Monday, August 15, 2016

Unfair, the board game, Written and Designed by Joel Finch, Produced by Good Games Publishing - Reviewed by Jason Elliott from PaladinElliott Productions

Unfair, Written and Designed by Joel Finch, Illustrated by Mr. Cuddington, Produced by Good Games Publishing

Reviewed by Jason Elliott from PaladinElliott Productions

Throughout this review, I will have Special Notes and some will say "From Kim", referring to the wonderful Kim Brebach. It is because of him that I have a review copy, to give all of you wonderful players insight into why this is going to be a great game to add to your collection. These notes will be noting changes as this game makes its way through Kickstarter. Through your support it will become a better version with the upgrades and additions that Kim and the Good Games Publishing Team seek.

What are the recommendations for this game?

Number of players: 2-4

Time of game: 25 minutes per player (this will be longer for new players, and shorter with experienced players)

Age recommendation: 12 years and up

The back story: 

Each player is the head of a theme park in this city. Only one theme park can reign supreme. You will need to build the greatest one, no matter what. The time frame for this building will be over 8 turns (it is recommended that first time players use the Game Changer "First Date" to make the game 6 turns). The first 4 turns the city will seek to help you and be known as the Funfair. Then, the city planning office will close down, as the city will turn against you, and the remaining 4 turns will be Unfair. You will need to be very effective in using money to purchase and upgrade the attractions that lie beyond your front gate. You will need to consider how much money you have left at the end (every two coins is one point). You will need to consider building a Showcase attraction and upgrading it. You will need to consider hiring Staff to assist you. You will need to consider drawing events for special abilities to favor your building. You will need to consider drawing blueprints which are bonus point conditions; failure results in a loss of ten points but accomplishing them means a higher end game score. You might need to take an unfair loan for a boost of money, but in doing so, you will have to pay it back at the end of the game in victory points. Finally, you will have to leverage all of this with your opponents being unfair to you (you to them) as you will all have the opportunity to undermine other players amusement parks. This game will be, in many ways, (speaking from experience) UNFAIR!

What comes in the game? (Note: Basing this off the prototype copy)

Rules Booklet

1 game board

4 themed packs of cards, which are Jungle, Robots, Pirates, and Vampires
            In each of these themes you will find:
            1 Theme overview card
            1 Main Gate card
            1 Loan Marker card
            3 "Funfair" City Event cards
            3 "Unfair" City Event cards
            5 Blueprint cards
            13 Event cards
            27 Park cards
            2 Showcase cards

4 Player Reference Sheets

30x "1 coin" tokens

26x "5 coin" tokens

20x "25 coin" tokens

6x "125 coin" tokens

1 Starting Player Marker

1 Current Step Marker

1 City Planning Closure reminder card

3 Game Changer Cards

1 Scorepad

1 Game Box

Special Note from Kim

We will be adding a molded plastic insert (tray) with room for each deck. For those of you who are familiar with the game Smash Up, it would be similar to the one in that game. It will have room for sleeved and unsleeved cards. There will be a pencil for scoring. There will be a plastic base to hold the Admit One (starting player) token. Other upgrades that will be likely or definite include: better card stock, thicker reference boards, and thicker tokens. So remember, the copy for review is a pre-production print copy.

What is the end game objective? What am I striving for?

The end game objective is to have the best Amusement Park in the city.  This will be determined by the number of attractions, their upgrades and your staff.  You will build your park by bringing in guests, which will bring in money to purchase upgrades.  Each card that brings in guests will have a star on it, this indicates the number of guests that are brought in as a result of playing that card, which in turn indicates the amount of money the attraction (or staff member or event will bring in). You are allowed a maximum of 5 attractions (this includes one Showcase attraction), so you will need to upgrade these attractions to make them more profitable. Each card you can use for an attraction or upgrade has an icon(s) in the upper left corner, for every icon in your attraction at the end of the game, you earn more victory points. For example, if I play the attraction Swinging Ship + Lockers & Coat check + Superior Quality + Flag Pole, then this attraction and upgrades is worth 20 victory points (see page 11 for the chart in the review copy). You will total all of these points up, and add points for Staff members, add a point for every two coins, and add or take away for blue prints to achieve your final score. The one with the highest score wins.

How do I set the game up?

