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2/1/06 A couple
months back I was doing research for a parenting article about the pros
and cons of “letting kids win” when you’re playing games with them.
The article never really went anywhere, but it has had a profound
effect on my life since. As part of my research, I interviewed several
“gaming families” who had a lot of good and specific insight on the matter.
The piece of advice that rang true with me was that the best games
to play are the ones that are fun regardless of whether you, or your child
especially, wins or loses. One
father I interviewed specifically, Dave Jones, actually runs his own board
game store online, www.timewellspent.org
and he made several suggestions for games that fit that description. During the course of his interview, he mentioned
a term that I’d never heard before: German-style games – as opposed to
American style. If you’re a serious
gamer, or really if you just love playing board games a lot, then German
style games are probably the ones that make up the better part of your
collection. As Dave
described it to me, German style games are not as “linear” in their motion
or flow of play. You don’t roll
the dice, move, roll the dice, move. Often times, you have several options to choose
from on your turn. You’ll be drawing
cards, playing cards, placing pieces, moving pieces (forward, backwards
and sideways), cashing in special cards, points or tokens that grant you
special moves or attacks or powers. The
basic rules are often simple but there’s generally a lot more strategy
involved in German style games – strategy that goes beyond whether or
not to build a hotel. Yet at the
same time, there are varying degrees of difficulty, so you don’t feel
like you’re playing an epic like Risk all the time.
One game that Dave suggested that will easily introduce people
to the German style was a game called Ticket to Ride. The
conversation with Dave piqued my interest and when I told Lauren about
it, it piqued HER interest. One
rainy Saturday afternoon, we decided to give this new interest a try.
We decided to head to the mall and buy ourselves a German style
board game. Our travails that
afternoon could have been adapted into a board game of its own.
Our first attempt was a store just down the road called The
Game Stop. Unfortunately, we didn’t realize that this place was specifically
a store for VIDEO games. We asked
the kids behind the counter if they knew where we could find a store that
sold board games. The first clerk
was genuinely confused. I doubt,
in this age of blinking lights and games that are designed to entertain
their participants with very little creativity on their own part, that
the pimply-faced adolescent even knew what a board game was.
The slightly older clerk suggested we try Toys-R-Us or Target
or the mall several miles away. I knew
the former two suggestions would yield nothing. Department-type toy stores generally only have
your typical Candyland’s, Connect Four’s and whatever product
tie-in has been rushed through production in order to match the release
date of the latest Hollywood blockbuster.
But I figured, hopefully, that the mall would have a store that
specialized in board games. We
drove slowly through a torrential downpour.
Upon arrival at the mall a half hour later, I realized that the
only store that had any kind of “games” was yet another Game Stop
with yet another batch of the latest bleeping, blooping video games. Once
again, we asked the spacey-eyed clerk if she knew where we could find
a store that sold board games. Once
again I got a dumb blank look that said only one thing: “What generation
are you FROM?” Knowing it was
a losing battle, I changed tactics, asking the clerk if she had a Yellow
pages I could borrow. “A what?” “A Yellow
Pages.” “Um…” “You
know, a phone book.” “Oh…
I don’t know.” She did a cursory
check of a couple of drawers in the counter and asked her manager if he
knew where a phone book might be. He said they didn’t have one. I
didn’t even bother saying thank you before leaving the store. I walked straight next door into what I foolishly
considered to be our most likely option: The Verizon Wireless store
and asked the first suit-clad clerk if he had a Yellow Pages I could look
at. “A what?” “A Yellow
Pages.” “Um…” “You
know, a phone book.” “Oh…
well you can dial 411 from any Verizon phone.” (I swear this is
how the conversation went) “Yeah,
but I don’t know the NAME of the place I’m looking for, which is why I
need a Yellow Pages.” “Oh…
let me check.” Thirty seconds later he came back empty-handed with a now-familiar
blank look on his face. “No I’m
sorry, we don’t have a yellow pages.” “Are
you kidding me? You’re Verizon.
You MAKE the Yellow Pages!” I didn’t
say that to him. I just turned
around and left, again without saying thank you. We’d seen a Target on the way into the
mall. In desperation, but with
no real hope of success, we made our way, via a series of extremely difficult
left-hand turns over there. As
expected, Target’s entire wall of board games consisted of typically
boring, non-engaging American fare, several variations of Monopoly
with everything from Harley Davidson to Star Wars themes,
several editions of Twister and Trivial Pursuit, as well
as a gluttony of Dora the Explorer and Elmo games – all
of which have their time and place for sure, but neither of which fit
what we were searching for right now.
Yet
again, I found myself asking an empty-headed teenager for a Yellow Pages.
And yet again I received an answer that made me worry for the future
generations: “A what?”
I know
in this day and age of the internet and Google, with the answer to any
question quite literally at your fingertips, we don’t necessarily NEED
a physical phone book anymore. But my god, are we so far removed from that phase of existence after
only a few years that an entire generation of people doesn’t even know
what the Yellow Pages ARE? Furious,
I left the Target, ready to just give up and go the hell home.
