17 May 2013

Getting Our Kicks...- Road Rally USA

Timing is everything in racing: hitting the turn, passing another car, getting refueled, pit stops, braking. Road Rally USA it is all about getting your timing exactly right. Hitting the right spots of the track at the right time can be the difference between winning and losing.

Designer: Carlo A. Rossi
Publisher: Mayfair Games
Players: 3-5
Time: 45 Minutes
Mechanic: Hand Management

Overview 
Objective
The objective of Road Rally USA is the same as most Euros, score the most points. Players receive points for being the first to land directly on a checkpoint. However, the main way players score points is when someone decides to score a checkpoint card. If it's your card, you get double the normal points. The last way to score points by finishing the race. The players get more points for finishing 1st, then 2nd, and so on. Once everyone has crossed the finish line, the player with the most points, is the winner. This is not necessarily the player who finishes first.

15 May 2013

What Will The Future Be Like? - Euphoria Interview


Last fall, I had a chance to interview Jamey Stegmaier of Stonemaier Games. He told me all about their first game, Viticulture. Well, Viticulture is currently being sent out to Kickstarter backers and Jamey and his partner Alan have started their next project, Euphoria: Build a Better Dystopia. I was able to sit down with Jamey and discuss his new game (currently on Kickstarter). 

What is the Theme of Euphoria? Euphoria is a dystopian-themed game. It’s not a gloomy dystopia, though—I mean, from our perspective it’s kind of sad, but the workers in the world of Euphoria don’t know they’re in a dystopia. A lot of the references in the game are tongue-in-cheek; for example, each of the markets have contradictory names, like the Plaza of Immortalized Humility. Many of the recruits and ideas in the game pay homage to dystopian literature and movies, but the story of Euphoria stands on its own as well.

What mechanics does it use? I’ll just list the mechanics here and go into detail in later questions: worker-placement, dice allocation, area control, hand management, set collection, engine building, press your luck, resource management, alliances, semi-cooperation, variable setup, and variable player powers.

How does it differ from your other worker placement game, Viticulture? Interesting question. I was definitely going for something very different than Viticulture in terms of theme. Many of the mechanics above aren’t in Viticulture. But I would say that the biggest difference is the flow of the game. In Euphoria, you either place one worker dice on your turn or you retrieve any/all of your worker dice—one or the other, just like in Tzolk’in. There are no rounds, no phases, no seasons, no upkeep—once you start playing, you keep taking turn after turn until someone wins. That removes the need to determine the first player or have a semi-moderator reminding everyone which round they’re in. Viticulture’s theme means that the seasons really are necessary, but I wanted to make Euphoria a game that flowed in a more fluid way.

How does it differ from other dice worker games, such as Alien Frontiers, Kingsburg, and Castles of Burgundy?
 I’ve played Alien Frontiers and Kingsburg (and greatly enjoy both of them) but not Castles of Burgundy (I’ve read quite a bit about it, though). The biggest difference between all of them and Euphoria is the way the numbers on the dice are used. I’m not aware of a connection between the numbers on the dice in those games and the themes. But in Euphoria, the numbers on the dice represent the knowledge of each worker. In a dystopia, having workers that know too much is a bad thing, because they might realize they’re in a dystopia and run away. So the collective knowledge of all of your workers must be kept below a certain limit or else you’ll lose a worker. There are many ways to mitigate that, including not adding extra workers beyond your starting 2. Luck barely factors into Euphoria, while I feel like it has a greater impact in those three games. When you roll the dice in Euphoria, the numbers don’t limit you to certain action spaces on the board. Nor are high rolls necessarily better than low rolls, or vice versa. Rather, based on your recruit cards (which give you special powers), you might get a bonus based on the way your worker interacts with another worker. For example, the Euphorians value equal knowledge—they want everyone to be the same as everyone else. So one Euphorian recruit might say that if you place you worker next to a worker of equal knowledge, you get an extra resource. The only real luck factor in the game is that if you roll more than one worker of the same knowledge, you can place both of them on your turn instead of just once. Thus there’s a big incentive to get more workers and increase the chances of rolling doubles (or the coveted triples), but you have to keep an eye on your overall knowledge, lest it gets to high and you lose a worker.

With Viticulture there was a money back guarantee, no questions asked. Will the same be true for Euphoria?Absolutely. We continue to believe that Kickstarter backers put a huge amount of trust in us to deliver on our promises. If we don’t, they can return the game to us within the first month of receiving it, no questions asked.


