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Showing posts with label Gateway Game. Show all posts
Showing posts with label Gateway Game. Show all posts

Monday, 2 November 2020

Providential Horror

The Shadow Over Providence is a short, one-shot, one-session scenario for Call of Cthulhu, Seventh Edition. Published by Chaosium, Inc. to celebrate NecronomiCon 2019, it is mostly set within the confines of the Milton Hotel, based on Providence’s iconic Biltmore Hotel in the year 1928. In addition to a number of other events, the hotel is playing host to ‘The Kingdom of Fire – Egypt’s 18th Dynasty.’ This is a travelling exhibition showcasing some of the finest exhibits and artefacts from the British Museum, including treasures of Tutankhamun and Hatshepsut, and a prize exhibit, the mysterious canopic jar of Ibnhotep the Mad! Whether attending the Sterling-Homes Wedding Reception, the Society of Geological Sudies Annual Convention, or visiting the hotel because of the exhibition, all of the Investigators will have given tickets to see it and as the scenario begins, will be perusing its displays. However, as any good Call of Cthulhu player knows, almost nothing good can come of having Ancient Egyptian artefacts on display—and so it is with The Shadow Over Providence. Within minutes of it starting, it is lights out and away we go—a robbery, a bizarre and grizzly death, a crime to be investigated, abductions of guests and staff—and more… Just what is going on in Providence’s most famous hotel?

The opening scene of The Shadow Over Providence is actually tightly scripted, but this script sets everything up and does it with a bang—or a fusillade of bangs! Once the lights go on and the investigation, the likelihood is that the Investigators will be deputised by the local police and so will have permission to investigate the robbery and both the mundane and the outrĂ© deaths on the night. Barring a single excursion to the city’s morgue to examine one or more of the corpses that turn up during the scenario, The Shadow Over Providence is set within the confines of the Milton Hotel. There are actually just a few locations for them to investigate in the hotel and relatively few NPCs for them to interview, and the scenario will play out slightly differently and be more of a challenge if the Investigators are not deputised. So probably more like a traditional Call of Cthulhu scenario. 

Beyond the initial scenes, there are no set events in The Shadow Over Providence, meaning that at the same time as the Investigators carry out their efforts, the Keeper will be pushing events along with an expanding number of strange deaths and disappearances, including potentially, attacks upon the Investigators. There is a sense throughout that the Investigators and the hotel guests are being hunted and stalked through the halls and walls of the Milton Hotel, and despite the size of the building, there is a claustrophobic feel to The Shadow Over Providence. Ultimately, the Keeper will stage a confrontation between the Investigators and the antagonist, its nature depending upon the actions of the Investigators so far. This does mean that although the scenario is of a length and suitability to be run for inexperienced players or those new to Call of Cthulhu, the open structure of the scenarios mean that it better suited to be run by a more experienced Keeper.

One of the strengths of The Shadow Over Providence from the outset is that it can and does bring a diverse group of characters together to investigate the mystery at the heart of the scenario. The six pregenerated Investigators, for example, include a Sikh Psychiatrist from India, a New England elementary teacher, an African American journalist, a Moroccan artist, one of the hotel’s concierges, and the hotel handyman. One issue with these is that they do not have all of the skills listed in the checks throughout the scenario—Locksmith and Egyptian Hieroglyphs in particular. Neither issue is insurmountable should the Keeper allow her players some extra skills points with which to customise their Investigators. Were the players to create their own investigators, this might be less of an issue. Similarly, were the players to create their own investigators, they could also be of almost any background as long as they have a reason to be at the Milton Hotel—the scenario providing three already. That is, the wedding reception, the geology symposium, and of course, the Ancient Egyptian exhibition itself. Then, once the Investigators have successfully solved the mystery behind the horrid events that follow the opening of the exhibition, they have a reason to know each other and a reason to investigate similar mysteries. In this way, The Shadow Over Providence works  as a ‘Gateway’ scenario to further adventures and mysteries, just as much as it does a one-shot.

Should one of the Investigators die during the scenario, it is suggested that he be replaced by one of the NPCs. However, some of these NPCs have abilities more akin to those of Investigators created for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, so the Keeper might want to be careful in selecting which one she assigns to a player whose Investigator has been killed. Another issue is that one of the NPCs knows more about the attempted robbery than any other NPC. This probably makes that NPC unsuitable as a replacement Investigator, but the Keeper could actually develop the NPC into a full Investigator right from the off and include it amongst the starting Investigators. Doing so would add a degree of Investigator versus Investigator conflict to the play of The Shadow Over Providence, which could be entertaining if run as a convention scenario or for more veteran players.

