LISTS
"Brian's Board Game Reviews"

Hey Guess What - Brian Hodges


 

Read my boardgame blog: THE GAMES WE PLAY


TICKET TO RIDE

HERA & ZEUS

CARTAGENA

MONSTERS MENACE AMERICA

________________

 

TICKET TO RIDE
(pictures coming soon)

I hadn’t thought much of the description of Ticket to Ride when I first read it, but every review I read raved about it.  All but the most hardcore gamers loved this game and said they played it often with their friends and family and that THEY loved it too.  It had been the top selling game on TimeWellSpent.org for like the last year or so.  With all that good press, we decided to give Ticket to Ride a shot. 

And I am SO happy we took everybody’s overwhelming advice.  This game is a ton of fun.  The board represents the United States with a series different-colored “train routes” between various cities, which vary in length from one to six spaces.  Players start out with 43 train pieces and four train cards, which are colored to correspond to the various route colors on the board.  They also start out with two or three “trip tickets” which I’ll get into later.  On each turn, players can either draw cards, draw trip tickets, or claim a route.

Players earn points by claiming routes with their trains.  The points go up exponentially as the route’s length increases.  For a route one space long, you get a single point.  For a route six spaces long, you get fifteen.  Players claim routes by laying down enough cards of the appropriate color for the route in question.  To claim the five-space green-colored route between San Francisco and Los Angeles, a player would lay down five green cards and then place one of their train pieces on each space in the route.  Obviously, with the way the points are tallied, it’s in a player’s best interest to claim longer routes, the obvious caveat of that being that it takes longer to draw six cards of one color than three – especially when it seems like the cards you need never seem to come up when you need them.

At the beginning of the game players draw trip tickets showing two cities that they have to connect with a continuous line of their trains by the end of the game.  Each trip ticket has a certain point value, with the longer routes obviously giving more points than the shorter ones.  At the end of the game, you gain the given number of points for each ticket you complete and LOSE the number of points for whatever tickets you fail to complete. 

The game is played until one player runs out of trains, at which point you tally up the points for each route and trip ticket.  An additional bonus is given to the player who has the longest continuous route.  The player with the most points wins.

We’ve only been playing this game for a few weeks now but we’re loving it.  It has exactly the right amount of complexity and options for strategy so that you can feel challenged yet still have a nice laid back game without thinking too much.  Part of the excitement comes from the fact that you really don’t know who’s going to win until the very end of the game when all the points are tallied.  The rest of the excitement, or tension, comes from the fact that since nobody can see the other players’ trip tickets they can end up inadvertently (or on purpose if their particularly perceptive) blocking somebody’s route, forcing them to have to take the long way around. 

My only beef with this game is that it involves minimal direct competition with the other players.  By and large, you’re so concentrated on completing your own trip tickets that you don’t really have time to worry about blocking your opponent’s route.  And even if you did have time, you can’t be completely sure WHERE they’re actually going, so you may end up wasting trains that could have been put to use elsewhere. 

But other than that, it’s a great game.  In fact, it’s so great that we finally pulled it out to play with somebody else other than just the two of us.  A couple weekends ago, Lauren’s sister Lisa and her husband Tim were visiting and we spent the entire evening playing Ticket to Ride and having a blast.  This was such a different kind of game from what most of us are used to playing, that I expected Lisa and Tim to just kind of say, “Okay, that was interesting,” but otherwise, be unimpressed.  Instead, Lisa went with Lauren the very next day to buy the game herself. 


BUY GAME

MORE REVIEWS

TOP

________________

 

Hera and Zeus is a two-player card game which is REALLY hard to learn at first but once you play a couple times becomes second nature and is a LOT of fun to play. The gist of that game is that each player takes on one of the title roles from Greek mythology. In the story, each of the gods has kidnapped the other’s favorite mortal: Argus in the case of Hera and Io in the case of Zeus. Players build up their gods’ armies by laying cards of varying strengths facedown in three columns in an effort to locate the Argus or Io card in the opponent’s deck. In addition to fighting cards, there are also mythology cards that allow special functions but cannot attack, as well as fighting cards that can beat every other card on the table except for one – which is usually quite weak whenever it attacks anything else.