SETUP: 

First-  select an appropriate number of themes  based on the number of players (consult book), then set aside any cards not needed

Second- Each player gets 1 Main Gate (face up), 1 Loan card (face down) 1 double sided player reference sheet, and 20 starting money.

Third-place the rest of money in easy reach of players, separate cards by type and set up decks on their spot on the board.

Fourth- count out 4 Unfair city cards to be used, place the City Planning Closure on top of these four cards, count out 4 Funfair city cards to go on top of the closure and Unfair cards.

Fifth-deal 5 Park cards to each player (reveal if a player has no attractions to redraw), deal 2 Showcase cards to each player, reveal 6 cards from Park deck to fill the 6 spaces.

Sixth- starting player is determined, choose and play game changers now.

So, can you give me some more card info?

Unfair Game Changers: You could choose one before the game starts, right after setup is complete, and have that affect the game completely.

Unfair Blue Prints: These cards are similar to Ticket To Ride's Destination Tickets. The top half will have a condition to be met and if you do so you will receive the points dictated. If you fail to do so, you will suffer a points penalty. Some cards will have an additional challenge that can only be attempted if you complete the above. You will not be penalized for failing a lower challenge. The difficulty of these cards can be easy, medium, difficult, and insane.

Unfair City cards: These cards will affect the entire table for a given turn. An example is A Health Scare: Inspection, Close all Food Outlets. This will affect everyone's Food Outlets. These will be negative to the table.

Funfair City cards: These cards will affect the entire table for a given turn. An example is A Trade Show: Draw two Blueprint cards. You may keep one or none.

Unfair Theme cards: These come in four themes, Vampire, Robots, Pirates, and Jungle. These cards help you determine your deck and setup based on the number of players in a game. An example is that in a four player game, you use all four decks.

Unfair Gate: Each player will receive one of these cards. With this card starting the game, you will know the Park Limits and Capacity, along with it being able to receive one guest (1 star).

Unfair Loan cards: You may be hard up for money, and here is a way to take a loan of 5 coins. Every time you do this though you will have to pay back 10 victory points (not money) at the end of the game. You will flip the card when you take the first loan (if you do), and then turn the card appropriately based on the number of loans you have taken. The maximum number of times you can take this loan is 4 (which means you will have to pay back 40 victory points at the end of the game).

Unfair Showcase cards: These are the super attractions. You can only have one built at a time, and by doing so  you cannot exceed the 5 total attraction limit. These cards will have more than one icon, will be able to receive more guests, and have a special ability. The cost to build these cards are much higher, because they are more powerful!

Unfair Event cards: These cards will have two abilities, one at the top, one at the bottom. The top one will be a benefit to your park, and the bottom will negatively impact someone else's park. Use these at the best possible moment!

Unfair Park cards: This deck will have Attractions, Upgrades, and Staff members. The attractions are your bases if you will, that allow you to place upgrades upon them. This is your core of gaining money when guests arrive (star values), and then the core for obtaining victory points at the end (counting the icons on these cards). The staff members are cards that have victory points on them, and special abilities that can be used by the player who played them. You have to watch out through the game though as other players will be trying to get rid of these cards to hurt your amusement park!

Now to play:  

GAME SEQUENCE:
1.      Beginning of every round,  every player will DRAW ONE EVENT.

2.      Next is a CITY EVENT. The CITY EVENT is GLOBAL RULES for THIS ROUND. First half of the game is FUNFAIR CITY, and the second half of the game is UNFAIR CITY. You will reach a point where BLUEPRINTS will be CLOSED, due to a card from THIS STACK.

3.      Each player in turn order can play ONE EVENT CARD. Continue each player playing ONE EVENT CARD at a time, until EVERY PLAYER PASSES (you can pass and then play when it comes around to you again, as long as the other players have not all passed as well).

4.      During PARK ONE,  in turn order, each player will TAKE ONE ACTION.

5.      During PARK TWO, in turn order, each player will TAKE ONE ACTION.

6.      During PARK THREE, in turn order, each player will TAKE ONE ACTION.

7.      PARK FOUR only happens if a player has unlocked this through an event, and it will happen for that player only.

8.      GUEST STEP, this is where your money is generated! You first look at your capacity because that will be the maximum amount of money you can receive for this step. Then you count stars on OPEN attractions. If an attraction is CLOSED, then everything associated with it doesn't count for this step. You count up your star values, and that is the money you collect.