Physically, The Shadow Over Providence is as cleanly laid out as you would expect for a Call of Cthulhu, Seventh Edition, although it is in black and white rather than colour. It is generally well presented with suitable illustrations of Ancient Egyptian artefacts. The floorplans of the Milton Hotel are simple and clear, if small, and appropriately for the scenario, includes the air ducts. For all that the scenario is set in a real world location, it is a pity that none of the illustrations depict—if not the actual hotel the scenario’s Milton Hotel is supposed to be based upon, then of a similar hotel to help the Keeper describe the building to her players. Indicative of both the shortness of the scenario and the focus upon the diverse cast of Investigators is that half of The Shadow Over Providence is made up of the pregenerated Investigators.

After its opening action, The Shadow Over Providence settles down into a haunted house—‘haunted hotel’?—style scenario in which the Investigators are hunted as they themselves hunt for clues. This requires careful handling by the Keeper to maintain the pacing, but in the right hands The Shadow Over Providence delivers a solid balance of creepy investigation and scary action, whether as a one-shot or potential campaign starter.

Sunday, 19 March 2017

Your Gateway to Japon Games II

It is difficult to say what exactly Machi Koro: Bright Lights, Big City is. Based on the award Japanese Machi Koro published in English in 2015 by IDW Games, it is not an expansion to the original game, but a standalone game. Yet nor is it a redesign of the original game as it includes almost no new cards, but instead includes cards and rules from the core set as well as from Machi Koro: Harbor Expansion and Machi Koro: Millionaire’s Row. The end result is slightly more accessible and streamlined, but the play remains the same.

In Machi Koro: Bright Lights, Big City, each player takes the role of Mayor of a small Japanese town whose citizens are demanding landmarks to make their hometown equal to any great city. Starting off with a Wheat Field and a Bakery as his Establishments plus City Hall as his first Landmark, each player will race to build six other Landmark buildings—a Harbour, a Train Station, a Shopping Mall, an Amusement Park, a Moon Tower, and an Airport. The first mayor to do so is the winner!

Play itself is very simple. On his turn, a player will roll one or more dice and compare the result to the numbers at the top of his Establishment cards. If the number rolled matches the number on an Establishment card, it will generate money for one or more players to spend on their turns. If the current player has sufficient money he can spend it to purchase an Establishment or a Landmark. A player can have multiples of most Establishment cards (and gain all of their effects when rolled), but can only buy one card per turn. Where Machi Koro gets interesting is how the cards generate money. There are four types. Blue cards pay out to everyone when their numbers are rolled; green only pay out on a player’s turn; red cards take money from other players when they roll their  numbers; and purple Major Establishment cards provide an action rather than a pay-out. Note that red and blue cards pay out even when it is not a player’s turn. For example, the blue Ranch cards pay everyone one coin when anyone rolls a result of a two. The green Bakery pays out one coin on a roll of two or three on the current player’s turn only. The red CafĂ© allows a player to take a coin from the current player when the current player rolls a three. The purple Business Centre allows a player to swap one of his buildings with that of another player.

Initially a player will be only rolling one die. If he purchases the Station landmark, he can roll one die or he can roll both dice. This means that range of results is no longer one to six, but two to twelve, and it means that as soon as they are built, a new range of buildings and their dice results are available to him. The cards with ranges above five tend to be more expensive and have more complex effects, especially results for six, seven, and eight. For example, the green Cheese Factory, which costs five coins, pays out three coins for each card the current player has with a cow symbol on it—currently only a Ranch—anytime he rolls a seven. Building the landmarks will also give a player a benefit. The Station allows him to roll two dice; the Amusement Park lets him roll again if he rolls doubles, and so on.

In comparison to the original game, Machi Koro: Bright Lights, Big City is designed for between two and five players rather than two to four. It reorganises the Marketplace from where Establishment cards can be purchased, dividing the Establishment cards into three separate decks: one for Establishment cards numbered six or less; one for Establishment cards numbered seven and over; and one for the Major Establishment cards. Only five types of Establishment cards are available to purchase in the Marketplace from each deck at any one time and only two Major Establishments. When one type of Establishment card is exhausted in the Marketplace, new cards are drawn until the limits are reached. Machi Koro: Bright Lights, Big City also replaces the Radio Tower Landmark with the Moon Tower, which allows a player to roll three dice and choose the most favourable two.

