There is a huge Kickstarter going on right now for a game about Exploding Kittens. I read this blog post about it and it sparked enough interest I needed to jot my thoughts down too.
Exploding Kittens is making a lot of money and good for them. The Oatmeal is a funny website. The guy makes really funny, completely original content and that is one of the hardest things in this world to do. He is a master-class promoter, too, and when you combine those abilities you get crazy stuff like a Tesla Museum or a game about exploding cats.
What is this general malaise I feel, looking at the Kickstarter which is now topping $1,800,000?
One of Hung's issues was the huge number of people from outside the gaming community who were jumping on the wagon, merely because it was illustrated and promoted by The Oatmeal. This should be good, right? It's good to bring new people in. And it IS good to bring people in. We should all be happy.
There's an elephant in the room in the board gaming community. Every single gamer who has even casually strolled through the board game isle at Target or Walmart knows it to be true. In 90% of the board game market, the true board game market comprised of everyone who buys board games, game play has no value whatsoever. The actual rules of the game are entirely immaterial.
Milton Bradley and Parker Brothers figured it out a long, long time ago. The reasons people buy board games, unless you are the kind of board game aficionado most gamers assume all board game buyers are (when they obviously aren't) are completely separate to any judgement of quality whatsoever. They buy the game with the Disney characters on the front. Or even the John Kovalic illustrations.
And like so many other, more important things in society I have to sit back and reaffirm the simple truths:
This is the way of the world. I didn't choose for it to be this way. And so it goes.
But, say about 900,000 people start their gaming careers with Exploding Kittens. For 810,000 people, that is the only game they will ever play. Most of them will never even play it, but instead stick it in their closet where it will languish in shrink wrap hell for all eternity.
But 90,000 people will wonder if there is more out there. Imagine…90,000 people! Say a tenth of that start playing games I'm interested in. 9000.
The Kickstarter for Exploding Kittens is not for a game. It is a Kickstarter for a brand that everyone really enjoys, enjoys enough to plop down some serious coin.
But the unintended result, and this I am certain of, is that I will get at least 1 new Star Realms opponent somewhere down the road. That 1 single person is worth the anticipated $28 million dollars of other people's money. And its worth the inevitable newspaper articles around this Oatmeal guy.
I will bide my time, and shuffle my cards.
Wednesday, January 21, 2015
Tuesday, January 20, 2015
Catan Junior: A Twisted Parrot-Strewn Path
Sometimes I go on the Internet and argue about things. Sometimes on this blog, more often in some dark virtual alleyway elsewhere.
If the Internet is a series of tubes, than BoardGameGeek is in fact a series of winding dark alleyways, twisting and turning over each other. How many are there? One for every board game ever made.
If you don't care about a particular game, you don't have to partake in any discussion about it, because you don't have to go down that alleyway. You just pay attention to the games of interest with all your like-mined fanciers.
Well, if you go walking into the Catan Junior section of BoardGameGeek you are asking for it. Because I'm there, lurking. I've got a cardboard box all broken in and cozy. And if I hear you come down my alley, I'll come out of my box in a great stinking mess, raving incoherently.
No Bells or Whistles to Get Hung Up On
Catan Junior boils the main game down to the basest of elements. Roads are ships. Settlements are forts. There are no cities. There are no expansions. You only roll 1 die, and there is an equal chance of generating resources on every hex. Development cards are tiles, and those tiles are called Polly Tiles. As in the stereotypical parrot.
The Main Argument
The resource card. Behold the Polly Tile, available for 1 sword, 1 molasses and 1 gold
The Main Argument
The complaining about Polly Tiles is a constant thing, really just about the only thing going on with Catan Junior at this point in the game's cycle. And I will defend, to my dying breath, that the Polly Tiles are not in the least bit overpowered or unbalanced. They are perfectly fair, and only 1 route of many to advance your position towards victory. I will argue this. On BoardGameGeek, in the dark alleyway of the Catan Junior forum.
But I can't lie like that here. Not to you.
And no, I'm not intentionally being a troll in the Catan Junior forum. It's not my fault! They make me do it! When I am there, I truly believe the Polly Tiles are fine. And I love playing with the Polly Tiles.
I have not, and will not play any kind of convoluted variant of the game designed to rebalance the Polly Tiles Because that's what they are always trying to do in the Catan Junior forum. They see a broken pipe. They want to fix it.