9.      CLEANUP STEP, discard all cards from market and refill it, discard any event cards still in play, reopen your closed attractions, discard down to 5 cards in your hand (which is hand limit-you count Park and Event-you don't count Blueprints and Showcase, and move the starting player token to the next in clockwise order.

So, I know I can only do one action on a Park Phase, what can I choose from?

DRAW ONE CARD from the FACE UP six cards on the game board (refill when you are done), or

DRAW TWO CARDS from the UNFAIR PARK stack, and KEEP ONE, DISCARD the OTHER, (you can discard both) or

DRAW TWO CARDS from the UNFAIR BLUEPRINTS stack, and KEEP ONE, DISCARD the OTHER, (you can discard both) or

DRAW TWO CARDS from the UNFAIR EVENTS stack, and KEEP ONE, DISCARD the OTHER, (you can discard both) or

DISCARD ANY ONE CARD from your hand to DRAW FIVE cards from ONLY the UNFAIR PARK deck, keep one and discard the rest, or

BUILD FROM HAND or BUILD FROM SIX FACE UP CARDS on game board, you pay the cost in money to do so.

Special Note:
1.      You can't have more than one super attraction.
2.      You can't have more than five total attractions.
3.      You can't repeat upgrades (same name) on the same attraction (with the exception of Quality upgrades).
4.      You can't build a Showcase (super attraction) until you have at least five stars in play.
5.      You may build upgrades on a closed attraction.

TAKE A LOAN, by following the instruction of the UNFAIR LOAN card and turning it to the appropriate side.

DEMOLISH, to remove an attraction, to make way for something better. All upgrades on the chosen Attraction are demolished as well.

TAKE LOOSE CHANGE, you will gain 1 coin per attraction in your area, whether they are open or not.



When does the game end?
Game is over at end of eighth turn. Count attraction plus all of its upgrades to determine your score on the chart. Repeat for all of your attractions. Apply all bonuses that apply, positive and/or negative. Be sure to count your money, as every 2 coins count for one point. Highest score wins!

(How things looked at the end for Rob)

How does the counting icons work for scoring?

At the end of the game, you look at each of your columns. A column will be an attraction at the base, and then upgrades will be stacked on top (above it) for scoring purposes. You will add up all the icons in one column, and then add that score to additional columns.

Special Note: You made need to turn an upgrade card to the side to read a special ability, and you will still be able to stack the icons for counting purposes. An example of this would be the Idol of the Clenched Fist (Upgrade Feature 1 Star) and you could have this turned to the side to have the reminder text "Events cannot force you to discard from your hand".

For  counting all of the icons in a column (we will call these groups)

group of 1 =5 points
group of 2= 8 points
group of 3 = 12 points
group of 4 = 16 points
group of 5 = 20 points
group of 6 = 25 points
group of 7 = 31 points
group of 8 = 38 points
group of 9 = 46 points
group of 10 = 55 points
group of 11 = 65 points
group of 12 = 76 points
group of 13 = 88 points
group of 14 = 101 point
group of 15 = 115 points
group of 16 = 130 points
group of 17 = 146 points
group of 18 = 163 points
group of 19 = 181 points
group of 20 = 200 points
group of 21 = 220 points
group of 22 = 241 points
group of 23 = 263 points
group of 24 = 286 points
group of 25 = 310 points

(My amusement park at the end)

Are there any variations for this game?

There are the Game Changer cards. These come as three cards that are First Date, Grand Opening, and World Peace.

Special Note from Kim:

For your first play, just like with regular players, we recommend playing with the First Date Game Changer-an introductory rule variant of just 6 turns with Super Attraction and Difficult and Insane Blueprints removed. It will ease players into the full game.

The Grand Opening card takes effect before the game start. "Reveal your Showcase cards to the player on your left. They choose a card for you to start the game with, already built into your park for free.

The  World Peace card states: You cannot use Event Cards or Park card abilities which affect other players.
Using any one of these Game Changers creates a different game experience. Couple that with the number of  players in the game, and the different theme decks to be used (Jungle, Pirates, Robots, and Vampires), and no game will be the same twice.

