Sunday, 15 June 2014

Star Trek: The Next Generation – Interactive VCR Board Game – A KlingonChallenge (1993)


http://boardgamegeek.com/boardgame/5258/star-trek-the-next-generation-interactive-vcr-boa

Big Box Outer
TradeMe can be an interesting source of older games and having recently been working my through the seven seasons of Star Trek The Next Generation, this wee gem of a game attracted my attention. Having secured the wining bid and with the help of a friend to pick the game up from town, I was looking forward to dusting off the VCR for an hour or two of retro boardgaming with a few like minded fellows (and fellowettes). 

Based on Star Trek - The Next Generation which ran from 1987 through 1994, this boardgame includes a VHS tape which runs whilst the game is in progress, assuming of course that you have a working VCR. If you don't you'll need to play this video from YouTube, but not until the game begins!




Anyhow, once you're set to start the video or YouTube clip you can setup the board and pieces ready to play. The game accommodates 3-6 players, our game had five. The first thing to do is to blindly select a rank token that determines your 'rank' on the ship and who effectively moves first. Then you select either a male or female figure and a colour. You then of course need to equip yourself with a communicator which is a sticker that you attach to your clothing and which needs to be 'tapped' when you communicate during the game! You then start the game with a Tricorder that has five spaces on it to attach Isolinear chips to which you acquire during the course of the game. You're now ready to go!


Game Board Setup


Crew ready to go!
The premise of the game is that the Enterprise is docked at Starbase 74 undergoing repairs for unexplained low-level computer malfunctions. You are part of a Federation repair crew on board the shp. Before the completion of work the ship is hijacked by a renegade Klingon named Kavok who's plan is to start an intergalactic war by dying in battle. You have to stop him.

The game itself is a race against the clock. You have approximately 1 hour (the length of the video) to achieve the following. 
  • Collect five Isolinear chips on you Tricorder
  • Get a Phaser from Security
  • Crawl down a Jefferies tube and attempt to gain control of the U.S.S. Enterprise to win the game.
So press play on your VCR or start the YouTube video and away we go!

Gameplay
Tricorder & Isolinear Chips
On your turn you roll the die and move around the board as quickly as you can. You will start to collect computer access cards as the game progresses and these will allow you access to rooms that will mean that you start to collect Isolinear chips. As you gain these you will be able to access other parts of the ship and further cards that allow you to collect more chips. 

Computer Access Cards
Whilst this is happening the video will be playing with Kavok appearing from time to time and either helping or hindering your progress. A lot of the computer access cards have time stamps on them that allow you to do certain things at exactly the time that the card says. These can give you an advantage over your opponents or Kavok. Kavok must be answered when he appears or you will be punished, normally via a 'blj' card. These cards are often handed out by Kavok during the game.
 
Medal of Valour
Trapped in status tube
The game ends when someone has all five chips and finds themselves with a Phaser at the bridge. The turn of a card determines if they win the game, defeat Kavok and receive the 'congratulations' (yeah, right) of their fellow crew mates and receive the Medal of Valour sticker! If no-one achieves this within the time of the tape then everyone looses and........well you'll need to play the game to find out!

Our game was fairly frantic and moved quickly. The theme was well received and despite the fact that there was a fair bit of confusion about what was going on, particularly with other players, the ultimate winner was of course the Star Trek fanatic!

Good points
  • Theme fitted game well
  • Everyone got to be a Trekkie
  • Plays 3-6
  • Good length for game
  • Cool stickers
Not so good points
  • Roll and move mechanic
  • Not a great deal of player interaction
  • Despite everyone was working against Kavok there was only 1 winner.
Votes
Commander John       7/10
Engineer Andrew       7/10
Lieutenant Lisa          8/10
Cadet Peter                4/10
Chief Neil                 8.5/10
(High on nostalgic value but a fairly entertaining role and move boardgame with some nice flavour, even though the mechanics themselves don't the theme very well. Recommended.)

Overall average 6.9

Summary
Good light fun game suitable for both adults and kids. The game is all about the theme and was enjoyable to play. Not sure there is a great deal of re-playability in this game but that's not really much of a problem. Overall a great TradeMe buy and a fun hour and a half with some gaming friends. Rules can be found here.

Chief Neil wins!

