there are the continent pieces. Cardboard cut-outs which start on the gaming mat, and over the course of the game shift, much as continents are said to have done over the centuries. The shifting continents in combination with the different movements of the various dinosaurs are the strong point of the game. There is intricacy to the game added by the dual movements which are excellent.
The piece selection is neat too, with the Pteranodons able to fly, and the Sarcosuchus able to go into the water.
In addition to the dinosaurs, each player has a time-traveller human piece, which is the key to winning and losing. You win by either capturing the opponent's time traveller, or alternately you can win by moving your traveller across the board to the opposition hemisphere.
The twin win conditions are also a bonus in my mind.
Overall a game with good depth and mechanics, although aesthetically there could have been more to attract a gamer's first look.
Check out www.dinochess.com

-- Review appeared in Yorkton This Week newspaper May 4, 2011 - Yorkton, SK. Canada

Review -- MONKEY QUEEN

Last week I reviewed a Print and Play game as a great option for boardgame lovers with a crafty side to get into some fine games, such as Ragnarok: Aesir and Jotunn.
As reasonably priced as PnP games can be, there is an even cheaper avenue into some new games.
There are designers out there creating very interesting games which can be played with the generic gaming equipment you are likely to have at home.
Mark Steere is one such designer, with several games under his belt which can be played with items as simple as a checker board and accompanying checkers.
Steere's most recent creation is Monkey Queen. In this case you might have to draw out a gridded board, since it plays on a 12X12-square board. A sheet of bristol or core board works slick for drawing out a board.
It can be easy to see angles on a checkered board, but there is nothing specific about the rules to Monkey Queen which require alternating coloured squares.
After you have the board you require 20-stackable checkers in two colours. Existing checker sets, or a popular game such as Connect Four (it comes with 42 checkers) are sources many gamers will already have.
Once you have the items, your set to explore a really simply, yet deceptively deep abstract strategy game.
A two-player game the objective is simple, capture the enemy queen, or deprive your opponent of a move.
The queens are the initial stack of 20-checkers under the control of each player.
A monkey queens moves and captures like a chess queen, by sliding the entire stack along any of the eight possible directions for as far as desired provided it is unobstructed. It captures by replacement.
When moving the Monkey Queen, but not capturing, it still moves as a chess queen. But on a non-capturing move it leaves a single checker (monkey baby) behind in the square it started its move from.
A monkey baby, like the monkey queen, moves as a chess queen, and captures by replacement. When not capturing, a baby must move toward the enemy queen whereby the straight line distance between your baby and the enemy queen must be shortened by the move.
That's it. Simple rules, but on the big board there is room to develop strategic attacks and defences. A game worth some repeated play to explore the possibilities.
A definite winner made better by the free access rules at www.marksteeregames.com
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
Past reviews are collected online at calsboardgamemusings.blogspot.com

-- Review appeared in Yorkton This Week newspaper April 27, 2011 - Yorkton, SK. Canada

Review -- RAGNAROK: AESIR AND JOTUNN

In discussing games here on a weekly basis there have been many genres of games but one that has not been reviewed is the world of print 'n play (PnP) games.
Well that changes now as we take a look at Ragnarok: Aesir and Jotunn.
It would be remiss not to provide a brief description of what a PnP game is. The explanation is rather simple. They are games which designers have created, and for a variety of reasons have never formally published. So rather than never having their games played, they provide the necessary files online to allow people to print the material which in turn allows them to play the game.
The realm of PnP is as diverse as the varied world of boardgames, from chess variants, through to games with elaborate boards and a variety of bits and pieces to print.
The more pieces, the more cutting, and gluing there is to a PnP game makes them ideal projects for crafters.
In some respects one of the simplest games for PnP is a card game, which is exactly what Ragnarok: Aesir and Jotunn is.
Ragnarok: Aesir and Jotunn is designed by Todd Sanders who has a growing reputation in terms of PnP games, both for their aesthetic qualities and their playability.
Ragnarok of course is part of the myth and lore of the Vikings, and Sanders borrows heavily from those myths for the game which simulates the great battle at the end of time between the Aesir (Norse Gods) and the Jötunn (evil giants).
The game uses a deck of 54 Ragnarök cards, which are free to print. You also need nine six-sided dice and a few markers for each player.
One player has the Aesir Norse Gods and battles, in a series of realms (rounds), against the Jötunn Frost Giants played by the other player. To win the game a player must win five battles in the nine realms.
In a battle players use the attributes of strength, wisdom, and cunning, which are influenced by different aspects of the cards played.
Strength cards are played first, followed by two cards from your hand representing wisdom, which allow you to roll a number of dice to add to your strength. The final card of each battle is for cunning, allowing modifications to the dice rolls.
There is a level of strategy regarding when to play certain cards which will give you bonuses depending on the realm they are played in.
As a PnP game, something like Ragnarok: Aesir and Jotunn is pretty straight forward, and easily made to look good, and to last.
In most cases PnP files for card games will have the cards printing at the size of a regular deck of cards. Once printed, cut them out. Scissors work, although a utility knife, and straight edge cutting over a piece of glass can be smoother.
Some print on sticker paper then attach to a regular card. A quicker way, which also assures the cards last is to slip the PnP card, and a real card into a gaming card sleeve. The regular card provides strength and the sleeve protection.
The cards here are sharply done with excellent art. The game plays smoothly, with just enough depth and simplicity mixed together for a good gaming experience. A game certainly worth the effort to print and play.
Check it out at www.boardgamegeek.com/boardgame/92777/ragnarok-aesir-and-jotunn

-- Review appeared in Yorkton This Week newspaper April 20, 2011 - Yorkton, SK. Canada