(Hailey's Park at the end)

Some game results and comments we have collected:

The good:

This information is based on an initial game played by four frequent board gamers. The ratios of strategy and luck make it fun. I averaged the numbers and the ratio looks like this: 34% strategy and 66% luck. We really liked the decision tree that occurs in the game. We also liked that the event cards can help you or hurt someone else (you choose). We think this game is well set up for expansions to come. We think a theme deck that is all about screwage would be fun too. The flavor text on the cards had many, many, many laughs throughout the game. Our overall average (using a metric like BoardGameGeek) was 7.4 out of 10. This game mitigates luck better than a lot of games out there right now. We really liked the art and how the themes were played out through the art. It really felt like you were building an amusement park. Having six cards in the open is a good extension of your  hand throughout the game. The First Date Game Changer is good for not only non-gamers, but for everyone to learn the game. It is nice that the First Date allows for a shorter game.

The bad:

We think the Mayor's Nephew Card (Vice President) might be underpriced (we did take into account that the card would make for an easy target-such as Head Hunting). We felt that the easy and medium blueprints (at least some of them) were harder than expected, or that they were too much of a challenge based on their rating (although that may not be the case in an eight turn game). We thought that the cost of the Quality Cards might warrant having victory points attached to them, or a slighter higher star rating. Some players felt that the game ran very long, especially considering that it was only 6 turns.

                                                        (The final score)

Final Thoughts:

This game has really changed what we all thought of when it came to amusement park games. What Unfair has going for it, is that it makes no apologies for being a "go get em" game! If you play this game then you are willfully saying that you know you could be messed with, that you could be messing with other players, and that the city will go from being your friend to being your enemy!

If you scored a game solely on laughter, then this game scores high. There were moments of take that, or I will get you back, or that card is too powerful so let me do something about it. Yes you could play this game with the World Peace Game Changer, but where is the fun in that? We play games where a common factor is what you can do to the other player, and this game delivers!

We think players who like building their own personal kingdoms will enjoy this. Players who like games where the play is lighter, and easily picked up will enjoy Unfair. We believe younger players will need good instruction on how to play, so the closer you are to the lower end of the age range the more you should invest yourself in teaching the game slowly, methodically, and completely, so that all can enjoy it. This is a game where even if you are ganged up on, you can prevail. We had the situation where my wife was beat on for three turns, and yet won that game!

Unfair is a game, where you will find yourself saying at least once, "that is unfair!"



Unfair's Kickstarter starts Tuesday, August 16th, 2016
Show your love and support the game at:

 http://www.unfair-game.com/ 

Go to facebook and show support at:

https://www.facebook.com/UnfairTheGame/

DON'T MISS OUT!!!


Thank you so much for reading this report on Unfair!

I hope you will check out my PaladinElliott Blog at:

https://paladinelliott.blogspot.com/

check out some of my videos at:

https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw

and check out my Ready To Game Podcast at Soundcloud and/or Itunes:

https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016

https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4

and remember I am always....READY TO GAME!!!



RET. SSG Jason L. Elliott (PaladinElliott)

Saturday, August 13, 2016

Project Dreamscape, Designed by Sarah & Will Reed, Artwork by Julie Okahara, Produced by Undine Studios, Reviewed by Jason Elliott from PaladinElliott Productions

Project Dreamscape, Designed by Sarah & Will Reed, Artwork by Julie Okahara, Produced by Undine Studios 
Reviewed by Jason Elliott from PaladinElliott Productions

What are the recommendations for this game?

Number of players: 1-4 (due to a solo play variant -which I personally like)
Time of game: 30 minutes (our first game took around one hour due to learning the rules)
Age recommendation: 10 years and up

The back story: You see in the news that Scientists have developed a machine that will let people's dreams become real. You will use a card (Z card) to form a stack of Deep Sleep (this is your currency) and you spend it on REM (cards from the Dreamscape) that is placed in one of five spaces alongside the Sleep Deck (deck of cards stacked in one pile).

What comes in the game? (Note: Basing this off the retail version copy)

Rules Booklet
52 Sleep Deck Cards
5 Z Shield Tokens
2 Reference Cards
1 Active Participant Token
54 Card Expansion Deck (Marked with 3 Horizontal Lines -one above another- called the Vent symbol)
Game Box

What is the end game objective? What am I striving for?

You want to purchase Sleep Cards on the Dreamscape to take actions and allow for the most matches of symbols. Each card will have two symbols on it, and matches of 2 or more score points. All players total these points at the end, and the one with the most points wins!

How do I set the game up?

