1497: Lab Work

Andie and I had another go at Pandemic: In the Lab this evening. I really like it; it completely changes the dynamic of the base game and, although it offers the potential to slow all players down considerably — for those unfamiliar, it makes the process of curing a disease considerably more complicated than just collecting enough cards — it encourages much more cooperative play, which is good.

The reason for this is that the new “Lab” mechanics allow more than one player to collaborate on putting together a cure for one of the four diseases. No longer is it a case of trying to get five cards of the same colour into the hands of one player (four if they’re the Scientist) — instead, one player can “sequence” the disease by playing an appropriately coloured card; another can test the cure by playing another appropriately coloured card; other players still can collect samples of the diseases required to build the necessary molecular structure for the cure itself. Finally, one player only now needs to collect three cards rather than five — because two have already been played to sequence and test the cure — in order to finally cure it. Despite the curing process taking more steps, then, this actually frees up players to stomp off around the world doing a bit of curing while collecting additional samples.

It’s still bloody hard, though. Andie and I played on the Introductory difficulty with just four out of the seven Epidemic cards, and we still lost — once without discovering any cures at all, and a second time after discovering two, with the third and fourth on the way. This is pretty much in keeping with the base game of Pandemic, which has a relatively low victory rate — particularly when playing on the more difficult settings with additional Epidemic cards — but has a pleasingly different feel to it all.

So far it seems to be a great expansion. In fact, I’ve been really impressed with both of Pandemic’s expansions to date — On the Brink added a wide variety of new ways to play (which, to my shame, I’m actually still to try any of) plus a bunch of new character roles, while In the Lab’s main contribution is this new “Lab Challenge” mode. I’m not sure if I’d want to play the game this way every time, but that’s the beauty of it, in a way; you don’t have to. The expansions have both been build in such a way that it’s easy to pick and choose the bits you bolt onto the base rules. If you want to play vanilla Pandemic with nothing more than the new roles, no problem. If, conversely, you want to play the Lab Challenge with a Bio-Terrorist player and a Virulent Strain, you can. It’s your choice, and that’s pretty great.

Anyway. Looking forward to playing it more. Now we have a better handle on the way the new mechanics work, I have faith that we can save the world from the terrible plight of Itchy Scrot and Brown Rot once more. Maybe.

1495: Epidemic!

I really enjoy the board game Pandemic, as has been fairly well established on these very pages, but I was a little skeptical about trying the iOS version. After all, I have a perfectly good copy of the board game on my shelf — plus its expansions — so what use is a digital version?

Well, it’s easier to simply start playing, for one thing; for another, it has a somewhat different “feel” to it than gathering around a board with friends to play. The board game can be played solo too, of course — particularly with the solo rules introduced in the In the Lab expansion — but the iOS version is particularly friendly to either solo or pass-and-play formats. I’d argue that it feels more “right” to play it as a single-player, multi-character strategy game on the iPad, actually; it’s much easier to collaborate on cooperative multiplayer moves when the board is right there in front of you, whereas passing an iPad around isn’t nearly so practical from that perspective.

I think the thing I like the most about the iOS version, though, is the presentation. Drawing most of its futuristic aesthetic from the newer edition of the board game that came out recently, its visual style is simple but effective, and the background music is excellent. Building in intensity as the Infection Rate increases over the course of a game, it keeps things feeling exciting and dramatic — and the special, super-intense music that plays when an Epidemic card is drawn really drives home the whole “Uh-oh, we might be fucked now” nature of the experience.

The other thing worth considering about the iOS version is that it’s a good way for people to try the game out without having to invest in the considerably more expensive board game version. It has a good interactive tutorial that explains the rules to you as you play, and a comprehensive in-game reference manual that goes into full detail about the game rules and all the available cards for special events, player roles and the like. It is, in short, like many iOS adaptations of board games, an excellent way of learning the game before jumping into a session with live tabletop players, or to refresh your memory on how it all works before teaching it to a group of newcomers.

Plus, you know, Pandemic is just a great game, too. It is, for many people, their introduction to truly cooperative gaming — a team of players against the board — and at less than an hour for a game to unfold (considerably less for the digital adaptation) it’s friendly to groups who tend to play on “school nights”, too.