Physically, Machi Koro: Bright Lights, Big City is up to the same standards as the other Machi Koro titles.

Machi Koro: Bright Lights, Big City plays quickly and easily, though not as quickly as the suggested thirty minute playing time. Perhaps ninety minutes is a more accurate playing time. The primary changes from Machi Koro to Machi Koro: Bright Lights, Big City are the streamlining of the Marketplace and allowing five players rather than four. It also mixes in, but does not allow to dominate, the effect of the fish-related Establishment cards from Machi Koro: Harbour and the knocking down of Landmarks from Machi Koro: Millionaire’s Row. The result is a good game and a good jumping on point for the Machi Koro line, suitable for players aged ten and over. It is a bit light for seasoned gamers and for owners of Machi Koro and its expansions, it does not offer anything new. 

Wednesday, 28 October 2015

Machi Koro Disestablishmentarianism

The 2015 Spiel des Jahres nominated Machi Koro is a beautifully simple game that was made all the better with the addition of the expansion of Machi Koro: Harbour Expansion. The expansion opened up the number of paths to victory, whilst countering the core game’s limited number of paths to victory, making gameplay more random, and giving a more satisfying playing experience. Now, the second of the expansions of the Japanese ‘dice and card building’ game published by IDW Games is available in English. The question is, if Machi Koro: Harbour Expansion made Machi Koro better, can Machi Koro: Millionaire’s Row—known as Japan as Machi Koro Sharp—do the same?

If Machi Koro: Harbour Expansion took Machi Koro out to sea and back again, then Machi Koro: Millionaire’s Row gives an opportunity for the players to gentrify their towns. They can add Vineyards and Wineries, French Restaurants and Member’s Only Clubs, Demolition Companies and Renovation Companies, and more. All of these are new Establishments—there are no new Landmarks in this expansion. Fundamentally, the cards in Millionaire’s Row are more conditional and are as much about demolishing and decommissioning buildings as it is about building them.

The key condition that some of the Establishments work off in Millionaire’s Row is the number of Landmarks that a player has built. So the Green Card ‘General Store’ gives a player two coins from the bank when he rolls it, but only if he has less than two constructed Landmarks and the similar Blue Card ‘Corn Field’ gives every ‘Corn Field’ owner one coin from the Bank when anyone rolls it, but only if each owner has less than two constructed Landmarks. The Red Card ‘French Restaurant’ only activates when the player who rolls it has two or more constructed Landmarks; he must give the owning player five coins. The similar ‘Member’s Only Club’ requires the player who rolls it to have three or more constructed Landmarks; he must give all of his coins to the owning player.

The primary new mechanic introduced in Millionaire’s Row is that of deconstruction and renovation, that is, both Establishments and Landmarks can be deconstructed as well as constructed. Thus the Green Card ‘Demolition Company’ forces a player to demolish one of his Landmarks, though he does get eight coins and he can reconstruct the Landmark later. Establishments are not deconstructed, but rather closed for renovation. Thus the Green Card ‘Winery’ gives a player six coins when rolled for each Vineyard he owns, but then it closes for Renovation. When rolled, the Purple Card ‘Renovation Company’ allows a player to choose one type of Establishment in play and force all of them to close for Renovation, including those owned by other players. The rolling player gets one coin for each Establishment closed in this fashion. Any Establishment that is closed for Renovation receives a Renovation token and needs to be rolled again for the token to be removed. Until the Renovation token is removed, an Establishment cannot generate any income.

Not all of the new Establishments are always beneficial. The already mentioned Green Card ‘General Store’ only benefits a player when he has less than two constructed Landmarks, whilst the Green Card ‘Loan Office’ grants a player five coins when constructed (it is free to purchase), but makes him pay two coins back to the Bank when rolled on subsequent turns. Cards like this are primary candidates for use with the Green Card ‘Moving Company’ and the similar Purple Card ‘Business Centre’ from the core game that enable a player to move an Establishment to another player or swap one of his Establishments with that of another player. Here the ‘Moving Company’ gives a player four coins when he does this.

Lastly, the Purple Cards, ‘Park’ and ‘Tech Startups’, are interesting ways of getting more coins. The ‘Park’ forces all players’ coins to be collected and redistributed equally between all of the players, whilst at the end of each turn, a player can choose to place a single coin on the ‘Tech Startup’. Each time the ‘Tech Startup’ is rolled, coins equal to the number of coins on the card is collected from each of the other players.