Each person takes one card and flips it to the Z coin side, to start their Deep Sleep Stack (Currency). Beside it they will place the cards they acquire on their turn, to form the REM stack. These cards will stay in the order in which they are placed, until such time that an effect makes it change. You will have the Sleep Deck in one stack, and then draw 5 cards to placed in a row beside the deck with the corresponding coins below them indicating cost. To the left of the Sleep Deck will be the discard pile for both Z cards and Sleep cards. Now you are ready to play.

Special Note: This took into account that we were playing the expansion as well. With the expansion you will switch out base symbol types (all with that symbol) with variant symbol types (all of that symbol).

Special Note: As an unofficial variant you could play with all the card types (which we also did). By switching out you allow for more varied play.




Now to play:  

The first player is the one who can first recall and describe a recent (interesting) dream. With this you will have the option to take one card (you don't have to) with the Z coin side facing up, to add to your currency.

Special Note: Z coin cards at the end are minus one point for each at end game scoring. Yes, they will help you buy more cards during your turn throughout the game, but take into account what will happen in the end.

You then will tap, or turn your Z cards as you spend them on Dream cards in the Dreamscape (positions 5 through 1 going from left to right). When you buy a card, you choose one of the two abilities on it to activate, and when the ability resolves you add it to your REM stack (the stack where symbols matching in order will score points).

Special Note: You will be able to orientate (top to bottom, bottom to top, not flipping the card over to its other side) to match symbols (adjacent in order if laying side by side), but you can NEVER switch the card order unless an ability from a card in play tells you to do so.
Once you have spent your Z, or you cannot afford anymore cards, you declare your turn to be over. Any gaps on the Dreamscape, shift down to the lowest possible position and then draw as needed to refill all 5 positions. You always have to buy at least one card, but you don't have to buy anymore than that.



When does the game end?

The game ends when the Dream deck can no longer supply cards to all 5 of the Dreamscape positions. You will not add cards from the discard deck.

How does the matching symbols work for scoring?

At the end of the game, you look at your row of REM cards and find your strings of matching symbols at both the top and bottom of the card.  At any time prior to scoring, you can change the orientation of the card to adjust which symbol is at the top and which is at the bottom.  This must be finalized before you start scoring your deck.

For  matching adjacent symbols (we will call these groups)

group of 2 =2 points
group of 3= 4 points
group of 4 = 6 points
group of 5 = 8 points
group of 6 = 10 points
group of 7 = 13 points
group of 8 = 16 points
group of 9 = 20 points
group of 10 = 24 points
group of 11 = 29 points
group of 12 = 34 points
group of 13 = 40 points

and on page 14 a note that it is possible playing with the variant to achieve a...
group of 14 = 46 points

You will add up the points for all the groups (top and bottom) and with your total you will subtract 1 point for each Z coin card (Deep Sleep card)



Are there any variations for this game?

There is a solo play variant that allows a scale to judge yourself against point wise. The scale gives you different results (better the higher you go). The range for each is:

Under 15 points
15-24 points
25-34 points
35-44 points
45-54 points

and
55 and higher points for the best outcome

With this variant, you don't shift the cards on the Dreamscape, you discard them. You will choose the order of the discard. Then fill the positions as usual, turn the Z cards face up. The solo game is over if you cannot refill the Dreamscape from the Dream deck. You total your points per usual rules.

Some game results:

Our games so far have us wanting to play more. The first game we had to cut short due to a lunch break, but in the last declared turn we had a final score of 17 to 7 (my wife Stephanie versus myself). We played another game where I won 14 to 10, so we have been able to have close games. The latest game my wife and I played she won 39 to 33.

Final Thoughts:

This game has gone into our rotation of two player favorites, for being a quick learn, and really solid head to head mechanics. The game plays as a continual threat to making the most of your card matches. Will your opponent mess up your stack by removing the top card? Will your opponent make you lose one of your currency cards, inhibiting your purchases for future turns. You will have ways to copy abilities, and in other cases if you cannot perform an ability you will just ignore it.

The game makes for strategic decisions through how you use your cards and the timing of the placement. You may not get the cards you need to rearrange cards in your stack (don't have enough Z currency or enough time). Maybe you just focus on your stack, at the expense of offensive play against your opponent. You must decide, as the elements of luck will be in what cards come up from the Sleep Deck.

In conclusion, players who enjoy working on matched sets, who love using abilities to mess with other players, who enjoy colorful playful art, and who enjoy card manipulation, will find this game a great addition to their collection.