The initial difficulty as you can probably already see comes from the fact that there are a LOT of cards with different strengths, weaknesses and functions to keep track of. Pythia for instance has a strength of zero which means that anybody can kill her. BUT, if Pythia attacks Poseidon or Nemesis, the two strongest cards in each opposing deck, then SHE wins the fight. In addition, rather than attacking, Pythia can be used to spy into an opponent’s hand or to reveal all the facedown cards in any one column. With me so far?

The first time Lauren and I tried playing this game we got fed up and quit before we got two turns into it. There were too many cards to keep track of and we kept getting confused about who did what and what went where. To be fair, we were exhausted and didn’t have the energy to figure it out at that exact moment. The next night we did it right. We went through each card one by one and figured out what they did and who they beat. That gave us a good perspective on how to proceed and even though we still referred back to the directions several times in the first few games, we at least had a working knowledge of the game’s mechanics and flow. After that, we’ve had nothing but fun with this game. The box comes with “cheater” cards for each person’s deck, which give a short description of what each card can do, but for the most part we’ve gotten to the point where we don’t even need to look at them anymore.

There are so many different strategies that one can use in this game, not the least of which is the use of bluffing. Placing cards facedown in a certain way so that your opponent thinks you’ve got a stronger card on the table than you actually do; hiding your Io or Argus card behind weaker cards so that your opponent won’t think to attack it; holding onto really powerful mythology cards for a long time in the hope that your opponent won’t attack it in your hand… these are all typical “bluffs” that one will employ in this game which ratchets up the tension and excitement several times over, especially toward the end of a close game.

But beyond that, and in my opinion the mark of a really good game, there are many strategies that you can develop to counteract the strategies being developed by your opponent. Lauren and I have been on similar learning curves with this game and so have figured out how to exploit the inherent weaknesses in the other person’s strategy. For instance, if a person plays their Hera or Zeus card, it gives them four actions per turn instead of three. This seems like it would be a benefit because you can attack or draw more cards than normal. But as you get to the end of the game and your draw pile gets drained, it becomes harder and harder to do four actions per turn. And in this game, you have to use ALL your given actions each turn or you lose. A smart player can ride out a game making small insignificant moves in the hopes that the other player will drain his pile and run out of things to do. Lauren and I have learned, and are still learning, how to use various strategies to our advantage and exploit each other’s strategies to their detriment. No game is ever the same and the tension is palpable during those close games that get down to the very end. Sometimes a game has literally been decided by a single card left in somebody’s draw pile.

Suffice it to say, we love this game and even though this factor doesn’t really dictate a good game (as we, again, learned in Monsters Menace America), the artwork on each of the cards is beautifully dark and fits the theme of game perfectly.


BUY GAME

MORE REVIEWS

TOP

________________

 

Cartagena (said: car-ta-HAIN-ya) is advertised as a “prison break” game where you’re trying to get a band of pirates down a tunnel and into their awaiting sloop. The theme really only serves as a jumping off point for the artwork which utilizes a lot of skulls and guns and other pirate paraphernalia, but when you get right down to it, the game is actually a simple abstract game of getting your pieces from point A to point B. But that doesn’t hurt the game a bit. In fact, I think it probably helps it because it doesn’t get so bogged down in “theme” like Monsters Menace America, that it tries to make more of itself than what it is. In fact the simple design of Cartagena gives it a certain timeless quality where you could see yourself playing the exact same version of the game with your grandkids forty years down the line.

I’ve read reviews that call CartagenaCandyland for adults,” and I think that’s an accurate, if overly simplistic description. It’s similar in that you draw cards that correspond to spaces on the board in order to move your pieces down the path toward the end and the first person to get there wins. But this goes beyond merely flipping a card and moving, flipping a card and moving. Players control six pieces (pirates) and have the choice on each turn of moving forward or backward. To move forward, you have to play a card from your hand and move to the next space with that picture on it (skull, ruby, knife, key, bottle, gun). If the closest applicable space already has a pirate (yours or somebody else’s) on it, then you move to the next available space with that picture. In theory, if all ruby spaces between you and the sloop are filled, you could play a ruby and move your pirate all the way to the end.

You start the game with only six cards, which is obviously not enough to get all your pirates down the tunnel. You pick up new cards by moving backwards to the closest space with either one or two pirates already on it. If there is one pirate on that space, you pick up one card. If there are two pirates, you pick up two cards.