Review -- BX ROCK, PAPER, SCISSORS, FIRE AND WATER

Sometimes there is nothing like an old idea revisited.
That is generally what you get with Bx Rock, Paper, Scissors, Fire and Water (BxRPSFW).
Yes the name is a tad cumbersome and inelegant although it does explain exactly what the abstract strategy game is about.
In creating what appears to be designer Robert Carden's first game, he took the long familiar game of Rock, Paper, Scissors, modified it, and put it on a game board.
Each player starts out with 18 pieces on a board of hexagonal spaces. The pieces include three each of rock, paper and scissors, as well as two fire, and six water. There is also a flag piece which does not move.
As you have probably guessed the goal of the game is to capture the opponent's flag.
All pieces move the same, one space in any direction, which means six with the hex' board.
Capture is by straight replacement. You move to the spot of an opponent's piece, and it is removed from the board.
Where the strategy comes in with BxRPSFW is that only certain pieces can capture others.
Most are familiar with rock taking scissors, scissors taking paper and paper taking rock.
In this game fire captures rock, paper or scissors, and rock, paper and scissors all capture water.
And yes, fire which is quite powerful gets taken by water.
The game edition comes with simple wood pieces stamped with letters to differentiate the types. The board is laminated plastic. So the word here is 'functional' although the game lacks aesthetics.
However as a rather straight forward, easily understood abstract with no imposed luck BxRPSFW plays well.
It doesn't have much 'wow' factor, either in looks, or play, but it's a fun option for a game every once in a while.
Check it out at www.cardengames.com

-- Review appeared in Yorkton This Week newspaper April 6 , 2011 - Yorkton, SK. Canada

Review -- CASTLE DANGER

Every time you think the world of games influenced by chess has been exhausted, something new comes along to intrigue.
While Castle Danger is not specifically a chess variant, the influence of the popular and ancient game is rather obvious with the Matt Worden created game.
Released in 2002, Castle Danger has the same basic premise as chess, eliminate the opponent's king.
It also borrows from XiangQi (China's chess), with the incorporation of a river which runs down the middle of the board, splitting the two sides.
Unlike XiangQi, where only some pieces are unable to cross the river, Castle Danger keeps each player isolated to their own side of the board, a 4X7 area.
To eliminate the opposition king, and other pieces, you fire your cannons.
In addition to the key king, and the important offensive cannons, pieces include wizards, which give players additional moves per turn, builders which add and remove protective walls, and of course the walls.
For the most part pieces start off the board, and are added on a player's turn.
Once on the board pieces are moved based on action points.
The overall combination leaves players needing to balance, creating defensive positions by building walls, adding wizards to increase movement, and dealing with the resulting constriction of an ever smaller board area in which to maneuver.
There is likely a first player advantage, which is general to many games, but the new elements of the game at least initially limit the advantage.
The game plays very nicely, and for a small, self-published effort, the components work. The board is colourful, and the pieces functional, although the small missile minis used for cannons are a bit 'modern' for a game which generally has a medieval feel, but that's a small beef for a self-published effort.
Hats off to to Worden for a fine game that is well worth a long look.

-- Review appeared in Yorkton This Week newspaper March 30, 2011 - Yorkton, SK. Canada

Review -- SPARTAN CHESS

Regular readers will no doubt appreciate this gamer is a major fan of games which emulate chess.
The western version of chess, at least the most widely known version has its flaws, a slight first player advantage, strategies over studied to the point there is little of anything fresh to discover on the board that is not already in a book, and the problem of players of even modestly different skill levels finding enjoyment in a game.
The idea of skill discrepancies is of course an issue with an abstract strategy game. When a game relies strictly on skill that happens, whether we're talking golf, tennis, darts or chess. It just gets worse in chess because a dedicated player can study a library full of books to learn ways to dominate.
Still the idea of two armies on the battle field, each player as a commander seeking victory based on their decisions is the great appeal of chess.
Through the centuries there have been literally hundreds of chess variants created, some like Omega Chess expanding the game in positive ways, some overly complex concoctions best forgotten quickly. It is to the point one wonders if there is anything new to explore in terms of a chess variant?
Well, Steven Streetman proved there are still some truly great variant ideas coming down the pipe with his innovative Spartan Chess, a variant which has quickly moved up the list to rival Omega Chess in my own list of chess preferences.
What makes Spartan Chess so intriguing from the start is that it pits two distinctly different army (piece) arrays, against one another.
The white side represents the Persian side. It utilizes the familiar western chess set.
The black side are the Spartans, and here Streetman has changed things up. Every piece moves differently from regular chess, from the diagonal moving hoplites (pawns) to having two kings, both of which must be captured for the Persians to win.
The idea of two distinct armies makes sense considering that is the way of war. Rarely, if ever, are opposing forces on the battlefield mirror images of each other.
The two sides also tend to level the playing field. Tried-and-true chess openings don't work, and since no one knows the abilities of the Spartans well, it equalizes things quickly.
The down side to Spartan Chess is the lack of a commercial set, which will turn some away.
In my case I had fun with the lack of a set. In corresponding with the game designer we came to a joint vision of the Persians as square pieces and the Spartans round. He made up some graphics, I got some wood cut, got out the paint and glue and soon had a really unique looking set (likely the first Spartan Chess set in the world). Since then a couple more sets were fashioned and shipped to Streetman himself, which is just very cool when you think about it.
The set is one I am proud of in terms of a crafting project, but also that it allowed me to dive into a simply great chess variant. It was a blast to play a friend at a local coffee shop a few weeks back using the set, and realizing it was probably the first face-to-face game of Spartan Chess played in Canada (certainly with a dedicated Spartan Chess set).
It is to be hoped far more chess players try this variant, it is certainly among the best-of-the-best.
Check it out at www.spartanchessonline.com

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