Saturday, September 1, 2012

Review -- WASHERS


So let's head outside again for a bit of gaming fun this week.
A couple of weeks ago I wrote about horseshoes.
This week it's a somewhat simpler variation on the theme of horseshoes, although in its own way just as challenging.
Washers is a game so simple in its design you will wonder why it was not developed and popular years ago, although it seems to just recently have made inroads in terms of mass appeal, quite like because sets are now being carried by major department stores.
These sets come with everything required to play, two square boxes with a chunk of PVC pipe in the centre. These boxes are places several paces apart. Players then take the accompanying washes, yet basically big washers you can buy in a hardware store, and toss them from one box toward the other.
If the washer lands and stays in the outer part of the box it's a point. In the PVC pipe it's three points.
Of course if your opponent matches your throw they cancel.
The game is played one-on-one, or in two-player teams.
Now that is the basic game, and seemingly the most widely played, and one where someone handy in the wood shop could easily fashion their own set.
There are however a number of variant designs on the game, and that is somewhat confusing, and may be a little bit limiting in terms of 'tournament' play and the growth of Washers as a sport.
Some of the variants include the outer wooden box being a hexagon. They look nicer, but are of course not as simple to make.
Ideally the box should be round, and with molded plastics these days it should be quite possible. Such a design would make an outer landing equal.
Another design has a second, smaller PVC pipe inside the first. The problem in such a design is a washer landing inside the large pipe, but not the smaller is as much fluke as skill.
One other design has three holes on a longer board, with varying values. Again it seems flukes have greater value than they should.
The general rules have the boxes empty, and washers do bounce out a lot, ruining an accurate shot. So I am a proponent of filling the boxes part way with some sand.
As a game Washers is not as physically demanding as horseshoes, and a small magnate on a stick will pick up the washers easily and reduce exertion farther.
Overall, Washers is simpler to set up than horseshoes, not requiring a permanently placed pitch, and is quicker in preparation than a yard game such as Kubb reviewed last week.
It is a game all ages can play, and requires its own skill set, and is certainly competitive.
Among yard games a definite winner.
For more information check out www.washers.org or www.americanwashersassociationofamerica.com
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper July 18, 2012 - Yorkton, SK. Canada

Review -- KUBB


So this week we're staying in the back yard to enjoy a game much of the history suggests is a game with its roots in Viking civilization.
Now it may not be the case for all, but I would include myself in a group with more than just a passing interest in Vikings. I am not one to study the ancient Scandinavians in detail, but movies with a Viking theme tweak my interest easily, as do historical documentaries, or anything I happen to come across.
The thought of dragon-headed longboats crossing the ocean in this long ago years and actually setting foot on the now Canadian East Coast is frankly amazing.
But back to the game of Kubb, which apparently means 'block of wood' in Swedish, a very appropriate name in this case.
Kubb is in-fact a game where the goal for players is to knock over a series of wooden pieces, using wooden sticks. Yes this game is all wood so aesthetically is very nice, as well as hearkening back to its origins when any game would have been designed with what was handy.
The playing area is set up as a square about five-metres wide, and eight-metres long, although a shorter field might benefit beginners in my opinion.
Five kubbs, sometimes referred to as soldiers in the various rule sets and histories out there, are set up at each end of the play area, roughly evenly spaces across the five-metres. The kubbs are approx. 15-centimetres tall.
In the centre of the field the 'king' piece is placed. It is taller, and often has a crown cut into the top in many of the commercial sets out there.
There are six round sticks in the game which players throw. You can play in teams up to six, each throwing one stick, although frankly that would seem to get incredibly boring as it would be a long time between throws. Ideally two, or three-player teams seem best-suited to kubb.
Standing behind your end you throw the sticks underhand trying to knock down the kubbs at the other end. You have to knock all the kubbs in the opponent's half down before you can throw at the king, which is how you win.
The game gains complexity when you must take knocked down kubbs and toss them into the opponent zone, where they are stood up, and so you suddenly face more pieces to knock over before getting to the king.
You have to be strategically wise in tossing the kubb pieces so that they are bunched so you can knock down multiple pieces with a single stick. Since you can't throw sticks in an "airplane propeller'" fashion, it's not as easy as you might expect to hit the kubbs in the first place, to facing more than five is a challenge.
My first taste of this game was one-on-one against my son. As two novice throwers it dragged on, thus the suggestion to shorten the field a bit to start.
It was a lot of bending over too, picking up scattered sticks and kubbs, so teams are a definite plus to keep the fun outweighing the work.
The game sets up quickly, you can step the distance roughly and in most sets pegs are provided to push into the ground to note the corners of the field.
The wooden components should last forever. Most back yard games are very much heritage ones, where moderate care will keep the game for generations (horseshoes really are forever), and kubb pieces should last too.
Kubb, again like most backyard games can also be taken as simply family fun, or at a much higher level with organized tournaments and national championships in some countries, although I don’t think the sport/game is quite that organized in Canada yet.
The simplicity, Viking heritage, and wood components are all nice aspects which draw people to the game.
For a nice set available in Canada check out http://www.outdoorgames-n-sports.ca/Kubb_Original_with_Carrying_Bag_p/gkubbbko.htm
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper July 11, 2012 - Yorkton, SK. Canada

