Showing posts with label CoOp. Show all posts
Showing posts with label CoOp. Show all posts

Saturday, July 20, 2013

Race To Adventure

Racing across the globe to collect stamps from exotic locales and rescue prisoners from the sunken city of Atlantis, Race to Adventure is a fast playing board game based in the universe of Spirit of the Century, the Fate powered RPG from Evil Hat. You play as one of five characters from the RPG and novels, including the gorilla, Professor Khan, and star of the upcoming Young Adult novel, Sally Slick.

Each turn consists of players choosing from a number of items, such as the Jetpack, Biplane or Raygun, starting with the current First Player and proceeding clockwise. Once everyone has chosen, all players do their actions together, simultaneously. Then the First Player token moves clockwise to the next player and the next turn begins.

Race is a very easy to learn game, with a well laid out, clear and simple rulebook, and lovely colourful cards with big, clear symbols for the actions. Honestly, the most difficult thing about Race for us during our first games was learning that the game really does play that fast! Turns flash by. Players move together, reaching over each other to get to their tokens and perform their daring feats. Because everything is so well laid out and the visual design is so clear, everyone knows what everyone else is doing, and how it might effect their turn this round. The rules are easy, but overcoming that ingrained board game concept that each player should finish her turn before moving to the next players actions is harder. But once you get it, you understand how the game can be over in 30 minutes, despite a lot to accomplish to claim victory.

The board is made up of tiles that are laid out in a 3x3 grid, beside the heroes base of operations in the Empire State Building that makes up the leftmost column. In a move that is nothing short of genius, each tile has a standard side and a Shadow side. This ties nicely into the setting, where the heroes are Centurions, while the villains of the universe are referred to as Shadows. The Shadow sides offer a higher level of difficulty through greater mission requirements and more impassible borders, requiring more thought on strategy for the current and upcoming turns.

As it was funded through Kickstarter, the copy of the game I received included the expansion, adding more tiles that can be swapped in, as well as new enemies and objectives. That said, even just the base game has a lot of replayability, as the tiles play in a different order every game, making it fresh and new with each play. As well as that, you can play on the standard side, the Shadow side, or a random combination of both. Nigh-limitless variation!

Race to Adventure is another fun, fast game that I love to play whenever we feel like something shorter than Battlestar Galactica! In fact, Race can play faster than some games of No Thanks!

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Red November

So, you're on a submarine and suddenly all hell breaks loose! Reactors start to overheat, water starts rushing in everywhere and someone just reported seeing a kraken appear on scopes. Worse, you're all gnomes, and there's nothing you enjoy more than a bottle of grog. There's no disaster so bad that grog can't help. Well, no disaster you've survived so far. This one, however, is looking particularly bad.

Red November is a mostly co-operative game of disaster management on a rusty old submarine. You play gnomes tasked with slowing the constant assault on your metal habitat, lowering flood waters, putting out fires and repairing critical systems. A time track running around the edges of the game board, where your time tokens move to keep track of how long you've spent on your turn. Every Action takes time. some are set, such as opening a door or moving through a flooded room, while other Actions allow you to decide how many valuable minutes you'd like to expend on them, like repairing, or fighting fires. If one of the three disaster tracks fills up before everyone makes it to the end, then everyone dies. Also, that kraken can eat you too. Many ways to die, only one way to win. Man! Co-op games!

I did say "mostly" co-operative, though. In the closing turns, a gnome holding the Aqualung item can chose to abandon ship and swim to safety. If the submarine does indeed sink, then that gnome alone wins. If, however, the remaining crew manage to hold off the rising tide, then they win, the mutinous gnome is executed and everyone apart from that gnome wins! Fun times, and a neat twist right at the end.
This is a fun, fast game. Once you learn the rules, each turn plays out remarkably fast. Players declare what they're doing, then move their pawn for the Action, and a ghost marker moves along the time line to track the expended time. At the end of the turn, the players actual time marker moves up to the ghost marker, encountering any Events along the way, most of which are disastrous!

The game board and pieces are beautiful, and the art is vibrant and funny. I have the big box edition of this game, rather than the first edition mini-box. The submarine board in the first edition is just a thin card, and is hard to make sit flat on a table once unfolded. Unfortunately, I find that my larger scale game board also has difficulty sitting flat once unfolded. A minor quibble, however, and one that doesn't hinder the enjoyment I get playing the game.

Red November is a casual game that runs a little too long to be a night-opener before a more involved game, but it is perfect for an evening with friends who just want to chill, chat and play something light and fun that won't exactly tax your mental capacities, but will definitely elicit a chuckle or two from the players.

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Forbidden Island

To describe Forbidden Island as "Pandemic-Lite" is accurate to a degree, but does the game a grave disservice. Both games are designed by Matt Leacock, and while they have many similarities, I love having both on my game shelf.

