Lots of old
games, but new to me.
Peanuts Surprise Slides Games:
Now you would think a themed version of snakes and ladders would be a simple game. That the game has a small paper of folded up rules enhances this impression. Oh how wrong you are! Luckily I had a five year old to teach me. See, you spin a spinner to get a color result. Except if you don't get the color you want, you move the spinner to whatever color you would like. Luckily the five year did all of spinning, so I didn't have to figure out this complex system. Next you move your piece to some random square of the color. I'm sorry not random-- there was an intricate chosen system that I just wasn't capable of understanding. Eventually we moved towards the finish line, ending on the same square for a tie, which I thought was a sweet result. Way too complicated for me though, I'm going back to Twilight Struggle.
Around the World in 80 Days:
Now you would think a themed version of snakes and ladders would be a simple game. That the game has a small paper of folded up rules enhances this impression. Oh how wrong you are! Luckily I had a five year old to teach me. See, you spin a spinner to get a color result. Except if you don't get the color you want, you move the spinner to whatever color you would like. Luckily the five year did all of spinning, so I didn't have to figure out this complex system. Next you move your piece to some random square of the color. I'm sorry not random-- there was an intricate chosen system that I just wasn't capable of understanding. Eventually we moved towards the finish line, ending on the same square for a tie, which I thought was a sweet result. Way too complicated for me though, I'm going back to Twilight Struggle.
Around the World in 80 Days:
As you may suspect, you are trying to
travel around the world in under 80 days. That isn't that difficult,
so the question is who can do it in the least amount of time. It
was a relatively straightforward action selection/card matching game.
The theme was strong despite some weird quirks, like a detective
periodically interviewing you for no discernible reason. Most player
choices were fairly obvious with the sole tough choice being how fast
to travel. Still it had some nice ups and down and a compelling
ending, which made for a positive experience.
7.5
Rattus:
Place guys and wait for them to die in
plagues. It it isn't the happiest theme, but it simple enough to
learn. It is okay, though too random and fluid to have much of a
strategy. There are special cards you can take that give you special
powers, but increase the odds of getting killed when plagues come.
My biggest issue of the game was that I found having 0-1 cards to be a
boring play experience, but it was the most effective against the rats.
6.0
DiceMasters: Teenage Mutant Ninja
Turtles
DiceMasters is one of those games that
has always tempted me and have almost pulled the trigger on buying it
numerous times. I love Marvel and haven't found a game with that IP
I've really liked since the Overpower CCG in the mid-nineties. Plus
is has deck building and dice, two things of which I tend to be very fond, and
it has been generally well received. On the downside, it is a spin-off
of Quarriers, one of the few games I passionately despise.
The set I played was of the turtles,
the only set that comes in a complete box rather than being
collectible. I used a dominate duo of Bebop and Rocksteady to pound
my way to victory. Dicemasters, much to my delight, fixed everything
that was wrong with quarriers. Too much randomness and a reward the
leader mechanic have been replaced with mechanics that allow for
comebacks and planning. I throughly enjoyed building a dice pool
that worked together and getting it out at the same time. I don't
plan on going crazy on Dicemasters as one certainly can, but I have
started a collection since then.
8
Camel UP:
I did a gateway write-up on this, so
you can see my thoughts there. In short, an enjoyable an amusing
game, but too often there was nothing interesting to do on a turn. Also
the blue camel sucks. I played with 7 players though, and think it
would have been better with 4-5.
6.5
K2:
You are climbing a mountain, and then
making it back down again. Well you don't actually have to make it
back down, just make it to the end of the game without dying. There
is a bit of a push your luck element to it, how high and fast do you
want to go before turning back. It seemed relatively easy to survive
if you were careful, but if you get blocked by other players, your
plans may go array. You can vary the difficulty of the mountain and
conditions, though this game seems like it would be boring if the
course wasn't hard. It did feel a little mechanical, but it captures
the difficulty of climbing mountains quickly and getting back down
after.
7.
Quartermaster General – Victory or Death
The 4 player, spinoff of Quartermaster.
Compared to its predecessor, it had much more interesting player turns.
You can now do multiple things-- playing for the present and planning
for future. The downside of the game was that all sides felt
disconnected, as if everyone was playing their own game. Knowing the
cards better might help, but I'm not sure I found it interesting
enough to get there.
6.
War of the Ring:
WotR has been one my gaming white
whales. I've wanted to play it for years. In part, because I've had
a goal of playing the top 100 games on BGG. Mostly though because it
is incredibly well regarded epic LOTR game. The problem is that it
is difficult to get 4+ hour, two player games to the table.
Now I have played it once, I still find
it difficult to rate, as I feel like I've only seen a fraction of the
game. I played as the Shadow, destoying the armies of the free
people, before the ring could be delivered into Mordor. There were
definite aspects I liked, the strong theme, the back and forth nature
of both the battles and the ring movement, and the straightforward
combat rules. Still though I feel there were large swaths of game
play, like the foundations movement that I barely understood. This
rating is a tentative 7, but certainly could rise if I ever get to
play it again.
7.
Salem:
Salem was a Kickstarter, whose 4 year
delay left many people bitter. I hadn't backed it though, so I could
come in with a clean slate. It is a deduction game that is
reminiscent of a logic puzzle. You are trying to learn which
people are witches. Each turn someone will answer a question about
some of their villagers. For example 1 is the same as 5, or 2 and 4
are different. The numbers represent real people, but it never feels
especially thematic. The information is slow to be useful, but
eventually you will hit a turning point, where you can do a long
series of deductions. If you accomplish that slightly faster than
the other players, you win. I only played the base game, and is was
interesting, but I don't have much desire to play it much more.
6.
Master of Rules:
I was excited to finally play Master of
Rules because I had traded for it a while ago, but hadn't yet brought
it to the table. I traded a game that was larger and terrible, so
the bar Master needed to cross was pretty low. It was a cute
game and managed to sail over the bar. Each round consists of each
player playing a numbered card and a rule card. If there rule card
ends up between true, they get a point. There were some significant
turn order and balance issues, but it was kind of neat getting your
rule to work while sabotaging someone else. So you think the
experience would have been a positive, but unbeknownst to me,
there was yet another game stuck in the bag, so I'm no closer to
having everything played.
7