Saturday, 9 March 2013

Not Tonight Josephine (2004)

BoardGameGeek Link

Game Box
Game Board
Board game based on historical and eclectic trivia. I picked this game up at a second hand store in NZ. Inside the box was a printed sheet that indicated that this game had been brought into NZ by Jayz International a game/puzzle/educational wholesaler based in Auckland. The box also has an Australian website address, however this is no longer active.

Components
Game Components
The game comes in a standard sized modern game box with a fold out good quality board. The board
graphics are fun and colourful and depict various historical scenes, the majority being of a conflict nature. The counters are coloured glass beads and the coins are punched cardboard. you also get the ubiquitous die for player movement. There are also 792 question cards supplied in two boxes. The card quality is similar to the original trivia pursuit.

Gameplay
Question Card Examples
The object of the game is to collect 5 coins and then return to the centre. To collect coins you need to roll the die and move around the board (in a counterclockwise direction only) to land on a category space and then answer correctly either one or both trivia questions from a card drawn from the card box. The trivia questions have three multiple choice answers and are from two categories from around the board. See the picture for an example.  

Colourful Graphics
If you are fortunate to land on a space that matches either of the categories on the next drawn card you are in a position to win a coin if you choose that category and answer that question correctly. If there is no match then you choose to answer either of the category questions with the reward of another turn. If you land on a Double Trouble space you need to answer BOTH questions on the card correctly to win a coin. if you answer any question incorrectly OR win a coin the die passes to the next player. So the game flows in a similar way to Trivia Pursuit in that you are collecting coins (instead of cheese pieces) and then returning to the start space. The first player to collect 5 coins and return to start wins.
There's not much more than that to the game. Rules can be found here.

Good points
  • Some interesting and challenging questions
  • Lots of categories
  • Plays 2-6, but easily scalable for more players/teams
  • Good looking game with good components other than the cardboard coins
Not so good points
  • Too much randomness in die rolling
  • No real strategy at all
  • 5 coins for the win can take some time, especially with more players
Votes
John       6/10
Neil       6/10

Overall average 6.0

Summary
An interesting find and an enjoyable game from the question point of view. Struggles to be more than a knowledge game and the randomness of the die and movement means that the game becomes less enjoyable. Probably good for a party atmosphere with some know-it-alls present!

Friday, 15 February 2013

Linwood (2009)


Game Box
Well it's about time now to review a Kiwi boardgame. Designed by Shem Phillips this is his first game published by his company Garphill Games. I picked my copy up direct from him on TradeMe and was keen to get around to playing it with the family as it looked like a game they would enjoy.

The game is primarily a tile based roll and move game with some light strategy. The board consists of 60 hexagonal tiles that are laid on the playing surface as the game progresses so the game evolves in a similar fashion to Carcassonne. Each player, represented by a wooden pawn, moves around the board as it grows searching for four special points on the gameboard that deliver a special power as well as a card to that player. The object of the game is to collect all four special power cards and return to the starting position.
 
Starting position
Everyone begins on the starting tile and play progresses clockwise which each player moving the number of places on a single die. When a player reaches the edge of an existing tile and has remaining places still to move on his turn he reveals a new tile and places it adjacent to his current position so that he can complete his move. He must move the exact number of places that he roles and if cannot make a legal forward move must move back to complete his turn. You can reveal as many new tiles as you like to complete your moves on your game turn.

Early gameplay
The advantage of revealing more tiles and exploring the board is that you may turn up one of the four element hex tiles that allow you to gain a card and special ability once you land on the centre of this tile exactly. There are also four tiles with a tunnel symbol in the centre that can be utilised once the fire element is acquired. To start off with you only allowed to move on the green hexes until you gain additional powers to move either on the blue hexes or through the tunnel hexes.

Two special hex tiles

There are four element cards to collect by landing exactly on the special hex on each of these special tiles. The cards give a different special ability to a player holding them. . They are as follows;

Element cards
  • Wind - allows players to roll an additional die, ie two dice per turn
  • Fire - allows players to use tunnels
  • River - allows players to move over water tiles/hexes
  • Forest - allows players to control the bandit
Once you gain the Wind element you are allowed a second die and thus are able to move much greater distances on your turn. This can be a huge advantage in covering the board quickly either to gain missing elements or to return to the starting square.

Tunnel hexes
Once you gain the Fire element you can travel through the tunnels. If you land on any tunnel space your turn ends and you move to any other tunnel space to start your next turn from.