Lauren lingered behind a bit to see if there was perhaps a grown
up authority figure, a manager perhaps, who might actually know what she
was asking for and then perhaps by some miracle locate a bloody phone
book. As I stormed to the car
in the pouring rain, I spotted something that gave me yet another glimmer
of hope. A Hallmark store.
I cannot remember a single time when I have ever need anything
from, nor had a reason to go inside, a Hallmark Store.
But as I looked at the cursive red and yellow logo, a trite but
profound thought popped into my head: Old
people work there. People
who grew up their entire lives knowing what a Yellow Pages is.
I walked in with renewed energy, walking right past the twenty-something
girl working the counter and making my way straight for the sixty-something
lady I saw stocking the shelves. “Excuse
me, random question… do you have a Yellow Pages I could look at?” “Oh,
I don’t know. I’m not sure that
we do but I can check.” It wasn’t
the best answer I could have hoped for, but at least for the first time
all day I didn’t receive the kind of vacant stare that makes me want to
punch every teenager in the head. The lady disappeared into the back for several minutes and just
as I was preparing myself once again to give up and drive home, she emerged
with two battered but viable books made of bright yellow paper. By this
point, Lauren had spotted me through the window and come to my side.
We flipped to the game & hobby section and with the help of
the Hallmark lady, deduced which of the listings were close to
where we were. I dialed the number for Abington Game and Hobby and asked
the guy if they sold board games. He
said yes. I felt stupid asking,
“Do you sell German Style games,” so I asked, “Do you have Ticket to
Ride?” Again, he said yes. This was our store. We thanked
the Hallmark lady profusely and we all had a nice little lament
over the state of intelligence of the younger generation, making me feel
like an old but justified fart. These
kids these days I tell ya… Abington
Game and Hobby was just a mile or so down the road from the mall
and we were there in minutes. It’s
a small privately owned shop that’s easy to miss if you don’t know where
it is. We walked in and the placed was packed, with
probably a dozen or so people in the midst of some kind of gaming tournament.
The atmosphere was animated with gaming geeks (I use that in the
best and least derogatory sense of the word) shouting challenges good-naturedly
at each other as they one-upped their opponent’s moves and brought themselves
closer to victory. Lauren
and I made our way to the back room where all the board games were and
began to peruse. Poor Allison
had been cooped up in the car all day long so we put her down so she could
run around a bit. We were the
only ones back there so she fortunately was in no danger of being trampled
by an over-excited player from the tournament. Ticket to Ride was the name of the game
Dave Jones had praised for its ease and fun and introduction to the German
style of gaming. But reading the
description on its box, it didn’t sound like very much fun to me. Something about building train routes between
cities or something like that. I had
printed out several reviews of various games that sounded interesting
from www.boardgamegeek.com,
but AG&H didn’t have any of those specifically. Lauren and I spent maybe twenty minutes pulling
out games that piqued our interest, finally deciding on one called Monsters
Menace America. It had everything
you could want in a “first game”: A fun
concept: You play the role of a monster and a branch of the military as
you attempt to stomp and destroy as much of America as you can before
turning your might on fellow gamers. Good artwork: Not only do the board and cards have beautiful and well-drawn depictions, but also the monster pieces go beyond a simple cardboard cutout, instead crafted from colorfully painted plastic making them resemble little action figures. While
we waited to pay for our game, we watched with interest and amusement
the tournament being waged at several tables in the main room.
The players, many of whom seemed like they were regulars at the
store, were what you would stereotypically expect a bunch of board-gaming
geeks to look like. Mostly guys, generally quite skinny with glasses and clothes that
would never win any awards for groundbreaking fashion. But that’s just a superficial surface observation.
Every single person in this store and in this tournament was incredibly
nice, smart, good humored, and obviously knew how to have a raucous good
time, and I would have gladly hung out with any one of them before I would
even consider wasting my time on the illiterate Abercrombie and Fitch
clones I’d been dealing with all day who didn’t even know what a freakin’
Yellow Pages was. After
leaving the store, we stopped for dinner and to give Allison a chance
to work out some of the energy that had been pent up over the course of
long day driving from place to place. The whole evening, on the drive home and as we were putting Allison
to bed, we kept saying, in that baby pet voice that couples make, “I can’t
wait to play a game with you.” That
night after Allison was asleep we opened up the box and laid out the board
and realized pretty quickly that this was indeed not your typical, roll-and-move-roll-and-move
board game. (In fact in retrospect, we would come to realize that this particular
game was a little too complex for its own good.) It took us awhile to read through and understand
the somewhat confusing and complex directions, and while we played our
first couple games we had to constantly refer back to them. In fact even in later sessions we would still
have to reread certain parts when we became unsure of the order of moves
and whatnot. 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 and other sites to collect
health points, mutation powers and infamy points which give you extra
attacks later in the game. In addition to your monster, you also control
one of the four branches of the military defending the country from your
opponent’s monster. After a certain number of cities have been “stomped” the Monster
Challenge begins and you turn your might on your fellow monsters in a
last-monster-standing face-off.
