Wednesday, June 17, 2009

Roads & Boats

Some games regard themselves as rather epic. From the giant boxes of Twilight Imperium the thousands of pieces in Heroscape, some games are huge spectacles of gaming grandness, and they are well aware of that. Roads & Boats isn't that self-aware, despite being a rather epic game itself. It's difficult to describe, but Roads & Boats has a down-to-earth mentality that pervades the entire experience. From the manual that speaks plainly and unobtusely, to the simple bits and hexes, the game is almost humble in its presentation.

The game itself is rather unique, as it throws every notion that players have of ownership and territory out the window. In Roads & Boats, you have a home hex and some transportation vehicles. Eventually you'll get some goods on those transporters and build yourself some walls, and that's the extent of "your" stuff in the game. Everything else, every other building, good, or other resource is up for grabs belonging to no one. People will violate "your" territory constantly and take "your" goods to go make other goods. As Yoda once said, "You must unlearn what you have learned". You can't sit back and just try to meaninglessly defend what you might think is your lands just because you started there. You need to stay mobile, keep producing, and work to make stuff and score points.

Roads & Boats takes some getting used to, but it's still a well-designed and engaging gaming experience. If nothing else, you really ought to play simply for the opportunity to broaden your gaming horizons and learn to think differently on the fly. The game's landscape can change rather quickly, so if a long-term strategy becomes no longer viable, you have to adapt or abandon your original plan. This is mostly true of other games, but it can be surprising how fast things can change in Roads & Boats. All in all, it's a wonderful game that I look forward to playing again. 8/10.



Wednesday, June 3, 2009

Sunday, May 31, 2009

Quick Hits

Played a bunch of new games over this weekend so far. Reviews will be coming ASAP. For now, here's a sampling of the gaming goodness!











Sunday, May 17, 2009

Fury of Dracula

There are so many cooperative games that are coming out that we’ve now started to remake/improve some of the oldest cooperative board games around. There’s nothing inherently wrong with Scotland Yard, as it’s a perfectly playable game even for gamers with more modern standards and tastes. However it’s not perfect and an update was probably in order.

Fury of Dracula fits this bill nicely. The gameplay is essentially the same as Scotland Yard, where one player acts as Dracula and travels across Europe to create new vampires and elude the Hunters. The Hunters’ job is obviously to find and kill Dracula. As Dracula moves, he leaves a card corresponding to a city on the Dracula's Trail track. Using various means, the players are able to reveal these cards and determine where Dracula may have gone. This can be dangerous, as Dracula leaves minions and traps in his previous locales. Combat involves each belligerent choosing a combat action, rolling a dice, and then determining which actions go off based on the weapons or abilities used. Damage is then dealt, and play continues until one party is dead or one party successfully retreats.

Unlike Scotland Yard, the Hunters have varying skills and abilities. The Hunters have to work together to find Dracula, and failing to use their abilities to aid their team will result in a quick win for Dracula. This isn’t always easy as Van Helsing’s and Godalming’s special abilities are geared toward helping themselves rather than helping the others. Nevertheless, coordination and teamwork are a necessity.

The game offers a lot of risk/reward options for both Dracula and the Hunters. Hunters can travel quickly by train, but may end up going nowhere if they run into bad luck. Dracula can clear the Trail and wipe out his path with the right card, but doing so erases any encounters that he might turn into victory points for himself. A player can try to retreat from combat if he or she is close to death, but doing so means that they won’t do any damage to their enemy.

Overall, Fury of Dracula does a good job of giving all the players a rewarding experience. Playing a Hunter seems just as fun as playing Dracula, and there are fewer “wasted” turns on the player’s part where they could potentially be running around getting nothing accomplished. The game is extremely social, as the Hunters must constantly discuss what to do next and how to deal with each new development or discovery. Like all turn-based games it’s important for the players not to mull over their actions for too long, as extended bouts of indecisiveness will result in a longer and more tedious game for everyone else. It should be noted that there was a previous edition of The Fury of Dracula, and that the version that I played was the Fantasy Flight edition featuring slightly simpler and much more streamlined rules and mechanics. Fury of Dracula gets a 7 of 10 from me. I can’t wait to play it again. Also, I can’t promise that I won’t make The Count references if I ever play as Dracula.

Thursday, May 7, 2009

Wednesday, May 6, 2009

Random Thoughts #2


  • STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!! STAR TREK IS TOMORROW!!!
  • Last night's appearance on Late Night JengaJam was a lot of fun. Hopefully we'll get to do it again at some point. After the show we talked about doing some live board game playing at some point in the future, so we'll see what happens with that.
  • NFL draft was last week. OU sent 5 players to the pros, including 3 offensive linemen. Texas sent 4 players, including 3 defensive linemen. This year's OU/TX game should be more interesting than ever.
  • Halo was also fun last night. There's a special kind of joy associated with blowing up a Warthog full of enemies with a missile pod, or blowing up two enemies at the same time w/ a single rocket. TOTAL CARNAGE! I LOVE IT!
  • Current D&D Campaign Count: 3. One party of three 9th level guys (Dragonborn Paladin/Warlord, Dragonborn Warlord/Barbarian, Human Bow Ranger), another party of three level 5 dwarves (Battlerager Fighter, Warlord, and Beast Ranger), and the big party of six level 7 guys (Human Rogue, Human Swordmage, Human Fighter, Dwarven Wizard/Fighter, Dwarven Cleric/Warlord, Tiefling Warlord).