Green discovers the River element
Once you gain the River element you can travel across and through the water hexes which are coloured blue. If one or more of the other element tiles are on the 'other' side of one of these tiles and there is no tunnel access to them the holder of the river element card can have a big advantage.

Once you gain the Forest element you are able to control the Forest Bandit once per turn. On your turn you may roll the black die in addition to the white die/dice. After you have moved your pawn you move the black pawn the number on the die. If the Bandit lands on or passes through a space that has a pawn on it (and it can be more than one pawn per turn) the player whose pawn the Bandit comes into contact with is returned to the starting tile. In addition the player that moved the Bandit chooses an element card from each displaced pawn and returns it to the box. This means that this element card must be obtained again by returning to the element tile on the game board. The Bandit also acts as a blocking piece as no coloured pawn can travel trough a space occupied by the Bandit. This can be very very powerful to a player who is the only one to have this particular element card at any time in the game.

Mid game, forest tile undiscovered, Bandit still at home
That's basically it. A race to get all four element cards and return to the starting hex. The Forest Bandit can help to balance the game if the trailing player(s) have this element card, however if they don't the leading player can quickly win.

The online reviews of this game haven't been that kind however overall I would say this is a good looking, fairly quick filler but maybe lacking in a great deal of strategy. Having played the game a few times I have developed some suggestions to make it more balanced for all players. I won't go into detail here but you can find details of this variant at  http://boardgamegeek.com/thread/797768/structured-deck-variant.


The Good Points
  • Designed in New Zealand
  • 2-6 players
  • Good quality components
  • Great sized box
  • Nice looking game tiles
The Not So Good Points
  • Dice rolling mechanism mean a great deal of luck
  • Rolling low numbers regularly can really suck
  • Instructions could be better
  • The Forest Bandit can be a little strong

Overall rating 6.0 (with variant 7.0)

Tuesday, 5 February 2013

Soccerama (1968)


Game Box
Well time to 'tackle' another blast from the past with Soccerama from ASL Pastimes. Published in 1968 and billed as The Family Football Game With A Difference, the game even came with a weighty endorsement from England World Cup winning footballer, Alan Ball. Quoted on the box front, from him, as "The best game I've ever played". Hmmm :)

Board
Components
The game comes in a large flat box, similar but not exactly the same as many Waddington games of the same period. Consisting of board, counters, cards, paper money, dice and shaker along with a double sided single rule sheet. The components are cheaply made and the board itself is no more than a thick cardstock sheet with a wipe clean surface. No rigid board here.

Gameplay
Love those team colours!
The game itself is basically football snakes and ladders. Starting at the bottom of the Football League Forth Division (remember this is 1968 folks, no fancy named leagues here) each player on their turn rolls dice, then moves or not, and then deals with the consequence of whatever square he/she ends up on. And so on...
5-1 Home Win!
 Two dice are provided, one die is your score and the other is the opponent's score. On each turn you play a match by rolling the two dice. If you 'win' a match you advance three squares if you 'draw' you move up one square. If you 'lose' you stay put and wait until next turn. You play each match against nameless opponents unless as the result of a move you end up on another player's square you play a further match against them. Each match you win you get a financial reward from the bank, if you win a match against another player the loser gives the winner money.
Championship & Cup Points
Once you reach the top of a division (or runner up position) you are promoted and receive a card from with a number of points on it. These range from 1 to 12 points and increase as you go up the leagues. You also get points from being successful in the FA Cup and European Cups which you can enter at various times throughout the game. These points are collected and the player with the most points at the end of a set time period (1 hour is good), wins the game.
+2 Goals with these!
Money Money Money
There are a few other variables that happen during the game, the most influencial being the acquisition of a star player. Each star player you have increases your die roll by one on every roll. If you have a few star players you don't lose very often!
That's about it really. Other than the fact it suffers from the same problem many games of the 60-70s namely that the rules are not that clear in places (remember Escape from Colditz?). Mind you with a game of this depth I think the trick is to just Wing It. I remember playing this game in the early seventies with my Uncle, it was a great game. Funny how your memory can play tricks on you, eh?