Give it a shot. And don’t worry if you doom the world to oblivion at the hands of Radical-6 (or whatever you call the Blue disease this time around) — it happens to the best of us.

1217: Board Game Geek

I really like board games, as those of you who have been reading for a while will know. While I’m perhaps not quite as “hardcore” into the hobby as some on the Internet — largely due to not getting to play quite as often as I’d like — I do firmly count myself in that contingent of geeks who enjoy shuffling cards, fiddling with cardboard chits and moving wooden and/or plastic pieces around on a table. There’s something inherently fun about it as a physical activity, and the social side of things shouldn’t be understated, either — it’s a great thing to do with friends if you don’t feel like going out, and is an activity that can easily be “scaled” according to how many people you have and how much time you have available.

Next weekend, I’m taking a short trip away with some friends of mine to make merry and play a ton of board and card games. I’m really looking forward to it, since it will be some uninterrupted time to enjoy ourselves without having to worry about being home on time or anything like that. (I will add at this juncture that Andie is enormously understanding and patient regarding my geeky hobbies, and that I appreciate it enormously — especially when she joins in!)

Anyway, in preparation for said weekend, I catalogued the games I have available, and it seems I have amassed quite a sizeable collection over the last few years. I am happy about this, and I like displaying them as a talking point. (If you come over to our place and you see anything exciting-looking that you’d like to play on my shelf, just say the word and I’ll be more than happy to bust it out.)

For those less familiar with the hobby, it’s difficult to know where to start. So I thought today I’d spend a moment going over some of my favourites from “The Davison Collection” and why they’re worth a look. Not all of these games hit the table regularly in our gaming group due to our varying tastes, but I enjoy all of them for various reasons.

tickettoride_boxTicket to Ride

If you’re just getting into board gaming — and by that I mean “ready to step beyond Monopoly and Scrabble” — there are few games I can recommend more than Alan R. Moon’s classic Ticket to Ride. It’s as simple as that.

Ticket to Ride’s theme is that you are claiming train routes across North America, circa 1920. (Alternatively, in one of the many other versions of the game, you might be traversing Europe, Scandinavia or all manner of other places — each alternative version also features slightly-modified rules for variety.)

This isn’t a dry, complicated business simulation, though; quite the opposite. Ticket to Ride is actually a relatively simple game of set collection. You’re dealt a hand of coloured cards at the outset of the game, and on each of your turns you can do one of three things: draw two more cards, either from the selection of five face-up cards on the table, or from the face-down draw pile; claim a route by playing the corresponding number of like-coloured cards to the discard pile and scoring points for it; or drawing new “route tickets” that provide long-term challenges to be scored at the end of the game. That’s essentially everything you need to know to get started — there are a couple of extra rules involving when you can and can’t draw rainbow-coloured “locomotive” wild cards, but essentially those three actions are all you need to know to start playing Ticket to Ride.

Once you’ve got the rules down, a game of Ticket to Ride is done and dusted in maybe 30-45 minutes, depending on how many players you’ve got. It’s a great game to introduce “non-gamers” to the hobby, and a good “start of evening” game to get everybody warmed up.

carcassonne_boxCarcassonne

Staying with the theme of “easy to understand, hard to master” games, we have Klaus-Jürgen Wrede’s Carcassonne, a deceptively simple yet enormously competitive game that is as fun with two players as it is with five.

There are very few rules to learn in Carcassonne. On your turn, you draw a square tile from a face-down stack, then place it somewhere on the table in such a manner that it connects to something else. Pretty much every tile connects to something, so I believe it’s impossible to get into a situation where you can’t play anything at all — though clever play by your opponents may mean that you might not be able to play exactly where you want to.

Points are scored in Carcassonne by completing “features” on the map. These include cities, roads and cloisters. Each of these is claimed by placing one of your little wooden “meeples” on the tile you just placed to mark your ownership of the feature, then completing it. Cities must have a complete wall; roads must terminate at junctions, cities or cloisters; cloisters must have the eight tiles surrounding them filled. You don’t get your meeple back until you complete the feature, so one strategy is to make it as hard as possible for your opponents to finish their features, thereby depriving them of further point-scoring opportunities in the later game. You also can’t “share” a feature with another player unless you claim an unconnected part of it and later join it up. You can add more than one meeple to a feature to defend it more strongly in the same way — you can’t, however, simply add multiple meeples to connected tiles of the same feature.