I have not, and will not play any kind of convoluted variant of the game designed to rebalance the Polly Tiles Because that's what they are always trying to do in the Catan Junior forum. They see a broken pipe. They want to fix it.
What is Catan Junior?
Catan Junior is a kids game. There are kids games adults also play. Silly games. But Catan Junior is not a silly game, It is a simple game.
If you are playing your kid, and he/she figures out to start spamming Polly Tiles that is not a problem you need to rebalance. You need to get down on your hands and knees and thank the higher powers your kid is figuring out how to be a gamer. He or she has discovered there are paths to victory, a method to the madness of a tabletop game.
The Polly Cards are not meant to be obscure. Think if you were crossing a river on your way to work, and something shiny caught your eye in the riverbed. Bending down you find a large gold nugget. Well, if you start panning for gold in that riverbed, are you cheating the system? No, you're just being observant. You found a better way.
This might be a problem in a game where everyone is supposed to be traveling to different places, and instead they start all panning for gold because that's the undeniable best strategy. But I firmly believe part of the game, part of Catan Junior, is having your little game player catch sight of that shiny nugget, all on their own.
2 player End Game
And They Can Still Lose
And they can still lose! One of the complained about bits with these Polly Tiles are the ones giving out a free fort. Imagine in Settlers if there was a development card that allowed you to build a settlement. That would be pretty sweet.
Well, the problem with my son is he still forgets to build out first before drawing these tiles. He forgets to get a ship into position so that he actually has a place to put his fort. So instead of getting a free fort, he gets the runner up prize, which is just a free ship. Something you could normally buy for a pittance...one goat and one stack of logs. When you use the Polly Tiles to build a "free ship," you are actually being inefficient.
Well, the problem with my son is he still forgets to build out first before drawing these tiles. He forgets to get a ship into position so that he actually has a place to put his fort. So instead of getting a free fort, he gets the runner up prize, which is just a free ship. Something you could normally buy for a pittance...one goat and one stack of logs. When you use the Polly Tiles to build a "free ship," you are actually being inefficient.
The Ecstasy of Gold
There is only one gold spot in Catan Junior (at least for 2 players), right in the center of the board. No one starts out being able to gather the gold resource. And neither ships nor forts require gold. So since the rules of the game state the player who has built all their forts wins, why would I ever want to collect gold, anyway? There's only a single thing in the game you can buy with gold, and that's Polly Tiles. OHHH...wait...
See gold is pretty valuable and once kids have the Polly Tiles kinda figured out, they are going to rocket towards the gold section. And on the way they will learn EXPANSION. Because expansion is key to making your victory machine in just about anything.
Childhood's End
I do not play to win on the Polly Tiles in Catan Junior. I leave that for my son (or eventually my daughter when she gets old enough). But I do play to win in every other way. And there have been times my son has had 7 tiles while I've still come out on top at the end just cruising along, just expounding my empire.
If you need a flawlessly balanced game to play with your kids, you probably shouldn't pick Catan Junior. Or if you do, look up one of the homemade variants on BGG that attempt to balance the issue. I'll be sure to hop on and tell you why you're wrong.
I do not play to win on the Polly Tiles in Catan Junior. I leave that for my son (or eventually my daughter when she gets old enough). But I do play to win in every other way. And there have been times my son has had 7 tiles while I've still come out on top at the end just cruising along, just expounding my empire.
If you need a flawlessly balanced game to play with your kids, you probably shouldn't pick Catan Junior. Or if you do, look up one of the homemade variants on BGG that attempt to balance the issue. I'll be sure to hop on and tell you why you're wrong.
Friday, January 2, 2015
Agricola : Into the Belly of the Beast
For the new year, I should probably start with something special. But instead you get this.
My 2015 prediction: this will NOT be my last post about the demon-game Agricola.
The end state to one of my first games of Agricola. And I busted my brain doing it.
Regrets of the Past
Until I played my 6th or 7th game of Agricola, I hate, hate, hated it.
There was a lot of looking back to examine the actions I did not take. If there is one thing I have historically been bad at, in games and in my own life, its been long term planning. Caught up in the quick thrill of resource gathering, I get lots of resources only to discover I can't really eat them.
There was a lot of looking back to examine the actions I did not take. If there is one thing I have historically been bad at, in games and in my own life, its been long term planning. Caught up in the quick thrill of resource gathering, I get lots of resources only to discover I can't really eat them.