The overall effect of Millionaire Row’s cards is to slow game play in two fundamental ways. The first is that many of the cards are designed to slow player down, particularly any runaway leader, the latter always a possibility in Machi Koro, especially if the Harbour Expansion is being used. Second, it increases the number of cards in play and can thus be drawn into the Marketplace, especially if the Harbour Expansion is being used. This can lead to situations where the only cards available for purchase can be two expensive and even when bought, may not generate income for a player. To an extent, this is countered by the free-to-buy ‘General Store’ and ‘Loan Office’ cards, but really this is an issue with Millionaire Row’s that could have been addressed.

Millionaire’s Row adds lots of interesting cards to the play of Machi Koro, but these add complexity and fundamentally slow gameplay down as does the profusion of cards being fed into the Marketplace. The complexity makes Machi Koro more of a gamer’s game than a family game, whilst the overstuffed Marketplace is a problem in search of a solution.

Saturday, 24 October 2015

Harbouring Machi Koro

The 2015 Spiel des Jahres nominated Machi Koro is a beautifully simple game with a problem. The Japanese ‘dice and card building’ game published by IDW Games has proved to be a hit and a very good gateway to Japon games. The problem is that the game has a limited number of paths to victory. Either a player opts to buy Cheese Factories and powers them with Ranches or he opts to buy Furniture Factories and powers them with Mines and Forests. During the game, because all of Machi Koro's cards are laid out to buy, the game has a static feel with there being nothing to stop another player from selecting these paths to victory. This limits the game’s replayability, which is a shame, because Machi Koro's design is still good. It just needs something to take that good design and turn it into a good game that people will come back to.

Machi Koro: Harbor Expansion is the first expansion for the game. It adds coins worth twenty coins each. More importantly, it does several things with its sixty-eight cards, but does it address the problem at the heart of the game?

The very first thing that Machi Koro: Harbor Expansion does is provide the means to add a fifth player to the base game. On one level, this simply means another set of the four Landmark cards—a Station, a Shopping Mall, an Amusement Park, and a Radio Tower—that need to be built to win the game and the two starting cards for generating income—a Wheat Field and a Bakery. That though is for the base game, because after that is where Machi Koro: Harbor Expansion gets interesting.

Second, it adds three new Landmark cards. The first of these is City Hall, which enters play face up and can be used from the start of the game. It generates money if a player does not have any money before he purchases an Establishment. The second, the Harbor, is what the expansion is named for and activates a number of fishing related  Establishments once purchased. Where the Harbor is cheap to buy, the third Landmark, the Airport is not. It gives a player coins when he does not buy anything, though given its cost, the Airport’s effect will rarely enter play as most players will purchase it to win the game. There are of course, enough of the new Landmark cards for five players.

Third, it adds a swathe of new Establishment cards. The Red-coloured food outlets—Hamburger Stands, Pizza Joints, and Sushi Bars—give more means to force a player to pay their owners when their numbers are rolled. Both of the new Green-coloured cards—Food Warehouse and Flower Shop—are powered by other cards rather themselves. Apart from the Flower Shop, the other Blue-coloured cards—Mackerel Boat and Tuna Boat—require the Harbor to have been bought if they are to work. Lastly, the new Purple-coloured Special cards—Publisher and Tax Office—give news means to take money from the other players. Some of these cards are powerful, for example, the Tax Office takes half of the coins of any player who has ten coins or more, whilst the Tuna Boat grants a player two dice’ worth of coins. The new cards also strengthen the numbers available, for example, the Flower Shop can rolled on a six; they oppose other cards, for example, the Wheat Field is countered by the Sushi Bar, one generates money, the other taxes the player who rolled, both require a roll of one; and with the Tuna Boat they extend the number range from one to twelve to one to fourteen. This only comes into play if a player has a bought a Harbor which grants a bonus to a player’s roll if he rolls a ten or more.

Fourth and last, Machi Koro: Harbor makes a radical to the Market Place—the place from where the players purchase Establishments. In the base game every type of Establishment card is available to buy, but this expansion limits the Market Place to just ten unique Establishments at a time. These are set up at game start, with duplicate Establishments forming their own card piles. As soon as the last of an unique Establishment is purchased, a new one is drawn. If a duplicate is drawn, it is added to its own pile and Establishments are are drawn until there are ten unique ones in the Market Place. What this does is prevent easy access to particular paths to victory—for example, purchasing Cheese Factories and powering them with Ranches, or with this expansion, Flower Shops powered by Flower Orchards, Food Warehouses powered by by food outlets like Cafes, Family Restaurants, Hamburger Stands, Pizza Joints, and Sushi Bars, and so on. It does not prevent total access, but forces the players to generalise and adapt to the cards available rather than cherry picking. It also makes game play random.