Carcassonne’s “long game” comes in its “farming” mechanic, the exact implementation of which depends on how old the edition you’re playing is. In most current editions of the game, farms are claimed by lying a meeple down on its side in the grasslands between roads and cities. This meeple can never be reclaimed, and scores no points at the end of the game. When the game ends, each field enclosed by cities and/or roads is calculated separately — the player with the most meeples in that field scores three points per city. Again, you can’t add meeples to a farm that has already been claimed except by claiming an unconnected area and later joining it up — a process which can often be quite tricky to complete.

Carcassonne has extremely simple mechanics that belie a huge amount of tactical depth. It’s quick and easy to play, yet has the potential to get enormously competitive — in other words, it’s a great game for board game newbies to cut their teeth on, and one that remains relevant even as you get deeper into the hobby.

pandemic-2013-box-art-fullPandemic

Pandemic is a cooperative board game in which players take on the role of disease control specialists attempting to cure four viruses that are spreading across the world. Each player has unique special abilities, and a significant amount of collaboration is required to beat the challenges the game provides.

Like the other games on this list, Pandemic’s mechanics are fairly simple. To cure a disease, all you have to do is collect a set of like-coloured cards, then ensure you’re in a research station to discard the cards and discover a cure. The twist is that it’s a bit fiddly to trade these cards between hands, and all the while you’re faffing around collecting cards, the disease is continuing to spread across the world, meaning you occasionally have to prioritise charging off on an aid mission to stop the viruses spreading unchecked.

Pandemic is a challenging game. There are several ways to lose: running out of cards to draw; running out of coloured cubes to represent a disease; or allowing the number of “outbreaks” — occasions where an already heavily-infected city causes nearby cities to be struck down also — to reach its maximum. It is fairly likely that the players will lose the game, particularly when playing on the harder difficulty levels — but it is still fun despite its challenge factor.

Pandemic is a good game to encourage cooperation, communication and collaboration, and it’s great for those who aren’t good with super-competitive games or direct conflict. It’s strictly the players against the game — unless you’re playing the “bio-terrorist” mode that comes with the “On the Brink” expansion set — and thus either everyone wins together… or more likely, everyone loses together.

catgirl-coverWhack a Catgirl

I’m not going to pretend this is the best game in the world, but it is silly and enjoyable — and not only that, it plays super-quickly, too.

In Whack a Catgirl, you are attempting to pelt an irritatingly cute anime-style catgirl with a variety of amusing objects. The basic mechanics of the game consist of drawing cards from a central face-up pool and either playing them immediately if they are an action card, or putting them in your “arsenal” in front of you if they are item cards. Once you have at least two “hearts” worth of items in front of you, you can lure Neko-chan the catgirl over to you with them — discarding them in the process — and then batter her over the head with another one or two of your items, depending on how many “hearts” you expended to lure her. Flinging items at Neko-chan allows you to discard them into your face-down score pile, which is totted up at the end of the game.

That’s basically it. The game mechanics are super-simple, but the fun in Whack a Catgirl comes from the silly cards and the theme. It’s fair to say that the humour and references on the cards are probably best suited to anime fans or at least those familiar with Japanese popular entertainment, but anyone can get a kick out of the amusing artwork and inherent ridiculousness of the theme.

Fun fact: this was one of the first games from Asmadi Games, who have come to somewhat greater prominence recently through their chaotic card game We Didn’t Playtest This At All.

RoboRallyRobo Rally

This is basically Logo: The Game, a reference which was totally lost on everyone I last mentioned it to. Come on! PEN DOWN, FORWARD 100, RIGHT 90? No? I’ll be over here, being an old fart.

In Robo Rally, you take on the role of one of several amusingly-named robots and must proceed through a series of checkpoints before the other robots do. Simple as that. Except it’s not quite that simple — the courses are extremely hazardous, the other robots have a habit of shooting at you if you’re in their firing line, and the amount of control you have over your robot can occasionally be inconveniently unpredictable.