Our universe in this case is a ploughed field, sown with grain. And its also constructing an oven to bake the bread. Which usually takes clay, stone or wood in various ratios. And then you have to put the grain in the oven and bake it. Quite a few actions, when there are only 2 workers and hunger stands waiting.
So a beginner's game of Agricola feels a lot like running in place, or worse…working really hard to starve to death. I've heard the game referred to as "Misery Farm" and I don't know why this isn't printed right on the box. It's one of the most essential bits of info to convey to first-time players.
A latter attempt at doing well
Place Your Workers!
Agricola outlines the "standard" method by which workers are placed in a worker placement game. All other games I've looked at so far I have unthinkingly used Agricola as the base, while calling out any differences I then labeled as "innovations."
Everyone takes turns plopping down wooden family members onto spaces marked with things you want to do. Take 3 wood? Plop down a worker. Take 1 reed? Plop down a worker. Sow some grain? You guessed it, plop down a worker.
After several games of pure worker placement hell, what I finally did was break out the scratch paper and make a to-do list to accomplish before each harvest period. This might be a faux-pas for a regular game played around the dining table, but at the time I was playing online and these guys are complete animals to play against.
The List Didn't Work
And here is what happens when you force yourself to do the exact things you need to do to be successful. Your opponents take advantage of it.
While I was forcing myself to collect clay, my opponent was filling up on wood. Going into the next round of turns before harvest, he had 16 wood and easily built all the fences he needed. And there is even a house pig to help get the animal population started once those pastures go up.
And the real teeth-gnashing heart of my failure…I didn't even do the list right. See where I wrote "sow" 2 fields. Well, what this actually should have said was "plough" 2 fields. Sowing is an entirely different action, one I never made room for.
What ended up happening, I never picked up the Baker occupation and sowed my grain instead. Then I couldn't bake bread because I sowed both of my grains. So then I harvested my grain, fed my family extremely inefficiently on unprocessed wheat, and continued on to the next turn.
The Game Behind the Game
Finally, when you start figuring out how to consistently feed your family, you still aren't winning.
Behind the feeding portion of the game lurks the actual scoring you are probably sucking at while your family consumes all your available resources. A game within a game.
Everyone takes turns plopping down wooden family members onto spaces marked with things you want to do. Take 3 wood? Plop down a worker. Take 1 reed? Plop down a worker. Sow some grain? You guessed it, plop down a worker.
Anyone who has more experience than you is always going to be plopping down workers one turn before you realize you needed to put YOUR worker there.
recipe for making some serious bread
The List Didn't Work
And here is what happens when you force yourself to do the exact things you need to do to be successful. Your opponents take advantage of it.
While I was forcing myself to collect clay, my opponent was filling up on wood. Going into the next round of turns before harvest, he had 16 wood and easily built all the fences he needed. And there is even a house pig to help get the animal population started once those pastures go up.
And the real teeth-gnashing heart of my failure…I didn't even do the list right. See where I wrote "sow" 2 fields. Well, what this actually should have said was "plough" 2 fields. Sowing is an entirely different action, one I never made room for.
What ended up happening, I never picked up the Baker occupation and sowed my grain instead. Then I couldn't bake bread because I sowed both of my grains. So then I harvested my grain, fed my family extremely inefficiently on unprocessed wheat, and continued on to the next turn.
Whoops, completely forgot to get animals in this one.
The Game Behind the Game
Finally, when you start figuring out how to consistently feed your family, you still aren't winning.
Behind the feeding portion of the game lurks the actual scoring you are probably sucking at while your family consumes all your available resources. A game within a game.
A Score Board of Cows, Fields and Family Members
My instinctive reaction to a new game is to find some small bit of insight and repeat it. If you can find a way to get some extra animals, it makes sense to corner the market on animals, right?
WRONG!
WRONG!
Each "thing" on your score board only goes up to 4 or so. To get the maximum number of points, you ALWAYS need to have 5 Fields, 4 Pastures, 8 grain, 4 vegetables, 8 sheep, 7 hogs, 6 cattle and 5 family members.
And there's not really enough time to do all of that stuff, so you are never going to have a perfect farm.
Likewise, the game will punish you severely if you gravitate to one thing, like cows or wheat. You have to maximize everything.
The best I've done so far
A Final Note About the Theme
Since my La Havre post, I've thought more about board game themes. So often in these Euro-style strategy games, the avatar for the player is usually either pretty abstracted or else someone with a level of power.