There is a great deal to like about Machi Koro: Harbor. It mixes game play up, adding a much needed random element and countering the original game’s paths to victory. It thus makes the game less predictable and longer to play, but gives a more satisfying playing experience. It makes Machi Koro a much, much better game. You may play Machi Koro a few times, but with Machi Koro: Harbor, you will play again and again.

Sunday, 23 November 2014

Your Gateway to Japon Games


Japanese board games have become very popular in the last few years, most notably Love Letter and Trains, both published by Alderac Entertainment Group and both winners of Origins Awards in 2014. What this means is that new Japanese board and card games are hotly anticipated, none more so than Machi Koro. In English, it is released by IDW Games, a publisher better known for its comic publishing. Machi Koro is a quick-playing ‘dice and card’ for two to four players, aged eight and up, in which they are each the mayor of a suburb whose residents want their district developed. Starting off with a Wheat Field and a Bakery, each player will race to build four landmark buildings—a Station, a Shopping Mall, an Amusement Park, and a Radio Tower. The first mayor to do so is the winner!

The playing time is thirty minutes and very simple. On his turn a player rolls the die and everyone will compare the result with numbers printed at the top of the building cards they have in front of them. This can generate money for everyone or just the current player, who is now free to spend it to purchase a new building or a landmark. A player can have multiples of one card type, but can only buy one card per turn.

Where Machi Koro gets interesting is how the cards generate money. There are four types. Blue cards pay out to everyone when their numbers are rolled; green only pay out on a player’s turn; red cards take money from other players they roll their  numbers; and purple cards provide an action rather an a pay-out. Note that red and blue cards pay out even when it is not a player’s turn. For example, the blue Ranch cards pay everyone one coin when anyone rolls a result of a one. The green Bakery pays out one coin on a roll of two or three on the current player’s turn only. The red CafĂ© allows a player to take a coin from the current player when he rolls a three. The purple Business Centre allows a player to swap one of his buildings with that of another player.

Initially a player will be only rolling one die. If he purchases the Station landmark, he can roll one die or he can roll both dice. This means that range of results is no longer one to six, but two to twelve, and it means that as soon as they are built, a new range of buildings and their dice results are available to him. The cards with ranges above five tend to be more expensive and have more complex effects, especially results for six, seven, and eight. For example, the green Cheese Factory, which costs five coins, pays out three coins for each card the current player has with a cow symbol on it—currently only a Ranch—anytime he rolls a seven. Building the landmarks will also give a player a benefit. The Station allows him to roll two dice; the Amusement Park lets him roll again if he rolls doubles, and so on.

Although designed for between two and four players, Machi Koro works better with three and four rather than two, primarily because there more participants for the cards to work off. Physically though, Machi Koro is nicely presented. The artwork on the cards is cute, the cards are easy to read, and the rulebook is very clear and very simple. The box comes with room for expansions, but the insert could have been better designed for that.

There have been comments that it is like Settlers of Catan without the trading or Monopoly without the mortgages. To an extent this is true. You are rolling for resources (coins) and you are buying properties as in both of those games, Machi Koro is a quicker, slicker game without the trading and without the mucking about with the banks. It is certainly better than Monopoly and whilst no Settlers of Catan, it is a well-designed little game. However, it is not perfect, but the first imperfection is not of Machi Koro’s own making. The first problem is that the game is slightly disappointing, but that can be put down to it having been overly anticipated, it having taken a year to reach us since it first appeared at Essen in 2013. Second is that its game play does not offer a great deal of depth or variety. Third, it does not offer much in the way of strategy and the primary means of getting money—the purchase of Ranches and Cheese Factories (the latter with its average roll of seven)—is obvious and difficult to counter. What game needs is an expansion and it needs it now. Two have been released in Japan— Machi Koro Sharp and Machi Koro: Harbor Expansion—and they need to be released in English before Machi Koro loses its popularity.

Now despite all this, Machi Koro will appeal to a wide audience. There one or two strategies in the game that a seasoned gamer will latch on to, but the dice rolling gives it a luck factor that will offset that to give everyone a good chance of winning. So amongst gamers it can be played to a cutthroat finish, but it also be played as a casual game. It is easy to play, it is fast to play, and it is easy to teach. This, when combined with thoroughly charming artwork means that Machi Koro is a good family game and if not quite a good gateway game, then it is very, very close.