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 pretending to be a monster (I for one had a blast making monster
noises and sound effects of crashing planes and exploding tanks), 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, Over
the next few weeks, I spent some more time on BoardGameGeek.com, looking
at reviews of games that sounded interesting and ended buying two more
online from TimeWellSpent.org: Cartagena
and Hera & Zeus. These
games are both awesome and, with a couple months of retrospect behind
us, lend themselves to playing over and over again without getting sick
of them. 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. I’ve read reviews that call Cartagena “Candyland 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 and the first person to get
to the end 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 playing a card and moving forward, or moving backward to collect
more cards.
As we
began getting sick of Monsters Menace America, we kept telling
ourselves, “This game is probably a lot more fun if you have more people
playing.” A lot of games from
what I’ve read SAY that they are for 2-8 players but in reality they were
designed with the higher number in mind.
With that in my head, I set out to find some fun 2-player-only
games. That’s how I came across
Hera & Zeus. (Incidentally,
Lauren and I have changed our mind about Monsters Menace America. We think this game pretty much just sucks in
and of itself.) Hera & 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 god’s armies by laying cards of varying strengths face
down 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 in turn 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.
We’ve
been playing Hera & Zeus and Cartagena constantly since
we bought them. Friday and Saturday
nights, as well as slow weeknights, we pull them out and what starts out
as “just one or two rounds” ends up becoming five or six until we realize
it’s almost one in the morning and we’ve both got work the next day.
New Year’s Eve this year was spent at home in true “lame new parent”
style, sitting on the couch with a movie on in the background, playing
round after round of Cartagena and Hera & Zeus.
I told
Lauren, again in that baby pet voice that couples use, “I don’t care how
lame we are, honey, I’m having fun with you.” And
it’s true. For a while there,
I actually started worrying about how much game playing we were doing.
I worried that we were using games as a substitute for talking
and spending quality time together as a couple.
I was worried that we were already turning into one of those old
and boring couples who just sit around playing board games because they
have nothing better to do. But then I stepped back and said, “No, it’s
okay.” I realized that this is
just the newest mini phase in our life and there’s no need to fight it. It’s just like any other mini phase that we
go through. Rather than constantly
looking around for the better and cooler and hipper and more exciting
things that you think you “should” be doing, just live in the moment and
enjoy what life has given you RIGHT NOW. It’s
like this past summer, Lauren and I went out for our anniversary.
It was the first time we’d been out without Allison in a long time.
All during dinner we kept trying to find things to talk about other
than Allison. The typical parental
thought of, “The kids are at home, let’s talk about something else,” was
in our heads. But the conversation
was strained. It was like we were
reaching for things to talk about. And
I can remember thinking, “Wow, have we run out of things to talk about
already after only three years?” And
the thought that followed that immediately was, “No, we HAVE something
to talk about, but we’re not talking about it!” And
at that instant we started talking about Allison and about being parents.
And it occurred to me, THIS is what God has given us for this time
in our life. THIS is His gift to us right now, and there
we were, trying to fight it. Rather
than living in the exact present moment and talking about what was obviously
important and interesting to US right then, we tried to talk about everything
BUT that. That night reminded
us to trust God and to trust in our relationship, and know that as we
grew together, God would constantly give us new things in our lives to
keep us going, new things to talk about and do together.
Our only responsibility was to recognize them and embrace them
when they came, rather than worrying about “what else” was out there. Like the manna in the desert, He only provided
just enough for each day. To take
anymore than what you needed was a sin.
So we’ve learned to take our portion gladly and in the faith that
tomorrow there will be another portion. That
was a long roundabout way of saying that I’ve let my fears go about our
games. So what if it means we
don’t talk a lot during those gaming hours? For now, this is what excites us and what we’re into. So we’re embracing it in the knowledge and
faith that if and when we get tired of these games, something else will
come along that will usher us into our next little mini phase. With
that embracement, Lauren and I recently went out and bought another game;
the one that started it all (for us anyway)… Ticket to Ride. I hadn’t thought much of the description of
the game 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. We
headed back down to the familiar digs of Abington
Game and Hobby and picked up the latest addition to our game arsenal. 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 each player draws 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 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 Abington
Game and Hobby to buy the game herself.
It made
me so happy to rope more people into our German web of games. As for Lauren and me, the more we play, the more we want to play. I honestly cannot wait to be that family that has a game night every Friday where we play a few different games, and teach our kids grace and sportsmanship while still having a good time – win or lose. There are several games I’ve seen online that I still want to get, though at upwards of forty dollars apiece – as well constructed games often are – it’s a hobby that can only grow slowly. For a full description of all games listed here, check out my list of Board Game Reviews.
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