Go through your game collection and see just how many games you are sacrificing people to win wars, or manipulating pawns in industrial situations. Ticket to Ride might be a fun game about building train routes between cities, but the workers who build those routes mostly died of exposure, hunger or disease out on the frontier and received a shallow grave as their only reward.
But Agricola studies the thrill of entreprenuership. The land is yours, fairly (as fairly as anything else) won away from your neighbors by the size of your club. You and your wife are the only two workers in the game, so anytime you place a worker you have a 50% chance to place your personal avatar.
Of course your wife gets no say in where she gets placed. And as your family grows, they also get ordered around with the same ruthless efficency. No toys or fancy schooling. In Agricola, you move straight from the cradle into the field. Start clearing lumber, Little Jon!
Keeping on Keeping On
Agricola has the rare distinction of being a game I started hating, and eventually liked. Liked so much that after 20 games of being destroyed online I got a real copy.
Trying to figure this out
I truly admire the easy way Agricola lays out an extremely complicated game. Almost all the information you need is right on the board, written in plain English. Sometimes you have to squint a little but its usually there, in very small print.
Maintenance at the beginning of each turn is as simple as flipping over a card, and then replenishing each pile of stuff. And you know what goes on each square because it tells you! A few simple words really go a long way and bring Agricola setup light years ahead of other games I thought I would like more. (Ultimately, I do like the SCORING on Dungeon Petz a little better, mind you)
So much like the workers within, Agricola finds a way to thrive despite the horrible first impressions. I will let you know how it goes.
Friday, December 19, 2014
Animal Upon Animal - Unnatural Stacking Made Fun
-- Sayer of the Law, "The Island of Dr. Moreau"
My ship, the Queen Elizabeth, sank far at sea. I and I alone, by sheer folly and random chance, found my way to a life boat before Neptune himself reached up and drew the listing ship down into his murky embrace.
After many days, both tepid water and stiff cracker rations totally exhausted, did I finally spy land and awkwardly navigate my desolate vessel towards a distant rocky shore.
I had seen only plant life during my approach. A palm tree, some gently swaying grasses transitioning to a pristine white sand beach. My lifeboat ran aground and I clawed my way to the wet muck at the edge of my salvation. I graciously thanked luck and mysterious benevolence at my landing.
It was not long, not very long at all, that I drew an audience from the native inhabitants.
First I saw a giant alligator. I was fearful at first. One snap of those huge jaws and I would be finished. In my weakened condition I had no hope of evasion.
But the mysterious reptile stopped its advance, and moments later a monkey (hidden from view until now) climbed up onto the alligator's back. Unlikely allies indeed.
Then more animals came! Another sort of lizard found room on the scaly surface. A hedgehog leapt on. A slithering snake. A huge-beaked toucan. Finally a dainty penguin found a spot near the very top.
Once I saw the penguin, I knew I was hallucinating. This wasn't a real island. I was still in the row boat, playing Animal Upon Animal. A fine way to die.
Mechanical Animals
You start with a handful of animals out of the box. The object of course is to get rid of all your animals after balancing them precariously on the back of the starting monster alligator. In many ways, the mechanics mirror the last HABA game I checked out, Rhino Hero. The pile keeps building up until you are sure it will collapse, but then usually people get a couple more animals in after that.
The player who bungles the stacking has to take all the fallen animals back into his or her hand, up to a maximum of 2 (extras are returned to the box). Which is a big benefit to folks who want to see a completed stack of animals at the end of the game. Lots of stacking games give you a hypothetical end condition, but really its about stacking until the structure collapses 99% of the time. Here you will see a pinnacle of unnatural animal transformation at the end of every single game.
BEHOLD!
Danger Die!
The die to decide the active player's action is one of the best things about the game. With this die, Animal Upon Animal shows the kind of innovation a simple dexterity game can make vs. the standard UNO-ish choices you see in a lot of kids games (skip, reverse, lose a turn)
1) 1 pip on the die (on 2 sides) - active player places 1 animal
2) 2 pips on the die - active player places 2 animals3) crocodile - active player place one animal, but on the ground touching the crocodile and expanding the base of the animal pile.
4) the hand - Take that! Give one of your animals to an opponent and make them add the creature to the pile.
5) the question mark - It's you versus the MOB! The rest of the table decides which animal the active player has to place.