Good Points
  • Cool retro football theme with nice board graphics
  • Plays 2-6
  • Plays for a set time rather than set objective
  • Nice to see Victory Points in the 1960's
 Not So Good Points
  • Pure roll and move, no strategy at all, at any point
  • No variety in gameplay
  • It IS snakes and ladders 
So votes from the Family
John 2/10
Joanne 6/10
Andrew 7/10

Overall average 5.0
 
Summary
This game promises so much and delivers very little. Yes I know it's 45 years old but even with my 'rose tinted' memory spectacles (reading strength only) on I was disappointed with this game. 
My final reflection on this game are that if Alan Ball thought this was the best game he had ever played then he needs to get out more and buy a second game!





Saturday, 2 July 2011

Buccaneer (1938)


Game Box
Well this weekend we decided on a classic game originally published in 1938! The version that we played was a much later version dated 1975. This Waddingtons game was actually manufactured right here in New Zealand by Thos. Holdsworth in Auckland.

The original version of this game catered for up to 6 players, but this one was only up to 4. Not so great for modern larger families.

Game Board and components
Anyway in this game you are a swashbuckling pirate on the high seas collecting booty (treasure) from around the board. There are a number of ways to do this and each treasure has a value to it between 2 and 5 points. the objective is to be the first player to have 20+ points in your home port!

Sailing Strength 13, Fighting Strength 7
So you start off in your home port with an empty boat and a motley crew to sail your vessel to steal and pillage. Your crew is made up of numbered cards with between 1-3 crew on each card. The total value of crew is your sailing strength and represents the maximum squares you can sail (in a straight direction only) on each turn (there are NO DICE!!!). The crew are either red or black in colour and the difference in value between your red and black crew represents your fighting strength. In a battle on the seas the winner of a fight is the player with the greatest fighting strength irrespective of sailing strength. More of that later.

Trading Goods / Crew
There are six ports on the board, four player home ports and two trading ports. At the beginning of the game a small amount of crew and treasure are loaded into the two trading ports and  both crew and treasure is available to any player to trade with (once in the port) in exchange for either crew or other treasure of the same value. This allows you to re-jig your crew colour wise or swap treasure to a more desirable type.

Treasure Island / Chance Cards
So you start off sailing to Treasure Island in the centre of the board to pick up chance cards that generally are either good or bad. The good ones allow you to pick up treasure or crew cards and the bad ones usually result in loss of either of those and sometimes result in movement of your boat away from Treasure Island. Once you've loaded up your goodies (max of 2 treasures per trip) you return to your port to deposit them. 

Treasure 'Safe' Chest
If you manage to get three of one type of treasure in your home port you can then move them into a safe chest that prevents any other ships sailing into your port and trading them away. This is quite important as once the game gets going one of the safest ways to get treasure is to trade excess crew for treasure in a port. The other way is to pirate it from any other ship that you like on the board. If you manage to sail your ship on an intercepting course with another you can challenge it to a duel. the winner (with the greatest fighting strength) gets to keep all the treasure (or up to two crew cards), any excess treasure going overboard back to the island.

Sailing off to plunder some booty
So there is some strategy to this game and despite the amount of luck with the cards the games tend to be quite close. As a competitive game the players are always aware of how well the other players are doing and it is often a case of ganging up to stop the leading player (as much as you can) to hinder their progress in the game. 

So component wise this version of the game doesn't do so great compared to the earlier versions. Unfortunately for this review I actually owned a much earlier version of this game and the components in that version were some of the best play components I have ever come across. I won't go into detail here but do check out the photos of some earlier games on the link above to see what I mean. This copy of the game was obviously produced to a price point and the quality of the components is not good, but they are just playable. Small plastic boats and jewels along with very thin cards. 

Blue Galleon with Rum & Gold
Well onto the two games we played. The first one to be fair was more about how the game played and the advantages or disadvantages of various strategies. The second game was more cut throat or at least it was for one of our players whilst one of the others just got on collecting her treasure and subsequently won the game! Play time was approx 45 mins per game so quite reasonable.

I would say overall a good game for all the family, with the pirate theme enjoyed by all. Although the grandeur of the earlier versions have now been well and truly watered down the mechanics of the game still mean it is a good game. Considering this game is nearly 80 years old it has stood the test of time really well.

