Monday 29 September 2014

Board game digest

Digging into the back catalogue of posts never finished, I find this entitled simply 'Board Game Digest'. No, it's not an essay on the art of eating 'Fluxx' cards successfully, but apparently an attempt to talk about the recent board games that have hopped off the shelves into the collection and then right out back onto an Internet shelf again for sale.

It has been a rough year for buying board games. I don't seem to quite have the knack for it yet. There are stone cold classics like 'Carcassonne', 'Ticket to Ride', 'Citadels', 'Fluxx' and 'The aMazeing Labyrinth' that made it into the game chest at the beginning and will never leave, but since then? A mixed bag. Board games come in all types and difficulties, from silly party games to mid-weight fun for all the family to heavy duty strategy or social marathons. I try to aim for the middle, but somehow always miss. Never buy from what's available in the shop, it's a rookie mistake!

(I write this while playing 'Dual Transform' by the great Andrew Plotkin. It's exceedingly unusual, and not a physical game but a text adventure. Check it out. You'll need a Frotz interpreter to play it but fortunately everything's free! Or you can play it online. It's all on the link.)

So, in the spirit of reporting on the various games we try out here at the Quirky Muffin, a quick digest of the purchases over the last year or so.

Concordia: A Roman-themed strategy game which somehow manages to remain unplayed. It's supposed to be very good. We might never find out. I think the woman on the lid is peering into my soul.

Forbidden Desert: A great little cooperative tile laying game, in which everyone teams up to build the flying machine and escape the titular desert before... You know.

King of Tokyo: A knockabout monster-versus-monster battle for the city of Tokyo. The add-on features a giant panda in a bamboo hat. Lots of simple-minded fun and dice-rolling.

Mystery of the Abbey: A much more complex mystery and deduction game than Cluedo or Mysteries of Old Peking. Good interaction or non-interaction if you choose. You get to ring a little bell. Ting-a-ling.

Power Grid: A seemingly dry as desert dust strategy game in which you buy resources and do administration for your power plant network. Be dazzled by garbage powered electricity. Good if you're in an odd frame of mind!

Robinson Crusoe: A pretty good cooperative game, that is hampered by the epic setup and preparation time before you can play. It takes forever. It's thematic but a little dry. Not played enough to judge properly.

Sentinels of the Multiverse: A fairly boring cooperative superhero card playing game, very mechanical, and deeply linear. Sold it on.

Sherlock Holmes, Consulting Detective: A mammoth and legendary mystery game, cooperative, in which you all sift through the clues, papers and story book and try to solve the ten or so cases therein. Extremely atypical.

Suburbia: Best described as Sim City on a table, with lots of hexes. A lovely game. Plot to make the most money and win in the end or try to make a lovely ecological suburb all of your own.

Tales of the Arabian Nights: A story telling game (or almost a non-game if you listen to some people). Wander around the world on the board, collect story and destiny points, try to avoid being cursed or turning into an ape. Read lots and lots. Awesome.

Tokaido: An extremely simple and linear game about a journey along the great road itself. Not competitive, or thoughtful, a little routine but nice nonetheless.

In retrospect, now having thought about it, that's not a bad record. There's a board game for everyone out there if you really want to find one. I have to recommend 'Sherlock Holmes' highly if you happen to have someone with whom to play it. Sadly, that's my deficiency. One day, consulting detective, one day!

O.

PS 'Dual Transorm' is actually very cute. Check it out, seriously.

PPS Looking for a copy of 'Snow Tails', due to 'Due South' and a penchant for dog sleds. Yee haa!

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