A single turn in Robo Rally consists of drawing cards, then using them to “program” your robot’s actions for the turn. Cards allow robots to move forward and backwards and turn left and right. Once everyone has programmed their robots, everyone resolves their moves one step at a time. If a robot ends a move facing another robot, it fires at it and causes damage. If a robot moves into another robot, it pushes it along — something which can seriously fuck up a carefully-laid plan.

As a robot gets more damaged, more of its cards become “locked”, which means that the robot must perform that same fixed action on its turn. As you can probably imagine, this can be enormously inconvenient, particularly if it’s a “move forward” card that carries a significant risk of throwing you down a pit. Further complications are added by environmental hazards such as conveyor belts, lasers, walls and all manner of other problems. What initially appears to be a simple task quickly becomes very challenging — particularly with the chaos of the other players thrown into the mix.

Robo Rally is simple to pick up but hard to master. It’s a lot of fun, particularly for those who enjoy thinking about things logically, but be warned, it’s pretty rare you’ll be able to pull off the “perfect” plan every time!

Storm-of-SoulsAscension

This is a “deckbuilding” game — a game where you start with a fixed deck of cards, shuffled randomly, and then gradually acquire more and more cards as the game progresses. These cards fall into two main categories — cards which help you buy things, and cards which help you fight things. Your points largely come around from fighting things by playing a high enough value of “fight” cards on the table — but in order to acquire said fight cards you will, of course, have to spend some time acquiring some cards that help you buy things.

Ascension’s mechanics are easy to pick up and games flow quite quickly, even with four players. The deckbuilding mechanic is a lot of fun and helps ensure that games are never quite the same, and it’s just thematic enough to keep fans of fighting fantasy monsters happy, while providing enough strategy for beard-scratching tactical fans to have things to think about.

Talking of deckbuilding…

dominion_boxDominion

Dominion is an interesting game that has a lot of potential variations. Each time you play, you pick a random selection of card decks to use, meaning that each game has a different combination of special abilities available to you. Thematically, you’re building a kingdom by purchasing territory and constructing facilities, but in practice you’re collecting cards that work well together and allow you to do more with your turn than you can at the outset of the game. The basic mechanics are relatively simple, but the tactical possibilities provided by the cards mean that the game grows gradually in complexity as you collect more cards for your deck.

Dominion perhaps isn’t quite as accessible as Ascension is, but it’s probably the deeper game. Once you get your head around the rules and become familiar with the cards, games can flow pretty quickly — until then, however, be prepared to spend a bit of “thinking time” determining how the various cards can benefit you.

Agricola-box-artHonourable Mention: Agricola

I feel honour-bound to mention Agricola because my gaming group is such a big fan of it, but I honestly don’t enjoy it all that much when it does come out. This is largely due to the fact that I’m not very good at it, which I appreciate is a somewhat shallow reason to dislike it, but there you are.

Actually, the thing I dislike more than anything about Agricola is not that I always lose at it, but it’s that I don’t really understand why I lose, or how I can do any better. And looking up potential strategies online doesn’t really seem to help either. It’s just something I need to become more familiar with, I guess. I can certainly appreciate the interesting, complex but accessible mechanics at work in the game — I just have no idea how to do any better than I already do.

Time to practice, I guess.

 

#oneaday Day 710: On the Brink

I got a copy of Pandemic and its expansion On The Brink for Christmas. I’ve played Pandemic a few times with my semi-regular board game buddies, but I’ve never owned my own copy until now. (Obviously. Otherwise it’d be a fairly poor choice of gift.) As such, I’ve been taking advantage of actually owning it by playing it a good few times. We had a three player game on Christmas Day, I tried a solo game (me controlling two characters) last night, and Andie and I played (and won!) a two player game this evening.

“But whoa there, hold up, soldier,” I hear you say. “What the hell is this game and why should I care?”

Well, I believe I’ve mentioned it before on this very blog, but I don’t expect you to go digging back through over 700 posts to find it, so allow me to explain. Those of you who already know the game, shush for a minute.