The Good Points
  • Easy to understand rules and board
  • Great card mechanics and no dice (remember this was designed in the 1930's!)
  • Cool pirate theme
  • Fairly balanced close game play.
  • A fair bit of player interaction and commenting on the fate of each ship!
The Not So Good Points
  • Only 2-4 players on this version
  • Questionable component quality and maybe not enough crew cards
  • Can be a bit confrontational for some players (could be good, could be bad!)
So votes from the Family

John 6.5/10
Joanne tba/10
Michael 8.5/10
Rachael 8/10
Andrew n/a

Overall average 7.7

Wednesday, 29 June 2011

Bermuda Triangle (1976)

http://www.boardgamegeek.com/boardgame/2296/bermuda-triangle

Game Box
Well it was another wet weekend again and so this week we decided on another 70's classic, Bermuda Triangle.
As there were only four of us for this afternoon it was a good opportunity to play this 2-4 player game.
Based on the mysterious area in the Atlantic Ocean where literally dozens of ships have disappeared over the years, you are the owner of a shipping line moving your vessels between ports around the board. Once you reach a destination you are rewarded with payment for the commodity you have just delivered.

Board Setup Ready to Go
This payment varies per delivery although you always know what the next arriving ship will receive for their cargo. There are four ports and four commodities. The commodities vary in value, the most valuable being oil which to deliver you need to sail through the most dangerous part of the board, more details to follow! There is a bonus of $20,000 for each ship that gets to the home port on the board which is addition to commodity payment. The winner of the game is the first player to receive $350,000 in payments.

Cloud Spinner
So this is a fairly simple roll and move game with a standard die, where you decide each move, which of your four ships you should move. Once a round after everyone has had a turn the Bermuda Triangle Mystery Cloud gets to move. This is achieved by a spinner deciding how much and in what direction the Cloud will move this round.

The Dreaded Cloud
The Cloud is a large plastic vari-shaped object that sits, initially, in the centre of the board. Underneath and out of sight the cloud has two magnets attached to it which when moved over the board may (or may not) pick up a ship that unluckily gets in the cloud's way.

Yellow Ships THUNKED!
Oh did I not mention, each ship has a strong magnet attached to the top of it?!!! So if the Cloud moves over or near any one of your ships during its move everyone at the table tends to go very quiet awaiting the dreaded THUNK of magnet upon magnet as the unlucky ship is out of the game!


Board Showing Ports and Ships (And Cloud!!)
There is some strategy involved in the ship movements. If you land exactly on another ship you get to send this ship back to the previous port. Also you can block ports by deciding NOT to sail from that port and effectively forbidding entry by any approaching ship, including your own so be careful! Also as everyone can see the amount the next ship that docks at any of the ports will receive, you can therefore decide which ports to target first to receive the better reward.

Ships and Port
So component wise the game does fairly well. Good quality plastic ships with magnets. Sturdy cards and simple instruction sheet. Typical quality for 70's board games and has fared well 35 years on.

Well onto the two games we played. The first was to $200,000 (short game), the second to $350,000 (full game). Game-play was straightforward although we had some discussions over exactly how quickly the Cloud should be turned or moved as well as where on the board EXACTLY some ships were before the Cloud moved. The Cloud can also pick up ships in ports, so port docking positioning also became important, oh how competitive some games can become, Michael!

Both games were fun but the second became slightly too long, although the fact that some ports were empty of rewards before the end of the game meant that tougher decisions were needed to decide which ship to move.
Guess Who Won???

Andrew's Winning Hand
In the end Andrew triumphed, much to his delight he had beaten his father, and promptly exclaimed "that was the best game ever!" The rest of us thought it to be an okay game.

I would say overall a good light game for all the family, the short game better for excitement and closeness, and a game we will probably play again. Rules simple and the whole mystery Cloud eating ships mechanic seemed to amuse everyone except when it was one of their ships being disappeared(!)

The Good Points
  • Easy to understand rules
  • Nice colourful board with good quality components
  • Although mostly luck, there is SOME strategy involved in each move
  • FANTASTIC mystery Cloud with randomness of magnet
  • Short game is fast and fun
  • A fair bit of player interaction and commenting on the fate of each ship!
The Not So Good Points
  • Not a huge amount of strategy involved, lots of luck
  • Full game a bit too long
  • Can be difficult to catch up if you are some way behind especially if being targeted by other players
  • The bonus payment made no sense

Ready to Play Again?
So votes from the Family

John 6/10
Joanne tba/10
Michael 7/10
Rachael tba/10
Andrew 10/10

Overall average 7.7
(Some votes still to come!)