Sunday, 16 October 2011

Track or Share?

One of the odder games to be released at Essen in 2010 was SNCF (SociĂ©tĂ© Nationale des Chemins de fer Français) from Winsome Games. The oddity being that Winsome Games is best known for developing, publishing, and licensing detailed, historical train games – board games that focus on the building and development of railway networks and the trading in the shares of railway companies. SNCF was anything other than detailed or historical, but was instead a simple track and share game that could be played in thirty minutes. Nevertheless, it offered up careful tactical play and was quickly licensed to Queen Games and released as Paris Connection.

As both titles suggest, Paris Connection is set in France in which the players take the role of investors in the new railway companies that want to connect Paris with the rest of France. Designed for between three and six players, aged ten and over, the aim of the game is to increase the value of shares in one of six railway companies and to hold shares in these companies. Share values are increased by laying track and building connecting routes from Paris across France to her towns and cities. The first clever aspect of the game is that the wooden train pieces that represent the track or routes in the game also represent the shares in the company, so there will come a point at which it is more profitable to own shares in a company rather than build with them. The second clever aspect about the game is that share ownership is hidden throughout the game and only revealed at the very end, though share transactions are done in public.

The game consists of a board depicting a map of France with her various towns and cities. Most towns are worth a single point when scored, but in general, the further a town or city is away from Paris, the more valuable it is to score. Around two sides of the board is a scoring track that runs from one to thirty, showing not a player’s score, but the share values for each company. Besides the main board, there is a small storage board for each of the game’s six sets of share/track pieces. These come in six colours, are done in wood, and are shaped like steam locomotives. There is a card screen for each player behind which he can hide his shares. The last two components are a black cloth bag used to determine random share ownership at the start of a game and two sets of rules. One set of rules is in French, the other in English. Both are double sided, done in full colour with one side explaining how to set the game and the other the game’s actual rules.

Game set up is simple. Each player receives a screen and a train of each colour is placed on the start of the Scoring Track and on the start hexes in Paris. The remaining train pieces of all six colours are placed in the cloth bag and given a good mix. Each player then draws a number of random train pieces from the bag and hides them behind his screen. The number drawn depends on the number of players. The greater the number of players, the fewer the initial number of shares that they can hold at the start of the game and the fewer maximum shares that a player can hold at the end of the game without their scores being penalised.

On his turn, a player has two options. He can either lay track or take shares. To lay track he takes up to five train pieces from any one storage board and places them board so that they are connected to trains of the same colour. To take shares, a player places one the shares he has behind his screen on the storage board that matches its colour and takes two shares of another colour from another storage board. This is only way in which a player can increase the number of shares that he holds.

Play continues until there are only share/track pieces remaining on the single storage board with the remaining share/track pieces either behind the players’ screens or on the board. The other way to end the game is for a player to build into Marseilles. At this point everyone reveals the shares they hold behind their screens and receives points for each share according to its value on the Scoring Track. The player with the highest value share portfolio – after penalties are levied for holding more than the maximum number of shares – is the winner.

Initially, the idea that you are not building your own railway and that you do not own train pieces of a single colour is counter intuitive. In almost every other game, you are building your own railway and you do own all of the train pieces of a single colour. Once past this stumbling block, Paris Connection presents one base tactical question and then a number of smaller questions to a player. That base question is, at what point does it become more valuable to hold multiple shares in a railway network than to extend that network? In other words, at what point do share/track pieces become more valuable as shares than as track?

The subsequent and smaller questions revolve around how does a player affect the share values in the other rail networks? The game is not complicated enough that it includes rules on how to reduce share value, but it is possible to limit the growth in share value. The most obvious means is place the share/track pieces in such a way that they do not connect to any town or city and so do not score any points. Thus a rail network’s share value is not increased for a player’s turn.

The last question that a player needs to address is, how quickly does he need a rail network need to get to Marseilles? It might be that with several high value shares in his portfolio, he might want to end the game early to capitalise on those values. Conversely, the other players might want to lay track in a high value share to both stop it rising in value and it reaching Marseilles, hopefully giving them time to improve other share values and increase their portfolios.

There are three great aspects to Paris Connection. First, there is its simplicity. The rules are not only simple to learn, they are also simple to teach. In fact, the game is simple enough that after a single read through of the rules; a group could get playing, meaning that it is entirely possible to play Paris Connection out of the box. The second great aspect is that the game has almost no randomness to it, and what there is, consists of determining each player’s share portfolio at game’s start. The third great aspect is that this is a Euro Game not for two to five players as many good Euro Games are, but for three to six, and light games for six players are not necessarily all that common.