How many players can play Euphoria and what is the playtime? The version that is launching on Kickstarter plays 2-5. There is a stretch goal that adds a 6th player. It plays 15 minutes per player once you know how to play, almost to the minute.

How well does it play with two players? According to our blind playtesters and from our experience, it plays really well with 2. Setup is exactly the same, but there are a few less spaces for placing ownership tokens (victory points) on the board to make it a tighter game. One of the couples that blind playtested the game must have played it between 10-15 times, and they loved it. They said that the games lasted almost exactly 30 minutes every time.

I saw Euphoria being demoed at Geekway to the West this year, are there plans to the demo the game at any other conventions? Yes! It was great to meet you at Geekway. We’ll also be at Diecon with Viticulture and Euphoria at the end of June, and then at GenCon in August.

What are some of the unique stretch goals and kickstarter exclusives that backers can expect to see? Any surprises you can tell us about? You might remember the Viticulture campaign as a wild ride where I kept releasing new reward levels and stretch goals. A big part of that was that I was learning as I went. Although it was a lot of fun for me and the backers, it was not the wisest approach, especially when it came to accurate pricing. Thus the Euphoria campaign is planned out to the smallest detail. All of the stretch goals are visible on the project page. The only thing I’m keeping a secret are the various things needed to unlock those stretch goals…I have some fun surprises planned there.

Is there any expansions planned for Euphoria, if so, can you tell us anything about them? Honestly, I’m focusing a little more on Viticulture expansion brainstorming right now, as I don’t know how Euphoria will do yet. However, there is an expansion that is a stretch goal on Kickstarter. Again, I planned ahead with this one and extensively tested the expansion as part of the game. That way we know it works.

Where is the best place to get a hold of a copy of the game? The best way to get the best copy of the game is Kickstarter! We would love your support in making this ongoing dream a reality.

If you could only use one word to describe Euphoria what would it be? Apocalicious.

Is there anything else coming down the pipeline that you can tell us about? I’d like to make a card-based strategy game that plays up to 8 players. I have two ideas in that realm that I’m working on. Alan is working on a Prohibition-themed game. And both of us are always thinking about our big-box Viticulture expansion. The sales and ratings of that game will determine if we pursue the expansion pack.

A big thanks to Jamey for taking the time to sit down and interview with us about his new project Euphoria: Building a Better Dystopia. I look forward to hearing more about it, and I can't wait to give it a go. I saw it being demoed at Geekway to the West and it looked pretty sweet. Of course, I am a big fan of worker placement and dice, so this one appeals to me. And I am very excited to hear that it plays well with 2 players, and plays in about 30 minutes with 2 (a big plus for Mrs. GwT). I can't wait to try this one out. Be sure to check out Stonemaier's project, and while you are waiting you can pick up a copy of Viticulture, which should be available very soon. 

13 May 2013

Hello My Name is Inigo Montoya... - Prepare to Die! pReview

by Jason Moslander
Note: This is a preview of a prototype. The game that I am reviewing does not necessary reflect the final version. 

One of the most popular movies from the 1980s was The Princess Bride. The film is still very popular and scenes from the movie are quoted in weddings, offices, and around the board game table. One of the most famous subplots from the movie is Ingio Montoya's quest to kill the man who killed his father. He says, "Hello. My name is Inigo Montoya. You killed my father. Prepare to die!". This is the line that the first game, Prepare to Die! will use as it's title.

Publisher: Game Salute
Designer: Jeremy Anderson
Players: 3-10
Time: 15-30 minutes
Mechanics: Party Game/Card Game

Game Play
If you have ever played the game Apples to Apples, Prepare to Die! is almost an exact clone of this game with a Princess Bride theme. In the game, there are 2 decks of cards. One deck that has various people. These are the, "Hello My Name is ______." cards. The second deck are the "You _________ prepare to die!" cards. Based on the variant, you are playing each player will receive 3 cards from one of the decks, or possibly 3 from each deck. Next, players select a player to be the judge for the round. He will draw or play a card from the opposite deck that everyone is holding. Players then either select the person or circumstance that best fits, or is the funniest. The cards selected are shuffled and the "judge" selects the card that best fits. Most of the time you will end up with winners that read, "Hello! My name is Wil Wheaton. You put my princess in another castle prepare to die!" or some variant of that. The winner then takes the corresponding card, and a new round begins with a new judge. The first player to win 3 rounds wins the game.