Pandemic is a cooperative game based on, as you may have gathered from the title, attempting to cure a series of particularly nasty diseases which are attacking the world. (The game never gives the diseases names beyond “blue”, “red”, “black” and “yellow” but players inevitably come up with their own interpretation of what each colour represents.) There are four diseases which players must cure in the base game, and the expansion adds a couple of optional scenarios which can introduce a fifth “purple” disease into the mix via various means.

Players win if they cure all four (or five) diseases. This is achieved by collecting cards — the base mechanic is that collecting five cards of the same colour and using them at a research centre allows you to discover a cure of that colour. Cards are acquired either by trading with other players — a somewhat difficult process due to the requirement for both traders to be in the city depicted on the card which is being traded — or drawn at the end of each turn.

Simple enough so far. A twist is added by the fact that each player has a “role” which gives them some form of special ability. The Scientist player, for example, only has to collect four cards of a colour to discover a cure, while the Researcher is able to give any card to a player they share a space with, not just the card depicting the city they’re in.

Alongside this, each turn the diseases spread. The board starts with nine different cities being infected to varying degrees, represented by coloured cubes. Each turn, a number of different cards, also depicting cities, are drawn, and a cube is added to each pictured location. Should a location “overflow” by adding a cube beyond the maximum of three, an “Outbreak” occurs, spreading the disease to all surrounding cities, adding a cube to all of these as well. This can cause chain reactions if players are not careful, so an important part of the game’s strategy is knowing when to focus on getting cards to whoever is working on the cures, and when to travel around the globe treating the most pestilent areas. When players are drawing cards to take into their hands, there’s also the possibility of an Epidemic occurring, meaning one city immediately gets blasted with three cubes’ worth of infection (potentially causing an Outbreak if it’s already infected) as well as reshuffling all of the previously-used Infection cards back together and placing them on top of the unused cards — meaning that previously-infected areas will see the disease spreading again, rapidly spiralling out of control if steps aren’t taken to contain the contagion.

The Outbreaks are an important factor to consider, since if eight of them occur in a game, everyone immediately loses. Everyone also immediately loses if there aren’t enough cubes of a particular colour left in the supply to put on the board (representing the fact that the disease is so out of control it will never be cured) or if the “draw deck”, from which players pull two cards each turn, runs out of cards (representing the team taking too long over their objective). Conversely, the only way to win is to discover all four (or five) cures, though it’s not also necessary to wipe the board clean of cubes. That said, curing then wiping out (or “eradicating”) a disease has a big benefit for players — an eradicated disease never comes back, not even in an Epidemic. (There’s a variant in the On The Brink expansion which allows a disease to come back after being eradicated if it’s been selected as the Virulent Strain, but I haven’t tried this yet.)

If all this sounds complicated, don’t fear. The people I’ve played this with to date have all picked up the mechanics very quickly. It’s actually very straightforward to play and features a nice blend of theme, strategy and luck. There are times when the deck is stacked against you, leading to seemingly unwinnable situations, but the lovely thing about the game is that everything can turn at a moment’s notice. Victory can be snatched from the jaws of defeat — and vice versa. And because everyone’s in it together — this is a cooperative game — it’s a wonderful moment when victory finally comes.

In short, then, if you’re getting in to the world of board games beyond Monopoly, Pandemic is one you should definitely check out. From what I’ve seen so far, the expansion adds a significant amount of good content to the game — the base game can simply be enhanced by the addition of a number of new roles if you’re not feeling confident enough to take on the Virulent Strain, Mutation or Bio-Terrorist challenges — but the basic package will provide you with many hours of fun, whether you’re playing with friends or solo. (Don’t be fooled by that “2-4 players” on the box — you most certainly can play with one or five people, especially with the expansion, but be warned; adding more players to the mix actually makes the game somewhat more difficult.)

Want to know more? The ever-helpful BoardGameGeek has more information than you could ever want.

Board Gamery

Happy December, everybody, and I hope all you vidyagames fans out there survived the November onslaught of awesomeness. I plumped for Fallout 3 and played it from beginning to end, loving every minute… but more on that another day. There have been plenty of “November games” blog posts all over the place so I thought I’d take a step back and blog about something different for a change.