In Forbidden Island, players play a team of Adventurers, co-operatively trying to recover four artifacts before the island they are on sinks into the ocean, taking the artifacts and the Adventurers with them. Players must gain sets of same-coloured cards in order to retrieve the matching artifact, similar to curing the diseases in Pandemic. Also like Pandemic, each Adventurer has a unique ability, and success depends on players maximizing how those abilities play off each other.

The island itself is made up from tiles that are randomly placed in a thick + shape at the start of the game, revealing where the Landing Pad and the four artifacts are in play. Forbidden Island cuts the Infection and Player decks present in Pandemic into a single deck, containing Waters Rise cards in place of Epidemic cards that slow cause the island to flood. Eventually tiles can sink beneath the waves, and be removed from the game. If a critical tile is removed, the players immediately lose. As is common in co-operative games, there are many ways to lose, but only one way to win.

The theme is much friendlier toward younger players than Matts apocalyptic Pandemic, and the rules are lighter. Players can trade any cards simply by being on the same tile as each other, unlike in Pandemic, where you must be in the city named on the card to be traded, severely restricting trade, and making multiple trades in one players turn almost impossible. Also, once an artifact has been recovered, it's yours to keep. There is no equivalent to eradicating the diseases from Pandemic. Everything has been stripped and streamlined. This doesn't make the game easier, but just different. In fact, Forbidden Island has it's own difficulty scale, and it is alarmingly tough to win at the higher settings.

Forbidden Island is a great game. It plays fast, at 30-45 minutes, and the artwork on the tiles is simply gorgeous. I highly recommend it to anyone looking to have a game on hand for either younger gamers or introducing people to board gaming, while still offering a challenge for experienced gamers.

It also makes a great stepping-stone for introducing players to Pandemic...

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Pandemic

In designer Matt Leacock's Pandemic from Z-Man Games you play members of an elite team from the Centre For Disease Control, fighting to stop four contagions from wiping out all life on earth. Actually, they're only worried about those filthy, over-populated metropolises that litter the lands. While we're being anal about terminology, you're hardly the CDC's "elite". I'm pretty sure they realized early on that the earth was doomed, and sent your dumb, idealistic ass out to die a slow and agonizing death while they locked the best and brightest into self-contained underground vaults to wait out the apocalypse. And you know they totally took the Jesus Medic, as well. None of you are ever the Medic.

It's A PandemicThe object of the game is to gather cards of a matching colour to discover cures for the various contagions. You work as a team to slow the infection rate, as well as controlling the areas that are already infected. As you play co-operatively, the Infection Deck works against you to spread the nasty stuff, moving you ever closer to those dreaded Outbreaks. Even the Player Deck is seeded with the vile Epidemic Cards that increase the rate of infection across the globe.

Pandemic is a fast and fun co-operative game that is easy to grasp, but difficult to win. There are four or five ways that you could watch the world burn, but only one situation in which you can sit back as the victors. The expansion, On The Brink adds more roles and introduces some new play styles, including allowing one player to act as the bio-terrorist, sabotaging bases and infecting cities of their choosing.

I have the Second Edition of the game, with the new art work and game board. I love the art, especially the blue colours on the game board world map. It makes it feel really like a war-room battle map, surrounded by top men; top men who haven't a clue what's happening. The new edition contagion cubes help as well. In the first printing, the cubes were wooden, but they were replaced with plastic ones in this edition. At first, I was annoyed because wooden pieces feel really nice in-hand. However, the plastic ones look really good on the board, catching and throwing back the light, looking like they're glowing.

This is a tough game. Apart from some early games on the Easy setting, I have yet to win a game on Normal or Hard. We came painfully close several times, the worst of which was when I had the cards in-hand for the final cure to win the game and had ended my previous turn standing on a Research Station. All I needed was a single Action to for our team to win the game. The player immediate preceding me took her turn carefully, then flipped her Player Cards, revealing an Epidemic Card that resulted in three massive Outbreaks, and using up all the black cubes. Double death.

Because it's entirely a co-operative game, Pandemic does fall into the problem of what I can only term "Expert Instruction", when one player instructs the others in exactly how to take their turn, resulting in a session that might appear to be a four-player game, but is actually just a single-player experience with viewers.

If you can overcome this urge to direct, then Pandemic is a wonderful co-op experience, where you can go from cruising along with no sense of immediate danger, to watching a continent melt under the pressure of a dozen cubes in a single turn. It's nice to win, but thrilling to lose.

Before I finish, one of my favourite aspects of Pandemic is getting to name the various contagions each game. You can be as imaginative as you like. Unlike Risk: Legacy, naming these has no effect on the game, and names can change from play to play. So, will you be curing Terminal Runny Nose or Techno-Techno?Will one of your cubes represent the encroaching threat of Terrorism or Capitalism, or will you scratch the massive spread of Crotch Rot from the plants loins? The choice is yours!

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Race to Adventure