09 May 2013

Something Bit Me! - Get Bit! Review

Sharks! Robots! does it get much better than sharks trying to eat robots? That is the idea behind the game Get Bit! Robots are out for a nice swim in the ocean (I am guessing these are rust-and-water-proof robots). Then, the unthinkable happens; an "Oil Thirsty" shark decides to launch an all out attack on these innocent robots. It is now every robot for himself as they try to swim away before they become shark lunch.

Designer: Dave Chalker
Publisher: Mayday Games
Players: 2-6
Time: 15-20 Minutes
Mechanics: Hand Management

Game Play
The object of Get Bit! is simple, be the Robot that is furthest away from the shark, when there are only two robots remaining. This means that you need to avoid getting bit as much as possible, so that you can be one of the last robots swimming, and have a chance at victory. The game is setup with each player taking a robot and a corresponding set of cards. The cards have numbers 1-7 on them, and the amount of cards in your hand varies on the number of players. More players = more cards. The robots are then put in a random order with a  shark tailing behind, and ready to strike.
Each round every player will play one of their cards face down. They are all revealed at the same time. The cards then determine the new order of the robots, and the last player in line "gets bit." The order is based on the value of the card. The player that plays the lowest numbered card moves to the front of the line. Then, the next highest card moves in front of them, and so on. Any players that played the same numbered cards don't move. After all the cards are resolved, the robot closet to the shark loses a limb. They are then moved to the front of the line, and they are able to retrieve all the cards from their discard pile. Lose all your limbs and you are out of the game. Play continues in this fashion until there are only two robots left. They each play one final card, and the robot that is in the back of the line loses.

03 May 2013

Tic-Tac-Toe For Adults - Pentago Review

Most of us have played some version of Tic-Tac-Toe or Connect 4 at some time or another. The concept in these games are simple enough to teach to a 4 year old. Get three of yours in a row and you win for tic-tac-toe. Or in Connect 4, as the name suggest, get four in a row and you win. It doesn't matter how you slice it, just get that many in a row. After you have played a couple rounds of either or these games, you're bored because there is little to no strategy. Be player 1 and you win or there is a tie. And with those kind of results you get tired of both of these quickly. Pentago tries to solve the problem of replayability and strategy that these games lack.

Designer: Tomas Floden
Publisher: Mindtwister USA
Players: 2
Time: 5-10 minutes (longer for deep thinkers)
Mechanic: Abstract Strategy

Overview & Game Play
Pentago, as the name suggest is a game in which you must get five in a row rather than 3 or 4. The game uses black and white marbles instead of Xs and Os or chips. The game is played on a 6x6 grid. And here is the kicker, the game board is divided further into four sections, each of which can be rotated. So, get five in a row becomes a little more tactful. The game play itself is simple. Place a marble and then spin any of the four quadrants 90 degrees. Players alternate doing this until one player has five marbles in a row, either before or after they spin a quadrant. And that's it for game play. Very straightforward and simplistic. This is how Abstract Strategy games roll: easy to learn and then it takes a few rounds or a few years to get a good understanding of what you are doing.

Review
Components
The components for this game are great. They really had some forethought in the design. The game can be self contained and has a lid that connects to the playing surface. This can then hold all the marbles and the playing board together. This makes it very easy to travel with, and when it is on the shelf you don't have to worry about marbles spilling everywhere. The game board also seems to be made well. It is all plastic, but the different quadrants slide easily and seem to have a solid design. My only real complaint is that the box is too large for the game. There is tons of wasted space, and this isn't a game that is going to see expansions. A smaller box would be a plus, but I get the idea of shelf presence.

Game Play
As stated in the overview, this game is very easy to learn. The rule book is really only a few sentences, and it takes only a few seconds to teach someone the game. The play is very quick as well. Most of our games our over in a matter of minutes. This makes it a great game to travel with and play while waiting for your food at a restaurant or while waiting in line for the next big blockbuster. The game does offer a fair amount of strategy. The constant turning of the grids makes you have to be looking at the board from several different angles. And if you miss one thing, you can end up losing, or maybe falling into a victory.

The game does not have the strategic level of a Chess or even Hive, but it does have a level that is above basic Tic-Tac-Toe or Connect 4. I would put it on par with Checkers in the strategic realm, but more portable, and possibly a better game, but that is too close to call.

Final Thoughts
If you like abstract games that are easy to learn and can take some time to master, you are going to enjoy Pentago. The game is very portable and adds a new twist to a class idea of getting x number of things in a row. If you like your abstract strategy games to have a little more depth, you may want to try something like Hive instead. Otherwise, this is a solid game, that does everything an abstract strategy game should do.

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