I’ve mentioned board gaming before but I think it’s time we had a full-on post devoted to it. So here goes.

I’ve been a fan of tabletop gaming for many years, ever since my then-teenaged brother’s then-girlfriend introduced me to Hero Quest and Space Crusade, games which captivated me not only with their cool, super-detailed little Citadel Miniatures pieces but the fact that they told a story and did something far beyond games that I had played in the past had done. They had interesting mechanics that went beyond “roll and move”, they had an interesting twist on the traditionally competitive nature of other board games by pitting up to three players (the Heroes or the Marines, depending on if you’re talking about Hero Quest or Space Crusade) against one more powerful player (the Dungeon Master or the Alien).

I was so captivated by Hero Quest and Space Crusade that I managed to convince my folks to get me a copy of Advanced Heroquest for one Christmas/birthday/present-receiving opportunity – this despite the fact that I didn’t really have anyone to play with on a regular basis. AHQ took Hero Quest and took it to the next level, with a more “RPG” style system involving character statistics, equipment, hit rolls and all sorts of other interesting rules. More intriguingly, it featured both random dungeon generation, meaning a different experience every time, plus a comprehensive set of rules for solo play, so that my lack of gaming friends living nearby wasn’t an issue.

Fast forward a few years and we reach the present. At some point last year, my buddies Sam and Tom and I decided to sit down and play some board games. We started with Risk and then, following some lucky victories on eBay, we dug out Hero Quest and Space Crusade.

This was the beginning of things – that and discovering Board Game Geek, a site with a big, lively community that discusses board games in great detail and offers excellent, articulate community reviews. (Board gamers seem to be typically rather more articulate than many video gamers, I’ve noticed.) Over time, we started to amass a collection of interesting and out-of-the-ordinary board games. I’d like to share my thoughts on a couple of them with you now.

Pandemic

Pandemic is a peculiar game from the off in that it’s not competitive at all. It pits two to four players against the game itself. The premise is that the players are all members of an elite disease-fighting organisation and have been tasked with curing four deadly diseases that are sweeping the planet. Each player has a unique “role” which gives them a special ability – the Medic, for example, is better at “cleaning” a city of disease, the Scientist discovers cures easier than the other characters, the Dispatcher can move other players on their turn to put them into a strategically advantageous position, the Researcher can exchange information (coloured cards that have to be collected as a set to discover a cure) with other players easier than the others and the Operations Expert can build a Research Facility (a location where cures can be discovered, and also a means of “fast traveling” between locations) anywhere at no cost.

It’s the balance between these roles and the strategy which you have to develop that makes this game so interesting… and it’s the random element thrown up by the fact that the diseases spread a certain amount each turn that makes it exciting and difficult. It often seems relatively easy to get to the “halfway” point with two of the four diseases cured before an epidemic sweeps through an area which had looked somewhat “quiet” before, leading to a situation difficult or even impossible to recover from.

Pandemic is simple to learn and encourages a huge amount of communication and strategising between players. I really like it, even though the “Heroic” game we’ve been playing recently (which makes the game more challenging by throwing more “Epidemic” cards into the mix) kicks our ass every time we play it. It’s the kind of game where you think “well, next time if we do this…” every time.

Our worst game lasted two turns. That’s two players’ turns, not two rounds of the table.

Check it out on Board Game Geek.

Agricola

I mentioned this on the recent Squadron of Shame podcast (see links to the right if you want to listen or subscribe) but it’s worth mentioning again. Agricola is currently one of the Geek’s top-rated board games. Players take on the role of a 16th-century German farmer struggling to get by in difficult times. Throughout the course of the game, you have to try and feed your family, grow your family (more family members means more actions per turn), plough fields, sow crops, breed animals and ensure that your farmyard is as full as possible.

The difficulty comes in the fact that all this has to be done in the space of 14 turns, which never seems to be quite enough time.

Each turn, players use one of their “family members” to take an action from the “action spaces” on the board in the middle of the table. This could be anything from taking resources, required for building pretty much everything, to actually building said structures, to baking bread to produce food. The interesting way the game works is that as it progresses, more and more action spaces become available so it gradually increases in complexity as time goes on – that and the fact that once one person has taken an action, no-one else can on that turn.

