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 The box also has an Australian website address, however this is no longer active.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!