Thank you so much for reading this report on Project Dreamscape!

I hope you will check out my PaladinElliott Blog at:

https://paladinelliott.blogspot.com/

check out some of my videos at:

https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw

and check out my Ready To Game Podcast at Soundcloud and/or Itunes:

https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016

https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4

and remember I am always....READY TO GAME!!!



RET. SSG Jason L. Elliott (PaladinElliott)

Tuesday, August 9, 2016

Fishy Tactics, Kickstarter by Toby Fairclough, Reviewed by Jason Elliott from PaladinElliott Productions

Fishy Tactics, Kickstarter by Toby Fairclough, Reviewed by Jason Elliott from PaladinElliott Productions

What are the recommendations for this game?

Number of players: 2-4
Time of game: Plays in a very quick 10 minutes (including teaching players how to play)
Age recommendation: 4 years and up

The back story:

It is time to go fishing. You and the players have gone out to the water, and you have taken position with your boats. Now it is time to catch some fish by reeling them in, but wait, there is a pesky crocodile going around and eating them. Try and get as many as you, and at the same time try to get higher value fish (denoted by color).

What comes in the game? (Note: Basing this off the prototype copy)

Rules Booklet
One fabric board (makes it take up less space)
1 Cloth Travel Bag
1 six sided die
1 Crocodile Meeple
3 Red Fish Meeples
5 Orange Fish Meeples
7 Yellow Fish Meeples
9 Blue Fish Meeples
1 Spinner ( I attached a plastic jar lid with super glue for stability)

What is the end game objective? What am I striving for?

You want to catch the most fish worth the highest points. The player (or crocodile) with the most points worth of fish at the end of the game wins.

How do I set the game up?

Each person who wants to fish will pick a boat to cast their line from (rolling the die is how many spaces you reel a fish in). You want to place the green crocodile in the middle of this 5 by 5 grid playing board. Then take the fish and place them in the bag (to make it random) and place one fish each in the remaining 24 squares. Make sure you have your die and spinner ready, and you are set to go!

Now to play:  

The first player is the one who is determined randomly. So may I suggest, maybe the last player to actually go fishing, or the first player to name a type of fish, or the first to name a fish movie. On a player's turn, you will first spin the spinner to determine the direction that the crocodile moves. The crocodile will move one square left or right, up or down, or diagonally. If there is a fish where the crocodile moves then the crocodile eats it. If the crocodile cannot move, then the crocodile stays in place (at the borders). You will then roll a die to determine how many squares you can move a fish. The idea will be to move that fish to your boat space. Moving from the square adjacent to the boat to the spot where the boat is counts as one move. Once this has happened you score that fish. Remember though that on someone's roll of a six, they can choose to steal from you, and you place all of your scored fish in the cloth bag, shake it up, and they choose one at random to place in their scoring area. Once you have rolled a 1 through a 5 and made your move, or a 6 and stolen someone else's fish your turn is over. Please remember that scoring fish works like this:

Blue Fish = 1 point each
Orange Fish = 2 points each
Yellow Fish = 3 points each
Red Fish = 5 points each

Special Note:

There is a way to block a fish from moving. You are allowed on your turn (roll of 1 through 5) to move a fish onto another fish. Think of this as the top fish made the lower fish go deeper in the water. The lower fish is blocked and not allowed to move. To free the fish below, one must move the fish on top. This would be a strategy used to block high point fish.

When does the game end?

The game ends when the last fish has been claimed by moving into a player's boat or is eaten by the crocodile. At that point all players total their scores, and the score of the crocodile. The highest score wins!

Are there any variations for this game?

You could ignore playing against the crocodile. You can always do this if you want for the little ones to have a human player win, but I have not seen any reason to do so. You may also instead of the spinner apply an eight sided die with the directions the crocodile will move. You draw out a 3 by 3 grid on a scrap piece of paper, and mark all the squares (except the true middle square) with the numbers 1 through 8 to determine where the crocodile goes.

Some game results:

Our games so far have been wonderful, there is enough randomness to the game that different players have won each time. This is a good game for younger players because there is a higher emphasis on luck than on strategy. In fact everyone has figured out that it is not only about getting the highest point fish, but in blocking them from other players as well. In fact, as we speak, another round of the game is being played upstairs!