I am shit at Agricola. I’m not sure what it is – perhaps it’s an inability to look as far ahead as my buddies – but I enjoy it nonetheless as it’s satisfying to put together your farm, however feeble it ends up looking at the end of the game!

Check it out on Board Game Geek.

Mystery of the Abbey

Describe Mystery of the Abbey to someone and the first thing everyone says is “Oh, that sounds like Clue(do)“. Try it – here’s a description.

There’s been a murder at the Abbey. The players have to discover the identity of the culprit by gathering information, eliminating suspects through questioning and deduction before finally revealing the identity of the perpetrator.

It’s more interesting and thought-provoking than Clue, though, in that it requires you to spend a little time formulating your questions. Rather than simply “calling Colonel Mustard into the library with the candlestick”, you have to actually ask your fellow players questions, being careful to phrase them in such a way that reveals information to you and not to others. Players that you question can either take a vow of silence, in which case no information is exchanged, or answer your question, which gives them the automatic right to hurl a question straight back at you.

The Abbey setting provides scope for a number of interesting rules, too. Every four rounds, the investigative monks have to tromp back to the Ecclesia to take Mass. At Mass, as everyone knows, monks gossip, so players have to pass a particular number of cards (each card representing a monk who DIDN’T commit the crime) to the next player on the table. In this way, it becomes another challenge to conceal certain innocent monks from the other players for as long as possible.

Then there’s the Penance rules. These are some vaguely-defined but incredibly harsh rules that punish not following the way of the Abbey. If a player moves out of turn, or breaks a rule, or forgets to move the little bell that marks progress towards the next Mass, then the other players can call “Penance!” (by common agreement) and send the monk back to the Ecclesia to miss a turn atoning for their sins. The Penance rules are particularly harsh, especially given the fairly mild-natured manner of the rest of the game, but it gives the whole thing a slight air of tension which is enormously entertaining.

Check it out on Board Game Geek.

So there you have it. Three great games that I highly recommend you check out if you’re the slightest bit interested in going beyond what more “traditional” games like Monopoly can offer.

Return to Form

Hello again! After a short break it’s time to jump back on the blog train. Today I thought I’d talk about board games, a passion that I rediscovered relatively recently with the aid of local friends Sam and Tom, and occasionally my wife-to-be Jane.

We’ve played a number of games in our now-regular Tuesday night sessions and it became clear to us very shortly after we started (with Risk, of all things) that there is much to explore that goes well beyond Monopoly – a game which is subject to a fair bit of snobbery from the people who are very much into the hobby. Saying that, having explored a number of less “mainstream” games now, I have to agree that Monopoly does lots of things wrong.

I thought I’d take a moment to share a little about our recent acquisitions.

Firstly, Pandemic. Pandemic is unusual in that it is a cooperative game where all players are striving towards the same goal – to beat the game. And this is very much a game that does not want to be beaten!

Players are assigned one of five random roles at the beginning of the game and are tasked with defeating four deadly diseases which are sweeping the globe. Each role has a particular special ability which is helpful in certain situations – the Medic is better at curing diseased locations, for example, so plays a key role in avoiding “outbreaks” – a location overflowing with disease to such a degree that it spreads further and takes the players one step closer to failure.

Each turn, players take four actions, which can involve moving through various means, treating patients to prevent outbreaks, researching cures by trading in cards and building research stations which help others to get around easier. At the end of the turn, the diseases spread further, potentially causing outbreaks, so it’s important to ensure areas are “secured” quickly.

The difficulty comes in keeping up with the game. Do you treat patients or try and collect cards to develop the cures -the sole victory condition being the development of all four cures? What should others do? Do you have enough time?

It’s a challenging game, even using the “easy” variant we started with. But it’s fun. It encourages discussion and strategic thinking and is genuinely cooperative. I like it a lot, and it helps that the components of the game are of extremely high quality. So if you’re looking for a challenging yet quite simple-to-play game that encourages teamwork rather than being at each others’ throats, Pandemic is a great game to play.

Later: Puerto Rico.