The production values on Paris Connection are very high. The board is attractively done and clearly laid out. The screens are nice, though prone to falling over. The wooden train-shaped track/share pieces are equally attractive if a little small and perhaps fiddly to handle. The rules sheet is bright and easy to read. Yet these high production values are source of the game’s single real flaw. Paris Connection is not an inexpensive game. In fact it is an expensive game given both how long a play through lasts and how simple it is. It is engaging and enjoyable to play, but it does not offer value for money.

The purchase of the copy of Paris Connection that we have been playing was an impulse buy. The promised lightness of the rules and the upper limit on the number of players were the draw despite the price. Having played it a few times, we have found it to be light and easy, but still offering some tactical choices. Not only is Paris Connection an excellent filler game, it is also a good starter game, a title that can be played and enjoyed with casual games players… that is, if you are happy to overlook the price.

Sunday, 13 June 2010

Holidaying With Canute

One of the most hotly anticipated games of late is
Forbidden Island from Game Wright  anticipated because it has been designed by Matt Leacock, the highly regarded designer of the equally highly regarded co-operative board game, Pandemic. For fans of that board game’s desperate attempt to stave off the spread of four deadly diseases, the news is good. Forbidden Island is another co-operative board game, another desperate race against time rather than your fellow players, and another tense, taut playing experience. The enemy are not four deadly diseases, but the rising tides that ebb and flow, threatening to sink the island before a band of plucky explorers can land, rescue its hidden treasures, and get back to safety...

This is a game designed for two to four players, aged ten and up that can be completed in under thirty minutes. It is easy to learn – for our first game we got everything out and were playing in five minutes – and fans of the designer’s classic Pandemic will recognise certain similarities.

The first thing that strikes you about Forbidden Island is that it comes in a tin. Inside the deep tin can be found fifty-eight cards, twenty-four Island Tiles, six wooden pawns, four Treasure pieces, a Water Meter, a Water Level Marker, and an eight page Rules Booklet. The cards are divided between a twenty-eight Treasure Card deck, a twenty-four Flood Card deck, and six Adventurer cards. The red-backed Treasure Cards are divided between depictions of the game’s four Treasures, Waters Rise! cards, and various special cards. Each of the cards in the Flood Deck corresponds to one of the twenty-four Island Tiles. These Island Tiles depict locations such as Breakers Bridge, the Cliffs of Abandon, the Coral Palace, and Fools’ Landing, where the helipad is located. Each Island Tile is double-sided, showing a location in full, fantastic colour on one side, and a pale version with a blue wash on the reverse. When this pale version is face up, it indicates that the location is flooded and is in danger of sinking.

The six Adventurer cards each double as a quick reference card and each has a special ability. For example, as the Messenger a player can give a Treasure Card to another player anywhere on the island, while the Engineer can shore up two adjacent flooded Island Tiles instead of one as an action.

The Water Meter shows Forbidden Island’s rising waters in terms of the number of Island Tiles that are flipped over at the end of each player’s turn, from two rising up to five. A marker is clipped onto the Water Meter, and this marker will rise up the Meter and through the numbers until it hits the skull and crossbones at the top. When this happens, the game is over. The marker only rises when a Waters Rise! is drawn at the end of a player’s turn. There are just three of these cards in the Treasure Deck, but as the game proceeds, the players will exhaust and reshuffle the Treasure Deck several times.

Lastly, there are the four Treasures. Each of these – the Earth Stone, the Statue of the Wind, the Crystal of Fire, and the Ocean’s Chalice – is done in very tactile and appropriate plastic. For example, the Crystal of Fire is done in translucent flame red plastic.

To set up a game of Forbidden Island, the Island Tiles are laid out face up in a roughly crossed shape pattern, one each of the Treasures is placed at a corner of the island, and each player receives two Treasure Cards and an Explorer Card. Their corresponding pawns are placed on the marked Island Tiles. The top six cards from the Flood Deck are drawn and turned over to form the Flood Discard Pile, with each of the Island Tiles that correspond to the cards drawn being turned over to show their flooded side. Lastly, the marker is set on the Water Meter at a starting point that ranges from Novice up to Legendary. The higher the starting point on the Water Meter the closer the marker is to the skull and crossbones and the game ending in failure.