Final Thoughts:

I would easily say this game is going to be a family favorite, due to being readily available for not only the parents, but for our 7 year old son (Arnold) and 5 year old daughter (Talia) to play. I will be scoring this a 10 on the BoardGameGeek.com scale (1 through 10, where a 5 is I would play it 50% of the time it is mentioned for playing). This score is based only for families with small children. I am not going to have anyone compare it to solely adult skill level games, with that being said this deserves a 10 out of 10. Why the high score? First, it has an easy learning curve, where both of my children picked up how to play the game in only a few moments. Second, the theme and fun match. My kids were giggling, my wife and I were giggling, and when anyone stole a fishy, there was all kinds of noises being made. Third, the size of the game. Toby focused on making a great game, that could travel with you, and be part of your collection, and he did that very, very well! Fourth, the quality of the parts mean this game will hold up for a long time, and that is what I want in a game. Fifth, it is very colorful, as the fish look like they are swimming around, and the color palette is eye catching.

In conclusion, this is a MUST for those families who want to bring their little ones to the table. Maybe you want to teach them to socialize, or maybe help them with their Math Counting skills. Maybe you want to teach them about making strategic decisions in a very light hearted, non threatening way. It could also be that you want to play a game that is very quick, good for laughing, and simply enjoyable. Look no further, because this will be a great family game to play amongst parents and their children for years to come!


Thank you so much for reading this report on Fishy Tactics!

I hope you will check out my PaladinElliott Blog at:

https://paladinelliott.blogspot.com/

check out some of my videos at:

https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw

and check out my Ready To Game Podcast at Soundcloud and/or Itunes:

https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016

https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4

and remember I am always....READY TO GAME!!!



RET. SSG Jason L. Elliott (PaladinElliott)

Monday, August 1, 2016

The Oregon Trail, Produced by Pressman (2016), Reviewed by Jason Elliott from PaladinElliott Productions

The Oregon Trail, Produced by Pressman (2016), Reviewed by Jason Elliott from PaladinElliott Productions

What are the recommendations for this game?

Number of players: 2-6
Time of game: Not stated (our games lasted roughly 45 minutes each)
Age recommendation: 12 years and older

The back story: 

It is the year 1847, you are a family travelling across the United States, going from Independence, Missouri to the Willamette Valley, Oregon. You must get your families safely to Oregon, outlasting many perils on the journey, including: starvation, snake bites, Cholera, Typhoid, oxen dying, extreme cold, being stranded, Measles, thieves, Dysentery, broken bones and bad drinking water. You will need to keep at least one family alive through to the end of the journey in order to win the game.  This game is based on the old computer game that was played in many schools in the 1980's.

What comes in the game?

Rules Booklet
One double sided, laminated board.  One side is the members of the party where you write their names, and the other side is their tombstones where you can write an epitaph if they die during the game.
1 Erasable Marker
1 six sided die
58 Trail Cards
32 Calamity Cards
26 Supply Cards

What is the end game objective? What am I striving for?

Keep at least one person alive going through a journey that will be 50 trail cards (this counts Towns and Forts, and not counting the start and end cards). There will be times when the strategy will dictate letting someone die to increase the chances of the rest making it.

How do I set the game up?

Write the names down of the party members (and no you don't have to use your real names). Place the start card (Independence, MO) and the finish card (Willamette Valley, OR) about 3 feet apart from each other on the game board. You will sort cards out into stacks of Supply, Trail, and Calamity. You then deal each player 5 trail cards (no matter the number of players). Then deal out supply cards, based on the number of players, as follows:

6 players - each get 3 supply cards
5 players - each get 4 supply cards
2, 3, and 4 players - each get 5 supply cards

You can look at your own supply cards and trail cards at any time, but others don't know what you have. The youngest player is the shopkeeper (you can trade two supply cards with the "shop" for the one you need or you can stop at the "shop" when you are in a Town or Fort). Once the initial supply cards have been dealt, you sort them into stacks (Medicine, Clothes, Food, Clean Water, Oxen, 100 Bullets, Spare Parts, and 200 lbs food).

