<<Back
Page 2

 

      Anyway, this is a kid's game with a little added oomph. 5 plastic pigs are lined up (one after another) on a circular track. The deck is shuffled and 7 cards are dealt to each player. The cards are the various colored pigs. So, when I play my card, I jump the pig whose color I played to the next empty space. If that happens to be the front of the pack, I get a food card.
      Yawn, you say? Well, it's not rocket science, but there is one nice twist. The only way you get to "keep" the food you earn in a round is by using your last card to move that colored pig to the front of the pack. If he doesn't become the front-runner, your food has the same fate as Bill Bradley!
       The most food after 3 rounds wins. (There are some variant rules for adding food to the track, but we just played the basic game.)
       Rating: 6. Keep in mind that I'm rating this as a children's game... this is a a 6 on the "CANDYLAND - LOOPIN' LOUIE" scale, not the "GLOBAL SURVIVAL - EL GRANDE" scale.

SOLCHES STROLCHE! (Amigo)

      I have no idea what the title means... possibly "Find the Neon Colored Animal" or something like that. Anyway, a bunch of heavy stock cards are laid out on the table, each depicting one of five animals (cow, horse, pig, dog, cat) in one of five neon colors (purple, blue, yellow, green, red). The top card of a second deck of cards is flipped over, and the game is on! The second card shows 4 different animals, each with a different color. Your job is to find the missing colored animal and slap it ala SLAP JACK. Kind of like SET for kids.
       Rating: 7. Again, as a kid's game... this SET with animals game works well even with *young* kids. It's a good little game... fast, furious, and fun.

 

TIME PIRATES (Piatnik/Rio Grande)

      The theme itself is intriguing... pirates wandering through time stealing treasures for wealthy clients. The board art is good, too... sci-fi-ish but clean & easy to use during play. The one possible graphic glitch: some artifact pieces have extra symbols which allow you to use them to travel through time or to trade artifacts with another player... they would be difficult to see under the wrong light.
       The game is yet another set collecting romp from Alan Moon... in your turn, you can only take two actions: move from one time period to another (by following one of two lines into another century), collect an artifact (by picking it up off the board), or fulfill a contract (by turning in your artifact for "points" in the form of contracts). As well, a player can request (like FREIGHT TRAIN) at the beginning of their turn for a time period to be re-stocked with artifacts, and players may use the above-mentioned special artifacts in addition to their normal moves.
       Each type of artifact has a number of available contracts: worth 2, 3, 4, 6 & 7... and costing 2, 3, 4, 5 & 6 of the same type of artifact (respectively). In addition, there are (numbers are sketchy in my memory here) wild card contracts worth 2, 3 & points.. and costing 3, 4 & 5 of the same type of artifact.
       But, the Time Pirates are not only racing each other across the centuries, but also the Time Police (the cops, the fuzz, the Man), representing by a black pawn on the board and by Police chips mixed into the artifact bag. If you start your turn on the same space as the Time Police, you must lose your most valuable set (first wild cards, then the set you have the most of) AND spend your first action to vacate that century. The Time Police continue their cruise through time when time periods are refilled... if their chip is pulled (can you tell I've been 'translating' via Babelfish a bit too much?), they are moved that number of spaces and then another chip is drawn. When the eighth Time Police chip is drawn, the round is scored. The third time you score, the game is over.
       Aaaahhh, time (unintentional pun alert) for one last wrinkle. You get a 2 pt bonus for having contracts in all five types of artifacts... and 2 pts for having the most valuable collection of contracts for each type. So, players stack their contracts into five face-down stacks and assign wild cards where they think they'd be the most helpful.
       Next question: does Alan Moon borrow from himself more than any designer on the planet?! (OK, Knizia's up there, too.) Note the GET THE GOODS timed scoring mechanism, and the FREIGHT TRAIN re-stock. Mind you, they're both good ideas... it's just interesting to see them keep popping up.
       My reviews of this are mixed... you know, an o.k. family game, maybe in the same class as ANDROMEDA. Then we found out that Jay had taught us a rule incorrectly... chips turned in for contracts do NOT return to the bag until you score the round. (We had put them back in the bag.) This would cut a good bit of time off the game and up the tension level, which means I will definitely have to give it another try.
       Rating: 7 out of 10. With the rule correction, this could be a wonderful family romp or a 45 min. gamer filler.

 

VAMPIRE (Goldsieber/Rio Grande)

      First problem: My complaints about SCHOTTEN-TOTTEN seem equally valid here...this game could be about literally anything. I've always thought that BASARI kind of had a lock on disconnected themes, but it looks positively 'American' compared to VAMPIRE.
       That said, the game itself is a simple RUMMY variant with a LOST CITIES-like discard scheme. Players are (ha!) vampire hunters, collecting cards worth one or two points and then melding them in sets of three or more. On your turn, you can take 2 cards from the deck, then meld or discard one card to the appropriate discard pile (one for each 'suit' of vampires), OR you can pick up the entire discard pile of one suit and then you must meld. A second meld of a type of vampire you already have sends the first meld off to the discard pile.
       The game ends at the (hallo, Knizia!) end of the deck OR when (hallo, Knizia again!) one player has a meld in each suit. (Shades of ZIRKUS FLOCATI). At that point, the lowest meld on the table of each type (counting not melding as a zero meld) is discarded and players count up their points.
       That's it. Really.
       Can't say it's a bad game... but it's not really about anything... and the card play is interesting but not spectacular. Yes, I'm damning it with faint praise, but I guess I was expecting a little more here. (To be fair, the art is not terribly graphic but rough for the RUMMY-like nature of the game.)
       Rating: 5 out of 10. I should note that my wife enjoyed the game of this she played later in the weekend... evidently going out fast & furious with a win. It also seems to be gathering some positive press likening it to other ‘lite’ Knizia games.