There is real thinking and strategy when you want it, but kids can also just do it without overanalyzing (if that's what you really want).
Also a Toy
Finally, for a kids game like Animal Upon Animal, you have to consider the game for its components. Not just how the game is for its rules, but how the pieces interact when used just as a toy.
Sometimes younger kids don't really want competition in their games. And they don't want to play by the rules. My daughter (who is 3) has yet to play a full real game. But she is incredibly familiar with all the animals from spending evenings stacking them. I would call that a success.
For adults and older kids (5-9ish) the game is serious business. Rolling the question mark elicits quite a lot of conversation, and building the next animal fixes everyone's attention on the pile. Animal upon Animal definitely falls under the category of a good family game to introduce to your extended family around the holidays.
Animals: Apocalypse Matrix
The Shifting Sands of Animals
Look at the way the hedgehogs lock together. Look at the way the toucan's bill fits into spaces to provide a solid lock for the layer above. Look at the way the frilled lizard grabs hold of pieces from multiple different directions.
As someone who has spent a fair amount of their life sitting at a table stacking Settlers of Catan pieces while waiting for his turn to come around, I can really appreciate the artistry of the pieces and just how awesomely they stack together. In typical HABA fashion (from what I've seen so far) quite a bit of thought went into the design of these wooden animals and stacking always elicits new surprises.
Thursday, December 18, 2014
DC Comics Deckbuilding: First Look at Forever Evil
Ch-Ch-Changes!
One of the marvelous innovations in Cryptozoic's release plan is making all of these different versions completely intependent of each other. This has allowed me to play many games of each version and enjoy the unique aspects of each. The designer (Matt Hyra) gets to really go off the rails, in completely different ways, for each game without having to worry about how the changes interact with what's already out there. I'm sure there ARE people who dump all the cards together, but those people are W-R-O-N-G. It is not the "Ultimate Throwdown" trust me.
The first big change, the one everyone already knows about, is players are now super-villians and the goons you defeat are actually Earth's Mightiest Heroes (wait, those are the Avengers, I have no idea what JLA's tagline is).
In my first game, playing as Black Manta, I have to say…Black Manta had probably his best day ever among the surface dwellers. When you've bagged and tagged Flash, Superman, Batman and Constantine you feel like a pretty good super-villian. Unfortunately Aquaman evaded me…he wasn't even in the deck!
Initial setup. Good grief, who bumped these cards! Notice the crazy Bizarro Power super power.
The Places We've Been
In the first 2 games, Locations were allowed to have a common mechanical theme. in DC Comics "TOG" you drew a card when a condition on the table had been met. In Heroes Unite you reveal a card, and if its the type the location is looking for you draw it. Forever Evil goes different and has Locations not draw cards at all. They don't even share a mechanical theme this time around! A few cards allow you to trash specific types of cards, others give you bonuses depending on the types of cards you have in play. There might be more that do completely new things
Victory Point Chips
Taking inspriation from whatever Dominion expansion that was, Forever Evil makes it possible to acquire victory points without being attached to cards. Now certain cards give you a victory point whenever a certain action is done or condition met. A prime example is Forever Evil's version of Heroes Unite's "Manhunter".
Manhunter gave you more power depending on how many additional Manhunters were in the discard pile. Forever Evil has the Royal Flush Gang. The Royal Flush Gang gives you VICTORY POINTS (whoo whoo!) every time you play more than one Gang from your hand during a turn.
By the end of my first game, Firestorm was a: Punch, Vulnerability, Communication Device, another Punch, Blackgate Prison, Power Girl and Man Bat. All of these cards triggered when I played my last Firestorm.
Firestorm Fever
Two of the most complex addititions to the deck involve the DC Hero Firestorm. Both Firestorm and the equipment Firestorm Matrix remove the top card of your own deck from the game. In the case of Firestorm, this removed card becomes part of the text on his card. So every time you play Firestorm, he adds another card to his collection and gets a little more powerful.
Firestorm Matrix is a little different. Cards removed by Firestorm Matrix are placed in front of you in a special zone. Any of these cards you can get the effect of once during your turn.
Finally, the cards removed with Firestorm still count to your victory point total at the end of the game, while the ones removed with Firestorm Matrix don't, because it says so on the card.
Sound complicated? It is! I'm not sure I personally would have added something as "completely different" as these 2 isolated cards. But they do not break the game, and down the road (10 games or so) I'm sure they will feel perfectly natural.