Review -- HORSESHOES


So it's July that rare month when we are almost guaranteed that it won't snow.
With that in mind we all might want to put away our boardgames for a few weeks and get outside.
So for the month of July I will look at some yard games which are a lot of fun.
To start I have to go with horseshoes.
Horseshoes is a game which can easily be set up in your backyard. The actual boxes, the area where the pegs go, can be elaborate or can simply be an area of grass.
The more elaborate boxes are wooden, and are basically a sand box with the metal target peg going in the centre. There is usually a raised area on both sides, also of wood where players stand top throw from.
Clubs, like the one here in Yorkton, go a step farther and make the box area out of concrete, but you would need to be pretty avid as a player to go that far at home.
For most of us we are going to simply buy a set of shoes and pegs at the local store, and on occasion pound the pegs into the backyard, or at the cabin for an afternoon, or two of fun.
That is the way I play horseshoes. I grew up around the sport, with both my grandfather and father playing fairly regular. As a youngster, and into my teens I would try, but was never very good at it. It looks simple enough to throw the horseshoe at the peg to have it land around the peg for a three-point ringer, but like most sports, it takes more skill than it looks too.
My father actually became a very dedicated player in his later years, traveling all over the province, and further, to play in tournaments.
My son now has his horseshoes, and we've been out a couple of times this year. I am still terrible at the game, but enjoy it anyway. It is more of an aerobic workout than you might think, both the throwing of the shoes, and constantly bending to pick them up -- especially if playing singles. If you are playing with a partner (allowing four to play) the effort gets split.
While for most of us horseshoes is just a fun way to kill some time and get out in the fresh air, it can be taken very seriously, with provincial, national and international events for a range of age groups.
And like handicapping in golf, there is a system for seeding players which means you end up competing against those of similar skill, which certainly enhances the appeal of tournament play.
The game is certainly one to consider it you want something to do in the backyard, or you can head to the club pitches in the city on Tuesday evenings where they are always looking for new potential members.
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper July 4, 2012 - Yorkton, SK. Canada

Review -- ARMADA


This week we look at a game which it took me some time to lay my hands on, finally finding a copy in Germany.
Armada is an abstract strategy game with a naval theme which was released in 1973 by designer Sicco von Hülst.
Pelikan was the publisher.
So why did I seek this one out. Well the theme to start with. A naval battle works as an abstract strategy game. The idea of pieces representing ships in opposing fleets is along the lines of chess pieces representing different armies.
It is unfortunate the Pelikan edition did not opt for some actual ship pieces.
Instead they use red and yellow pieces that look a lot like sewing thimbles. They are serviceable but they detract from the fleet theme concept.
The pieces move on a hexagon board, a board which has the play area designed as a blue ocean surrounded by what appears like a vintage land map. It's a good look which does enhance the theme.
Now for the real strength of the game. Each player has a fleet of 15 pieces, three galleons, five galleys and seven galleasses. Each have different movement mechanics.
The galleons start on a point of a hexagon which may move along the edges of hexagons one, two, or three corners.
The galleys are played in the centre of the hexagons, moving to an adjacent hexagon on a move.
The galleasses also start on the points of a hexagon, moving one, or two points on a turn.
The captures allowed in Armada are also interesting, relying on what is often referred to a 'rock-paper-scissors' (RPS) mechanic.
The galleon sinks a galleass, if it is moved onto a corner adjacent to the galleass, the galley sinks a galleon, if it is moved into a hexagon with the galleon on a corner, and the galleass sinks a galley, if it is moved onto the corner of a hexagon where the galley sits.
If a moved piece can attack multiple opponents, only one is removed.
The use of RPS certainly adds to the strategic options available within the game, even on the smallish board (59-hexagons).
The game also offers three win conditions, which sounds better than it is in action. Most games will be won by attrition, leaving an opponent with no ships remaining, although leaving them unable to attack any ships, because they do not have the type of ship required is a viable victory condition too. You can leave your opponent unable to make a move as well, but that is a rarer road to victory.
The game would be a top drawer keeper with ship pieces, but even without them the RPS mechanic keeps the interest high.
Definitely one with some depth to explore, and room for some interesting experimentation. It would be easy to add an island or two to the board limiting some movement patterns.
A larger board and an additional ship or two, think rock-paper-scissors-lizard-spock, could be interesting as well.
Still as it is Armada is a solid game worth exploring.
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper June 27, 2012 - Yorkton, SK. Canada