 

WEB OF POWER (Goldsieber/Rio Grande)

      Each player represents (I'm guessing here) the head of an order of monks, bent on influencing the Known World for good and the benefit of the people. (Yes, this is an optimistic

view of ecclesiastical power struggles... what can I say?) Anyway, each player has two resources at his disposal to accomplish his ends: cloisters and advisors. The 'battle' rages across 12th century Europe.
      
On your turn, you use the three cards in your hand (two identical cards can be used as wild cards... and all the cards except those for France allow you place pieces in one of two countries) to start monasteries (cloisters) and send advisors to the various kings. At the end of your turn, you refill your hand, choosing to take from two face-up cards or the top of the deck. When the deck runs out, you score the cloisters... the player(s) with the most in any country score the total number of cloisters in that country. The second place players(s) score the number of cloisters the first place player has, and so on.
       In the second (and final) round, a number of new scoring opportunities present themselves. If you have a line of 4 or more cloisters (that cross a national border), then you score the number of cloisters you have in the 'chain'. As well, the player(s) the most advisors in BOTH of two adjoining countries score the total number of advisors in both countries.
One final rule: a country can only have as many advisors (from all players) as the number of cloisters held by the first place player. (This is the rule we screwed up in our first game - which I won... kind of throws a pall over my victory, eh?)
       There's nothing terribly original here... but what IS here is very, very good. I see this occupying a closer niche in our gaming group... at 30-45 minutes and very fast game play, it will work very well! (I think it will also work well as introduction to non-gamers for games like EL GRANDE and EUPHRATES & TIGRIS... again, short playing time and simple rules - with the cards reducing your options to manageable levels.)
       Rating: 8 out of 10. EL GRANDE-like with nice graphics and quick play... and some very interesting scoring tradeoffs.
       But then again, what do I know?

 

Mark Jackson runs Game Central Station, a Nashville based gaming group and website. His favorite game this week is CLOUD 9.

 

 

PLAYER'S NOTES
by Peter McCord

 

       Brandywine is the newest game in GMT’s American Revolution series, following the initial release of Saratoga. The system rules are nearly exactly the same, with only minor changes to clarify earlier errata or to address game specific problems, like victory conditions. This series is something of a third generation Blue and Grey game, although it does not use the formation activations of other incarnations as in Across 5 Aprils or Glory. The game simulates the one day battle with hourly turns. Combat is odds based, mandatory while in ZOC, and uses a chit system (taken entirely from 1776) to produce die roll modifiers. Morale, leadership and terrain also modify the combat die rolls; the table uses a ten sided die. The results on the table increase only incrementally, and so die roll modifiers are more critical to combat success than initial odds, usually. Players also track army morale, which can waver due to cumulative defeats. As army morale declines, unit morale may fall as well.
       Brandywine opens with a British assault on Maxwell’s detachment who are stuck on the wrong side of the apparently large Brandywine creek and who do their best to scurry across it, or else they become casualty victory point fodder for the Queen. Unless either player is excessively cunning or foolish at this point, this initial skirmish is usually followed by a four turn lull. The main British force arrives behind the creek on turn seven, and a potentially large battle may ensue by the meeting house.
       Brandywine’s rules are very tight; the only questions I came up with were some anomalies in the slope LOS rules (errata is forthcoming). One apparently quirky rule for me is the prohibition of retreats through stacks, which results in perhaps too many unit captures, which are critical to victory determination. Many of the Prussian units are large enough to only be able to stack alone, and so the result is that the larger, sturdier units surrender more frequently than the smaller, irregular units. This struck both me an my opponent both as unwanted artifact of the rules; in any case, be careful where you deploy units with names like "Donop."
      Strategically, I think this battle as presented is a bit stale. If the British can earn an early VP versus Maxwell, they can sit back and not attack, earning a marginal win on points, unless the Americans can somehow counterattack across the very creek they decided to defend behind. Conversely, if the Americans can pull out an early VP, they can easily run away from the relatively late arriving British on Turn 7, abandoning the meeting house entirely. The game ends with the Americans in full retreat, but the British still lose. I think with some minor tweaking of the marginal victory conditions, this game could be an outstanding chess match, with both sides committing their artillery and leaders with caution and sweat. On a positive note, the inherent game system is slippery and deceiving; seemingly minor setbacks can explode into catastrophic failures, and hopeless positions can easily be reversed. Perhaps too much fate resides in the potential double move, as the game has a turn by turn initiative die roll. I think this game is a must have for all Revolutionary War gamers, and while the components (especially the counters) are first rate as usual for GMT, due to the situation I can only recommend this game mildly.

       The Gamers’ Drive on Paris is a devilish new entry into their Standard Combat Series line of games. The basic system rules plus the game specific rules total no more than 8 pages, and all of the concepts and terms are easily recognizable to anyone who has played at least one wargame. The game simulates the opening months of WW1 at the division level. The game opens with the Schlieffen plan more or less in place; the Germans must violate Belgium’s neutrality and run like hell for Paris before they run out of gas, or the trenches set in. The French are saddled with their historical Plan XVII, meaning they must attack into Germany.
       The game divides the map into with a "French Deployment Line" (FDL) that is printed right on the map. While the Schlieffen plan races (or slogs) north of the line towards Paris, plan XVII bumbles and stumbles south of the line. The Germans may cross the line with impunity; thus, they can shift forces back and forth at will, subject to the distances involved. They have a few train units to move folks around as well. The French, however, cannot cross the line at all, unless Paris is threatened. Except for a meager flow of replacements, the French are stuck defending in the north with only

 

 

Next Page>>