Sifting through piles of cards
Forever Evil continues Heroes Unite's movement towards more cards to affect other zones other than "in-play" zone. Now, in Forever Evil, it matters what cards are in the destroyed pile. Cards like Power Ring want to see heroes, and give you extra power for every dead hero in the pile. "Super Heroes" like Superman and Batman (who you've captured and forced to do your bidding?) actually pull out super powers and equipment from the destroyed pile for you to use.
Even though I love being able to pull my own cards out of the discard pile and put them back in my hand, I can see why its an annoying mechanic. One of the most annoying parts of Heroes Unite is waiting for your opponent to finish digging around in his discard pile for the right combo of power-maximizing cards. Forever Evil takes it up to 11 by having you dig through your discard pile, sometimes your opponent's discard pile, and of course now the destroyed cards pile.
A pretty good hand to draw. This was before Man-Bat had been absorbed into Firestorm's ability
Pass your cards
Finally the part I thought I would despise, but instead love. A couple cards in Forever Evil allow you to pass cards from your hand into the discard pile of your opponents.
The reason behind the negative feelings is because it echoes the decidedly brain-dead "passing parties" seen in previous sets from super-villians such as the Joker and Brainiac. These otherwise cool Super-villians were saddled by a mechanic that took too much time and effectively did nothing in 99% of situations.
Cards such as Mallet in Forever Evil speed up the process (and make it seem like its actually DOING something) by making the action asymmetrical. Only YOU are passing cards, and you get to pass one card out of your hand into the deck of your enemy. This is much more like destroying, and I was able to quickly move a punch or vulnerability from my hand into my opponent's discard pile and I got nothing in return much to my satisfaction.
Bizarro Hate Game
I was extremely pleased to see a return for Bizarro, who really didn't get a fair shake in the original game. There is a Bizarro super-villian you can play as, and special Bizarro themed super powers that actually hurt the person playing them. I loved the theme, but don't know if these cards are any good or not because neither of us were Bizarro. If you aren't Bizarro, they look absolutely terrible. So that will have to wait for another day to examine.
The theme of this game is excellent. You FEEL like a super-villain in many subtle ways. First, acquiring victory points feels like you are getting more powerful independent of your minions. Destroying cards and getting more powerful also feels very villainous. After the first play though, I want to give it a bunch more goes to see what else comes flying out of the stack. Next time hopefully I will get the opportunity to stock up on Bizarro Cards.
Wednesday, December 10, 2014
Finding Balance in Rhino Hero!
What is that? Is that a rhino climbing up the wall? INDEED!
-- Rhino Hero Rulebook
The Pleasure of Stacking an Untrustworthy Structure
There is a basic level of fun before Rhino Hero even turns into a game. How often can you say that? At its most basic, the game starts as a card house. People already build card houses as an activity, because its deeply satisfying. The lizard part of your brain likes it. Each new layer of a card house almost subconsciously attracts the vested interest of every adult and child in the room.
The very setup of Rhino Hero works as an attractant, to even those people (perhaps in your extended family) who might turn their noses up at anything resembling Settlers of Catan.
But then you take the "framework" of a traditional card house, you add a few simple mechanics and you get Rhino Hero. Believe it or not even more addictive.
Everyone's Roof is Someone Else's Floor
Each player starts with a hand of cards, and by getting rid of all your cards you indeed win the game. Getting rid of cards is a grueling process because each card is a roof, and to add the roof you first have to build the walls using someone else's roof…which is now your floor.
Templates for wall construction come in all monstrous varieties. The nicest ones are shaped like a box. The meanest ones are a single wall in the center, shaped like a > sign. The most uncertain (you don't know how they'll behave) involve a crazy layout of walls finally punctuated with Rhino Hero, the demon prince of wobbly card towers, lurking somewhere on the card.
Flashy Powers on Every Corner
A close look at some of the roof cards shows most of them have some kind of special power. These powers tread a lot of familiar ground, and I'm not entirely happy with them.
From Left to Right:
1) Reverse: just like in Uno, Reverse makes the turn order go the opposite direction. According to the rulebook, this does absolutely nothing if your game just has 2 players.