Review -- AVVERSO


This week we look at Avverso from Gerhards Spiel und Design.
To begin, any game from Gerhards is heirloom quality. There probably is not a game publisher out there that makes games at as high a level of quality as this one.
So when you get one of Gerhards offerings you will be blown away by what you find in the box.
In the case of Avverso you get a think, nicely detailed board with 25 hexagons, each deeply etched into the wood.
The board is non-symmetric, and the shape balances the disadvantage of starting, meaning one player has a slightly shorter distance to achieve their goal.
In this case each player is trying to connect opposite sides of the game board with a chain of stones in their color.
Yes this 2008-designed game by Henrik Morast most certainly has its roots stemming from Hex, a side connection game released in 1942 and the inspiration of many games since.
In the Gerhards edition the pieces too are wood, one red and the other white. One player is assigned 13 white and the other gets 12 red ones.
It is in the playing of these pieces where Avverso has its most interesting aspect.
When you add a piece to the board, you add one's of your opponent's colour, not your own.
On a turn, you slide one of the opponent's stones into one of the outer hexagons of the board. Fans of abstract strategy games will recognize the addition to the out perimetre as a rule used in games such as Gipf. The first in Kris Burm's amazing series of games by the same name. Gipf was released in 1997.
When adding you may push an existing piece on the hexagon, setting off a chain reaction pushing additional pieces in the same line. However, you are not allowed to push a piece off the board.
Pushing a line of pieces can of course change the connection line rather dramatically, and players are really forced into thinking in reverse, since you are trying to win with the opposite pieces to which you are placing.
The red player wins on the shorter route, highlighted by red lines for easy reference, while white has to go the slightly longer route.
The reverse thinking, and amazing quality of this version make Avverso a definite winner.
It's a bonus as well that it is rather small and compact, coming in a heavy duty box which lends itself to taking it to a bud's to play.
Check the game out at http://www.spiel-und-design.eu/en/index.php
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper June 20, 2012 - Yorkton, SK. Canada

Review -- SPLITS


There are some games which just look great, and they attract you based on that aspect before playing them.
Splits is one of those games.
It has a modular board made out of wood. Yes, I said wood.
If you are anything like this boardgamer, you are immediately attracted to games with wooden components. They have an immediate traditionalist appeal.
So when a game has a wooden board, well good quality pressed wood particles at least, as well as wooden pieces, it's one to take a closer look at.
Splits is designed by Francesco Rotta, and he did a nice job of keeping the ruleset simple. When you open a box and see a single page of instructions you have to smile.
Some games, even abstract strategy games can get pretty bogged down in rules. Even chess takes some paper to explain the movement of the various pieces etc.
So the board is modular, with eight pieces, each made up of four hexagons. Players take turn laying out the tiles to create the board. That alone means some variation from game-to-game and that's a plus for Splits.
Players also have 16 pawns (wooden checkers) in their colour.
You place all the pieces as a single tower, then on a turn must cut a tower to create a smaller one. So you leave some behind on the hexagon you occupied to start the turn. The rest go in a straight line until they meet the board edge, or another occupied hexagon, stopping just before that space.
When you cannot move to create a new stack you lose.
Yes it is a simple game, and that too is a plus.
The board has only 32 hexes, so that is a bit limiting. Good players might end games quickly if experienced. I would love to see the company offer additional board pieces as an option, which could add depth to the game.
But as it is, Splits works as a quick, well-made and easily transported game.
Check the game out at www.jactalea.com
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper June 13, 2012 - Yorkton, SK. Canada

Review -- THE COLONY


The Colony is one of those games I had wanted to get my hands on for a while, for a few reasons actually, and it has lived up to my expectations in each.
To start with the game designer, Jeph Stahl is a Canadian. It is always a pleasure to support Canadian game designers in this space.
The Colony, first released in 2008, is also a game with much owing to Mancala, the ancient family of African bead sowing games. Stahl has his own take on the theme, using colonies of ants hoarding eggs, but the Mancala roots are crystal clear.
The fact it draws on Mancala is interesting because I truly appreciate ancient games, and the newer variants which emerge to catch attention.
"Players take the role of rival ant colonies that discover a recently cut wood pile. Live eggs still linger in the cut logs. To restore and control the colony, players collect and protect the eggs. Collected eggs are moved to a safe location in front of the player. Players can place ants on the board which will protect the wood pile. The colony that collects and protects the most eggs at the end of the game is the winner," details the ruleset.
That pretty well sums up the game.
The game can get a little 'draggy' but that may be as much a case of learning its complexities, as a design flaw. Knowing where to place eggs and how best to take control of the board takes some getting used to.
The third reason The Colony interested me was the components. The edition from Blue Panther is great, starting with a wooden box.
The colonies and ants, which are stand-up with cut-out design, are both wood, and the eggs are serviceable plastic stones. It is an aesthetically pleasing mix of components.
The Colony is not the world's best mancala-inspired game, but there is enough here to please gamers for occasional plays.
Check the game out at www.bluepantherllc.com
If anyone is interested in this game, or other boardgames feel free to contact calmardan@sasktel.net
-- Review appeared in Yorkton This Week newspaper May 30, 2012 - Yorkton, SK. Canada