28 July 2018

Board Game Review: Rampage / Terror in Meeple City

In 2013, Repos productions released a game called Rampage. It was inspired by, and in part, based on the 1986 video game of the same name. Alas, Repos had not secured the rights to use this name, and so in June of 2014, the game was rereleased as Terror in Meeple City.

I recently got to play a game with a friend of mine. He had managed to acquire one of the original Rampage versions right as the new edition was being released. So the photos I have will look slightly different from what you can expect to find if you go out and buy the current Terror in Meeple City.

With that said, let's get on to the review, staring (as always) with some numbers!

Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, and makes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take. Gamer Profile Ratings measures how strongly a game will appeal to players based on their interest in one of four areas. These areas are measured as High, Medium, or Low. Strategy describes how much a game involves cognitive challenges, thinking and planning, and making sound decisions. Conflict describes how much direct hostile action there is between players, from destroying units to stealing resources. Social Manipulation describes how much bluffing, deceiving, and persuading there is between players. Fantasy describes how much a game immerses players in another world, another time.

Strategy: 1
Randomness: 2
Complexity: 0
Humour: Inherent
Attractiveness: Pretty
Average Length of Game Play: 30 minutes
Gamer Profile Ratings:
  Strategy: Low
  Conflict: Low
  Social Manipulation: Low
  Fantasy: High

21 July 2018

PinkFae Archive #16: Object of the Game vs The Reason for Playing

Here we have another reprint of an article that I originally wrote for PinkFae. I'm excited to bring you this one, in which I discuss a topic of which I think a lot of people lose sight: what really is the object of a game? Enjoy!

A photo of the rules for Parcheesi printed on the inside of the box top. The object of the game is highlighted: it reads 'The object of the game is to be the first player to move his four pawns from his START to his HOME.'

Often, when reading the rules to a board game, you will find an entry listed as 'Object of the Game.' This tells you the conditions which a player must fulfil in order to be declared the winner. However, it is misleading to call this the 'object' of the game. The object of the game is to have fun! Obviously, I've talked about this some before. But I want to talk about a specific phenomenon that I see frequently in games, and that's confusing the object of the game with the victory conditions.

14 July 2018

Clans Vs Fae - Comparing an Original and a Reimplementation

The boxes for Clans (artwork showing some prehistoric people on a hill looking down into a valley with several huts in various colours) and Fae (artwork showing a cloaked figure with a primitive staff holding his arm up towards a faerie creature).

Many years ago, I saw a game called Clans being sold in a game store. I read some reviews online, and thought it looked like a good investment, so I bought it. I played it, and I loved it. You can see what I thought of it in my review.

A couple of months ago, I noticed that there was a listing on Board Game Geek for a reimplementation of this game called Fae. I was apprehensive, yet excited. Clans had been out of print for some time, so I was pleased to see that it would be available again, although I was concerned that they had complety changed the theme.

I finally got my hands on a copy of it. So today, I'm going to compare the original game, Clans, to its reimplementation, Fae.

07 July 2018

Board Game Review: Azul

It seems as though everyone who loves board games loves Azul. So when I had a chance to play it, I absolutely had to give it a try! And I must say, I can see why so many people enjoy it. It's very thinky-thinky, with a pleasant theme and some really nice components.

But I'm getting ahead of myself. So let's go ahead and get started, with my review of Azul.

Strategy and Randomness are rated from 0 to 6. A 0 means the rated aspect plays no part in determining the game's outcome; and a 6 means that it is the only factor that determines the game's outcome. Complexity is also rated from 0 to 6; a 0 means that it's so simple a six-year-old can play it, a 3 means any adult should have no trouble playing, and a 6 means that you'll need to refer to the rulebook frequently. Humour can be rated as 'None,' meaning the game is not meant to be funny, or it may have one or more of the following: Derivative (meaning the humour is based on an outside source, such as a game based on a comedy film), Implicit (meaning that the game's components are funny, such as humourous card text), or Inherent (meaning that the actions the players take are funny). Attractiveness has nine possible ratings. Ideal: the game is beautiful and makes game play easier. Pretty: The design is beautiful and neither eases nor impedes game play. Nice: The design is beautiful but makes game play harder than necessary. Useful: The design is neither beautiful nor ugly, but eases gameplay. Average: The design is neither beautiful nor ugly, and neither eases nor impedes gameplay. Useless: The design is neither beautiful nor ugly, but makes gameplay harder than it needs to be. Utilitarian: The design is ugly, but eases gameplay. Ugly: The design is ugly, and neither eases nor impedes gameplay. Worthless: The design is ugly, and makes gameplay harder than it needs to be. Average Length of Game Play describes how long an average game will probably last, give or take. Gamer Profile Ratings measures how strongly a game will appeal to players based on their interest in one of four areas. These areas are measured as High, Medium, or Low. Strategy describes how much a game involves cognitive challenges, thinking and planning, and making sound decisions. Conflict describes how much direct hostile action there is between players, from destroying units to stealing resources. Social Manipulation describes how much bluffing, deceiving, and persuading there is between players. Fantasy describes how much a game immerses players in another world, another time.
Strategy: 5
Randomness: 2
Complexity: 2
Humour: None
Attractiveness: Pretty
Average Length of Game Play: 40 minutes
Gamer Profile Ratings:
  Strategy: High
  Conflict: Low
  Social Manipulation: Low 
  Fantasy: Medium