On his turn a player can take just three actions. He can move orthogonally – up, down, left, or right, but not diagonally (unless he is the Explorer) – to an adjacent Island Tile; he can shore an orthogonally adjacent flooded Island Tile or the flooded Island Tile that he is on – this flips the tile over so that it shows its non flooded side; he can give a Treasure Card to a player if they are on the same Island Tile; or he can capture one of the four Treasures by discarding four matching Treasure Cards on one of the two Island Tiles where that Treasure can be found. Doing any of these takes one action.

At the end of his turn a player draws two more Treasure Cards, with the maximum he is allowed to have in his hand being five. He also draws a number of Flood Cards as indicated on the Water Meter. For each Flood Card drawn, the corresponding Island Tile is flipped over. If the Island Tile has already been flipped and shows its Flooded side face up, it sinks into the abyss and creates a watery chasm that cannot be crossed – unless you are playing the Diver. Both this Island Tile and its Flood Card are removed from play. Any player caught on an Island Tile lost this way immediately swims to an adjacent Island Tile.

If a Waters Rise! card is drawn from the Treasure Deck, the marker is raised by one notch on the Water Meter. Over time this will increase the number of Flood Cards drawn at the end of each turn. The Flood Discard Pile is shuffled, put back on top of the Flood Pile, and Flood Cards are drawn as normal.
So how do you win a game of Forbidden Island? Simply by collecting all four of the Treasures, getting every player to the Fools’ Landing Island Tile, and then using a Helicopter Life card – one of the few special cards from the Treasure Deck – to get everyone off the island. The point is, everyone wins.

So, one way to win then, how do you lose? By lots of ways. If both of the Island Tiles where a Treasure can found are lost to the abyss or if the Fools’ Landing Island Tile sinks, preventing everyone from getting off Forbidden Island. If an Island Tile sinks and a player cannot swim to an adjacent Island Tile or if the marker on the Water Meter reaches the skull and crossbones. The point is, everyone loses.

The time between a game starts and when it ends – either with a win or a loss, a player will be very busy. Primarily, he will be rushing around Forbidden Island to shore up Island Tile after Island Tile, the danger being that if too many Island Tiles are lost to the watery abyss it restricts everyone’s movement and reduces the number of Island Tiles where the Treasures can be found. Secondly, he will be collecting Treasure Cards enough to collect one or more of the Treasures. In between all of this, his fellow players will be advising and suggesting on his best course of action, usually based upon the special ability granted to the player by his Adventurer Card or where a player needs to get to in order give a Treasure Card to another player or to receive a Treasure Card from player in his turn.

I found a demo copy of Forbidden Island at UK Games Expo ’10 – where it would win an award for Best Family Game – this last month and rounding up three other players, cracked open the game, and was playing in five minutes. We lost. On Novice level. On the second try, we won. I resolved to purchase a copy the following day when it was launched. In discussing the game, we agreed that the game felt very much like Pandemic, the comparisons being impossible not to draw. It has the same strong co-operative play element; it has the same deck refreshing element that sees the same cards appearing again and again – but on Forbidden Island they are Flood Cards rather than Infection Cards as in Pandemic; and it has same tense atmosphere in play as the players try to stave off the rising waters. It also feels like a scaled down Pandemic, with a player having three actions per turn rather than four and having to collect four Treasure Cards per Treasure rather than five City Cards per disease as in Pandemic.

Yet despite the tense nature of the game play, Forbidden Island is not as doom laden. Its theme is more upbeat, more adventurous, and without the fate of the world being at stake. With its excellent artwork and the fantastic nature of the names given to the Island Tiles, Forbidden Island is more like playing a desperate adventure movie.

If there is an issue with Forbidden Island, it is in that having played Pandemic, the comparisons leave you slightly dissatisfied. This is due to this new game not having quite the same depth of play that Pandemic offers, making Forbidden Island not quite as appealing to the dedicated games player. For all its scaling down and simpler rules, Forbidden Island is not necessarily easy to win, and the dedicated games player should consider adjusting the starting difficulty upwards to Elite or Legendary. To be fair though, Forbidden Island is not Pandemic and is not meant to be a replacement or a variant, instead being a family game that can enjoyed by younger players and serious gamers alike. In fact, it actually serves as a fantastic introduction to the concept of the co-operative play. That it plays in a similar fashion just shows us how good the underlying mechanics are in Forbidden Island’s older and more polished, more intricate forebear.

Which all means that Forbidden Island is not just another fine entry to the growing family of co-operative board games, but an excellent introduction to that family. As an introduction to co-operative game play and as a family game, Forbidden Island is clever, sophisticated, and a great new gateway game into the hobby.