Saturday, 18 June 2011

London Cabbie Game (1972)

http://boardgamegeek.com/boardgame/1581/london-cabbie-game

Game Box
Saturday afternoon, weather not great, perfect time for a family board game! Billed as "The Family Game in which players drive cabs around Central London", how could we resist!

On the box it has the following (taking up a third of the available space!)

A game for the whole family. And up to 6 players. You're a cab driver, driving your cab around an illustrated map of the centre of London. London as it really is. You'll have to be pretty smart at steering clear of the traffic jams. And keeping an eye out for the one-way streets. But if you pick up a measly tipper you'll just have to grin and bear it. Playing this game is almost like driving a cab for real, in fact. (There are no dice.) When a London cabbie, John france of Stoke Newington, was shown the game, he said "It's like the real thing alright. It's the last thing I'd like to play after a hard day's driving around town!"

Well they don't market and sell games like that any more!! This game is another one from the games vault and dates from 1972 game from Intellect Games (what happened to them?!). We got this game, I think, from a car boot sale at probably no more than $5.

So how does a game that is nearly 40 years old fare in the 21st century?

Game Components
First the component facts.
The box is a big solid box and in common with games from this time is designed to be the footprint of the folded board with the components contained in a large void under the board. The board itself is solid and well made, and boy is it big! The board folded out, ready for play, measures 58cm x 86cm!! You need a big table to play this game on.
The rest of the components are paper, card and plastic. There is paper money bills, plastic coins, good quality plastic coated cards as well as 12 really cute wee london taxi cabs (2 each of six colours). There are also 2 road block "traffic jams" signs.

All Ready to Go!
After a quick read of the rules, we were off. The main objective of the game is to accumulate money from picking up passengers from various points around London and then dropping them off at a place or landmark. Each player choses a starting place at the side of the board and starts with one cab (a second is available later in the game).
Then five random collection points are generated through "passenger" cards and each player races to collect the "fare" before another player. Once "picked up" the passenger then reveals his destination (by card again) and when you "drop" them off you get payment. This payment is made up of a fixed fare (on display on the board surface) as well as a random tip (generated by another card turn).

Trouble Ahead at Trafalgar Square
On each round of turns another random card generates a "traffic jam" blocking mechanic at up to two junctions on the board. Thus you can be blocked from moving through a junction you need to travel to get to your destination or indeed be blocked from moving at all if the jam is at a junction that you are presently at. (Joanne particularly enjoyed this aspect of the game as it caught her three times in a row at one junction!!!)

Rachael on the move!
So everyone has 20 moves per turn, each move equaling one square on the board. You can pick up and drop off as many times as you like per turn but you must move 20 squares. The only exception is if you are blocked. As you cannot pass another cab this ensures that early on you cannot deliberately block another player.
Once you have two cabs it is a different story! You also have to pick your route carefully as there are quite a few one way roads that can really annoy you, believe me! And as you can only turn around at a junction this means that you can travel quite a few extra squares than you need to if you get it wrong!

So you travel 20 squares per turn moving around the board collecting fares and tips. That's basically it. The game we played took around 90 minutes and would have been quicker if
Michael the Cabbie drops off at Victoria and claims victory!

  1. The players were more familiar with the places on the board. It sometimes took us a minute or two just to find where the pick ups were!
  2. The players thought a little more ahead, working out where their next fare was likely to come from BEFORE dropping off the existing fare!
  3. One of the players wasn't cooking dinner at the same time!
Anyway the agreed victory condition was met in the end, and it was quite a close finish from three players, by Michael. (He then scored the game 9/10!!, I wonder what it would have been if he had not won???)

Overall not a bad family game.

The Good Points

  • Easy to understand mechanics of movement
  • No dice!!! Yeah!
  • Big colourful board with good quality components
  • Playable by up to 6 players.
  • You set the victory conditions, either time based or money value.
  • Different currency (GB Pounds) always good for discussion.
  • Reasonably close competion throughout, no-one really had a big lead.


The Not So Good Points

  • Not a great deal of strategy involved, a little more later in the game.
  • Not so much player interaction, most of the turns you were only concentrating on your move.
  • You need an understanding of London geography to better appreciate this game.
  • There were some disagreement over u-turns being allowed or not.
  • Tighter control of passengers and cabs when in two cab mode.



Andrew happy with the photo, not so much with the game!
So votes from the Family

John 6.5/10
Joanne 7/10
Michael 9/10
Rachael 7/10
Andrew 5/10

Overall average 6.9