Now to play:  

The first player is the one born closest to Willamette Valley, Oregon. You start with any trail card and connect it to the start (before the start, as if you just came into town). As a tip, play a trail card that says you have to draw a calamity, for in this way you will avoid it. No harm is allowed to the party when starting the game. Then you will have two choices on your turn, where you can play one trail card, or one supply card, not both. Any trail card will connect to  a Fort, Town, Start, or Finish regardless of the trail's orientation. These orientations can be on one side of the card or to the middle, so if you were looking at the trail from the rear towards the forward, you might be veering left, right, or back to the middle. This is important as you have to play a trail card that connects to the previous one. The cards must be lined up, and the rules do a very nice job of showing exactly what they mean. You are allowed to turn the card one way or the other, whichever you believe to be the best move. The reason you would be opting to play a supply card is to remedy a calamity that is in effect either for a player, or for the entire group. Always pay attention to these, as many stipulate if certain conditions are not met within one full round (each player gets one turn) the whole party will die. If you don't have the right supply card, you are allowed to trade to the bank (shopkeeper) at 2 of your cards to 1 that you need. This can happen at any time as a free action, and in addition it can be 1 card from player a and 1 card from player b, but the two players must decide who gets the supply card that is coming back. If you don't have a legal trail card, and you don't have the supply card you need in response to a calamity, then you must draw one trail card, and end your turn. When a supply card has responded to a calamity card, place it beside the calamity, because in some cases it will take 2 cards to be dealt with. Once a calamity is dealt with it does not come back, but all supply cards go back to their respective supply decks and are immediately available. Once you have played 5 trail cards side by side (in this case we will say "a,b,c,d,e") you will stack them with "a" being the top and continuing in order. You will need to have 10 stacks of 5 cards to accomplish the journey (that is your 50 cards traveled). If at least one player is alive when the 50th  trail card is resolved, the players win!

Special Note: if the game is only two players, or the group is brought down to two players, then each player is allowed to play two cards instead of one.

Special Note: Some trail cards will use the die, and depending on your roll you might succeed, fail and lose a supply card, or fail and die.

When does the game end?

The game either ends when the entire party is dead (players lose) or when a living player reaches the 50th Trail card (players win)

Are there any variations for this game?

You could lower the total distance you need to travel to make for an easier game, and I am sure some players will consider this. This game is based off of its original computer version (which was a pain in the...) so some will find this game quite difficult.

Some game results:

Our four players decided from the onset that all decisions would be made for the whole of the group for a win, no matter what. On top of that it was decided that it would be a four player game due to getting the most supply cards. 2 players get to start with a grand total of 10 supply cards, 3 players would start with 15 total supply cards, 4 players would start with 20 total supply cards, 5 players would start with a total of 20 supply cards, and 6 players would start with a total of 18 supply cards. We felt that we maximized our chances and yet one died of a snake bite (automatic) and one died of Typhoid as we had neither the right supply card, nor enough to trade for the right one). Even with all of our measures we finished with two people alive to win, with one player having one trail card, and the other player having one supply card. In other words we barely made it!

Final Thoughts:

I would easily say this game is going to be hard for some groups, maybe too hard. It has so much chance that groups who want more strategy are going to look at this and take a pass. The luck is mitigated by choice initially, but from about halfway to the end game you turn mostly to luck. Your strategy will be more in letting someone die at the right time to save the party, or the moment when it is decided to do the 2 for 1 supply trade because it will be the best outcome.

The game stays true to the spirit of the original computer, with lots of chance, and not being easy. That being said scores at the table put the game at an average of 5 out of 10 (boardgamegeek.com scale), so this game is easily not going to be for everyone. People who enjoy will be nostalgic about the original computer game, who like the theme no matter what, and people who love card games no matter what.

I am personally giving this a 5 out of 10, as I would play it 50% of the time someone says "do you want to play it?". I would advise everyone out there to preview this one first, because it may not be to their tastes! It also may be hard to have little ones to play since everyone has to be on the same page to win.


Thank you so much for reading this report on The Oregon Trail!

I hope you will check out my PaladinElliott Blog at:

https://paladinelliott.blogspot.com/

check out some of my videos at:

https://www.youtube.com/channel/UC58qYf_vaCaCnu6qvd-WpKw

and check out my Ready To Game Podcast at Soundcloud and/or Itunes:

https://soundcloud.com/jason-elliott-641636807/ready-to-game-podcast-three-may-25-2016

https://itunes.apple.com/us/podcast/ready-to-game-podcast-episode/id1111793358?mt=8&ign-mpt=uo%3D4

and remember I am always....READY TO GAME!!!



RET. SSG Jason L. Elliott (PaladinElliott)