30 June 2018

PinkFae Archive #15: Discrimination in the Geek Community

It's time once again for another article that I wrote for PinkFae. As we continue to reproduce the writing I did over there so as to ensure that it is not lost to the annals of time, we come to the post that I wrote on 20 April 2016.

Directional road signs, one labelled 'us' pointing left, and one labelled 'them' pointing right.

A friend of mine recently posted a link on facebook. This link led to an article about women experiencing harassment at gaming conventions. He also included a link to a second article discussing the same topic. Both articles were, I thought, well written, and described a common problem. The sad truth of the matter is that the geek community does include a lot of discrimination. Obviously, it's most commonly directed at women, but it's not limited to that demographic. There are examples of anti-LGBT+ discrimination as well. I would like to take a moment to discuss my thoughts on this matter today.

WARNING!

I'm going to be discussing some fairly bothersome topics in this post. In order to adequately talk about discrimination, I will have to provide some examples of that discrimination. This will include some language that will be offensive, as well as possible triggers. Please be aware that some of what I am about to say is going to bother some people. Use your best judgement in deciding whether to continue reading beyond this point.

23 June 2018

Transgender Representation in Board Games

I recently found an article on Transgender Representation in Board Games. When I first saw it, I thought, 'I'm not sure how to represent any particular demographic in board games. For example, when I play Power Grid, there are different coloured pieces for each player. There's no gender involved in that in any way!'

What I was forgetting was story-driven games, such as Betrayal at House on the Hill. Apparently, I still suffer the old person mindset of someone who grew up in the 80s with games like Balderdash, Scotland Yard, and Trivial Pursuit, along with still-popular classics such as Monopoly, Sorry, and Scrabble. These games have only colours, no characters at all. Even games that did include characters, like Cluedo/Clue, the characters were not a big part of game play. Although I always knew that the yellow pawn, for example, represented Colonel Mustard, it never felt like I was playing him as a character in the game. The disassociation between the characters and the game itself was pretty strong.

The only game I can think of that really involved gender at all was Life, which boiled everything down to incredibly abstract concepts of 'pink pegs and blue pegs.' There were a lot of games that used characters from existing franchises, such as Star Wars and other movies.

So perhaps I can be forgiven for not immediately thinking of character-based games.

16 June 2018

Board Game Review: Jim Henson's The Dark Crystal

The cover of the game. The title is displayed superimposed over the titular crystal, with the castle of the crystal visible in the background. Along the left side are the four main characters, each in a circular portrait. Along the bottom is a window covered with clear plastic allowing the four miniatures that are the game's playing pieces to be seen.

If you've been paying much attention to this blog at all, you know that I am a major fan of The Dark Crystal. I have been ever since I was a young boy and I saw it when it first released in 1982. So it's no surprise at all that I had to pre-order a copy of the board game the moment I heard it was being released.

Of course, the time has come to review that game. Mount up on your landstrider; we're adventuring in the world of Thra!

Warning: This game (and thus, probably this review as well) contains spoilers for the film. If you haven't watched the movie, you might want to do that before you read this review.

Of course, if you haven't watched the movie, why on earth not? Go watch this amazing film right now! This review assumes that you are familiar with the story and the setting, so if you don't know what skeksis, mystics, garthim, Aughra, or podlings are, this review probably won't make a whole lot of sense.

So, with that said, shall we start with the numbers? Of course we shall!