Those are the only rules. Very simple and easy to explain, not like Monsters Menace America. The only thing Lauren and I have to constantly check back at the directions for is to remember how many cards we start out with: is it four or six… I think it’s nine… But in spite of how simple the game is to learn, it still lends itself to plenty of strategy as you “make chains” and “break chains” with your pirates, allowing your pieces to jump farther down the board without allowing your opponents take the same advantage. Another little added twist for this game is that the “board” is actually made up of six sections of tunnel that you reassemble at the beginning of every game, making the layout different every time.

There is a second way of playing this game that lends itself to being more “skill based” than “luck based.” I’ve come to realize that for serious gamers, the word “luck” is definitely a four-letter word and the less a game depends on any luck factor the more integrity it has. In Cartagena the two luck factors are that you don’t know what cards your opponents have and you don’t know what cards you’re going to draw from the pile. So even though there is still a good deal of strategy going on, the actual decision of whether to draw or move is more dependent on luck than skill.

In the “skill based” version of Cartagena, which the directions call the “Tortuga version” all cards are face up. You can see what your opponents have and they can see what you have. In addition, the first five cards of the draw pile are also face up. Much more strategy comes into play because you can see exactly which chains your opponents will be able to exploit and make a much more educated decision about where to move and what to draw.

I’ve read several reviews that say the Tortuga version of Cartagena isn’t all it’s cracked up to be because it takes what should be a fun and simple game with just the right amount of strategy, and tries and turn it into something it is not. In the end, everybody’s turn ends up taking twice as long as they agonize over every move and the game turns into a slow boring march rather than a fun sprint through the tunnel. I must say that while we’ve never actually played the Tortuga version, I would tend to agree with those reviews. There is still plenty of strategy involved in the “luck based” version of the game and the fact that you don’t know what cards your opponent has adds a certain “risk factor” to the mix which adds to the excitement. And yes, it keeps the game moving and fun which, if you’ll remember, was the whole point of this anyway.


BUY GAME

MORE REVIEWS

TOP

________________

 

In Monsters Menace America you take on the role of one of several classic movie monsters with slightly altered and comical names – for instance, the giant ape monster is named Konk. It’s the monster’s job to move around the board, which depicts the United States, and “stomp” major cities to collect health points. In addition to cities, there are other sites that you can “stomp” in order to gain Mutation Cards, which give you special powers, or Infamy Tokens, which allow you extra opportunities to attack later in the game.

In addition to controlling a monster, players also control one of the four branches of the military to defend the country from your opponents’ monsters. The caveat of this is that all military forces are still, in theory, loyal to the country, so they cannot attack other units and if you happen to cross paths with your own monster, you still have to shoot it out.

Players spend the game building up health points, mutation powers and infamy tokens in preparation for the Monster Challenge. Once a certain number of cities have been stomped, the Monster Challenge begins. Players take turns rolling a die, trying to inflict as much damage as possible on the opposing monster. It’s obviously in one’s best interest to have as many health points as possible before entering the Monster Challenge, but it’s also wise to have collected several mutation cards and infamy tokens which give you added strength or skill and allow you to take extra swings at your opponent, respectively. The last monster standing is the winner.

Lauren and I played this game several times that first night and then again the next night. We soon realized however, that the enjoyment on this particular game is a bit short-lived. Once you get past the novelty of the artwork and the fact that you’re controlling monsters (I for one had a blast making monster noises and explosion sound effects whenever I fought a military unit), the game really kind of drags. There are certain games that lend themselves to complex movement and strategy. But Monsters Menace America, by its very design was never intended to be one of those games. What should be a lighthearted stomp fest becomes a complex and slow moving game as you move your monster, deploy your military units, attack a city, fight other units, assess damage and health points, collect mutation cards and infamy tokens as well as military research cards, keeping track of what cards you need to play at the beginning of a turn and which can only be played once and which ones will actually have an effect on your opponent… It was too much hassle for a game where, let’s face it, you’re playing the part of a fire-breathing dinosaur.


BUY GAME

MORE REVIEWS

TOP

HOME - HUMOR COLUMN - WHAT'S NEW - ROAD TRIP - ESSAYS - BLOG - LISTS - ABOUT ME - LINKS - E-MAIL
© 2003 BRIAN HODGES