2) RHINO HERO! This is the awesome one. When you play the Rhino Hero, the next player in line has to, in addition to building his/her room, also move the Rhino Hero meeple. Fishing your fingers into the gently swaying building structure of the tower to grab this guy and move him to a different level sets off all sorts of warning bells both from you and the audience of other players. This moment is where the wheat is separated from the chaff.
3) +1: makes the next player draw a card. Also somewhat boring, and basically lifted from Uno (or Crazy Eights or whatever).
4) Skip A Turn - Skipping someone's turn has never been very fun, especially for kids. But kids have just learned to accept it. Adults gnash their teeth.
5) Play 2 cards: I really like this power because it adds a little bit more strategy. Once you've got a group of seasoned Rhino Hero players who know how to build card towers, you can actually rat hole a 2X to the very end of the game and hopefully actually go out.
Rhino Hero is saved by the fact that these cards really don't have a lot to do with the overall game. You can even play without the cards doing anything special (only make sure to keep that Rhino Hero in!).
Ultimately this game is all about the stacking, and the amazing chaos lurking just barely at the threshold every time you gently set another card down on its perch.
The Excitement of the Room
Rhino Hero gets people worked up. You take your turn and all your opponents are suddenly your audience.
Rather than the strict rule set, this is more about the emotion. Emotion, but unquestionably ruled by the strict dictates of physics. Wobbly tables, sudden intakes of breath, loud noises they all play a part in the end game.
Compact enough to fit in your work bag. I've armed myself with Rhino Hero for whatever the future of social engagement holds for me.
Tuesday, December 2, 2014
Jape the Television
There is a lot of talk about theme lately. I got a chance to think about theme while deer hunting a couple weekends ago. While I seldom encounter deer, I did hunt down a great novel, Philip K. Dick's The Man who Japed.
I've said it before...I love Avalon Hill's classic TV Wars.
But something I have always wondered…what would TV Wars look like nowadays? And I don't just mean the mechanics of the game, what about the theme?
Because people don't watch TV is the same way they watched it during the "Rating Wars" and "Sweeps Week" programming eras. There are certainly more than 4 major networks, and most people don't have to wait for specific time slots to watch the particular shows they want to watch. You can usually even catch up with entire seasons of shows without any consideration to what the other channels are running at the same time.
Unless you do a historical theme set in the 70's-80's, but to tell you the truth its kinda been done…TV Wars LIVED IT.
I know of 2 different games currently in production to try to revive the "ratings war" style of TV Wars. One is Gil Hova's Prime Time, the other is by Elad Goldstein, also called Prime Time.
The Man who Japed isn't really a dystopia. People seem to have rights, even though Morec (which stands for The Moral Reclaimation) is kind of a dump.
The protagonist in this book writes "packets" which as the story goes along you realize are television scripts. Multiple semi-indenpendent agencies write these packets for sale to the government-run TeleMedia arm of the government. Who then produces them and thus educates (because television is for education!) the masses.
So in Morec-style TV Wars, each player would produce scripts.
Then there would probably be a judging phase where TeleMedia purchases whatever shows it thinks it needs.
But then, the fun thing about The Man who Japed, there is a phase after that where all the players get to annoyomously accuse each other of moral impropriety.
Because one of things Morec does to keep its values in power is allow each citizen to tattletale on other citizens in a weekly block meeting. Transgressions might involve swearing, or fornicating (outside of marriage), or excessive leisure.
In our game, the morals planted in the scripts themselves could be subverted and reinterpreted to make any of the other players look like they are trying to corrupt the system (which they probably are).
The world of Morec also seems pretty fair, in a twisted sort of way. 8-legged robot recorders called "juveniles" are always on the prowl to record people's transgressions. People can make all sorts of accusations about your conduct, but the only accusations to hold up in these block meetings involve evidence gathered from these spider droids.
Thus the morals of the packets can be debated, since there is little evidence of intent when it comes to an idea. In the story there is much discussion over a packet the protagonist writes about a colonist who plants a tree and it dies. The dead tree might mean the futility of human existence, or it could be a lesson to keep your treasure close to the moral center of the universe...Morec.
There are facist brown-shirted thugs called "Cohorts," however these guys are played for almost comic relief, and they certainly don't seem to be very good shots when it comes down to avenging slights on the founding father of the movement. I'm sure we can find a way to fit them in as well.
Anyway, there are very few sci-fi-ish board games out there that don't involve space ships. I like the idea of the Man who Japed, and I'm going to pin it to the wall in the back of my head for future reference.
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