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Saturday
Jan282012

Toc Toc Woodman - A Dexterity Game Review

 

Mayday Games is best known for it's line of card sleeves for the hobby game market, but has recently jumped into the game publishing market with a nice selection of original and reprinted games. One of these games is a quirky Korean import called Toc Toc Woodman, designed by Justin Oh. Toc Toc Woodman is a dexterity game that tasks players with using a plastic axe to chop the bark from a large plastic tree without causing the tree to collapse. On the surface, it may sound similar to other popular dexterity games like Jenga, but make no mistakes, this Woodman has a whimsical style like no other.

Components:

The components in Toc Toc Woodman are made from a sturdy, lightweight, molded plastic that is built to withstand the repeated hits from the small plastic axe used during gameplay. Included in the game is a small plastic base upon which the rest of the pieces are stacked to form "slices" in the trunk of a small tree. Each slice has a central, lightly colored "core" with four brown pieces of "bark" that slide into it. Although quite simple in construction, it is surprising the way these components interact with each other to create a structure that is both strong and precarious at the same time.

 

Gameplay:

Toc Toc Woodman's rules are easily described in just a few sentences. In fact, although printed rules are included, a player can simply read the large lettering on the back of the box, and know everything he needs to play. During the game, players take turns hitting the segmented tree trunk with a plastic axe, trying to knock the bark off of the center core. While this may sound simple, it is usually easier said than done; as players hit the tree, the different stacked segments will be pushed around, causing the pieces of tree trunk to shift their balance. If a player is skillful, he will only knock the brown bark off of the tree, but a misjudged strike can cause one of the center cores to fall - or worse, the entire tree to collapse. For every piece of bark knocked off, the player scores a point, but, if one of the core pieces is knocked down, the player loses 5 points.  Each player must take two hits before the next player gets a chance to wield the axe. When all of the bark has been knocked from the tree, the player with the most points wins. More times than not, however, the game actually ends when the entire tree comes crashing down due to a misjudged chop - which can be very cathartic for the other players when it's the lead player doing the chopping.

That's really all there is to the game. It plays very quickly, and often times, the setup takes longer than the game itself. There are a couple of gameplay variants printed in the manual, and while these add some variety, there is an enjoyable simplicity in the basic game that I prefer.


Conclusion:

Even with the short play time and simple rules, there is a lot of fun to be had in this quirky game. The tension of the barely-balanced tree elicits gasps around my table, and giddy cackling from the children when one of their siblings, or, heaven forbid, one of their parents has caused the entire structure to collapse. In fact, this is one of those elusive games that can be enjoyed by adults and children alike, and more importantly - together. The nature of tapping the plastic trunk with a small "toc, toc" doesn't require the same extended control of small motor skills that a game like Jenga does, which is a great equalizer when it comes to younger folk.  Players only need to decide where to hit and how hard, which actually makes Toc Toc Woodman as much of a press-your-luck type game as it is a dexterity game. Hitting the tree hard can knock a lot of bark off, but there is a high probability that disaster will strike. On the other hand, a player who is too timid with his strength can come away empty handed. When many games I play with my kids can be mind-numbingly boring in their simplicity, it's refreshing that Woodman is able to take very basic rules and deliver something that is actually fun.

Although I have had great success playing Toc Toc with my children, it's important to note that it isn't just a kids game. The fun of being a miniature lumberjack is universal, so even when there are no kids in sight, Toc Toc is still a great experience with the right crowd. Toc Toc Woodman isn't going to be winning any awards for deep strategy, but as a quick social game to play with family or friends, it works exceedingly well. Where children love the simple rules and the inherent destruction of watching the tree collapse, adults will love the quirky theme... and the inherent destruction of watching the tree collapse.

The only negative thing I really have to say about Woodman, is that the 45 seconds it takes to set the game up can sometimes seem disproportionately long; especially when the game can take as little as 2 minutes to play. But then again, it ONLY takes 45 seconds to set up, which is arguably faster than any other game in my collection.

When deciding if you should purchase Toc Toc Woodman, there are a couple of angles to consider: For adult gamers, Toc Toc is firmly entrenched in the silly-fun filler game category, and will find success in a lively game group that enjoys the occasional light game... and perhaps the occasional cocktail. For parents with young children, though, Toc Toc Woodman makes for a great opportunity to bring the family to the table, and offers a chance to truly enjoy the smiles and laughter that gaming with kids delivers - and for me, this is where Toc Toc Woodman really shines.

Wednesday
Jan182012

Paul Koenig’s Market Garden: Arnhem Bridge - A Review

 

 

This is a review from a series of articles I am writing about my foray into wargaming. The introduction to these articles, with a bit of background can be found here.

Over the past few months I have been taking a journey into the world of hex and counter wargames. Facilitated by Victory Point Games' varied and beginner friendly catalog, I have been learning to enjoy a genre that, to me, was shrouded in complex rules and drenched in history that I regret to say, I didn’t really pay attention to in high school. As I grow older, however, my interest in learning and understanding this history grows, and I am finding these games to be both fun and interesting. I am bringing my two teenaged kids along for the ride, and I have enjoyed witnessing their reactions to these games.

Today we take on a Paul Koenig designed game about the 1944 World War II conflict “Operation Market Garden”. Aptly named: Paul Koenig’s Market Garden: Arnhem Bridge. This Koenig designed game has players experiencing part of the Allied operation that sought to utilize paratroopers to gain control of several strategically important bridges in Germany; an operation that, had it succeeded, would have opened the way for an armored attack on Northern Germany.

 

Components:

The components are typical Victory Point Games quality. They are printed using Desktop Publishing equipment, but are clean, and serve their purpose well. The maps are supplied on thick card-stock, with vivid colors that do not bleed or smear, and the chits are double-sided in full color, with a matte finish.

The map itself is clear and colorful, and the graphic design allows enough detail in the terrain to be interesting, but not so much that it becomes overwhelming. Player aids are printed at the top of the map, allowing for clean, easy access to the most commonly referenced information.

There are three parts to the full-color rulebook: The general rules that are to be shared by all of the games in Koenig's Market Garden series; the exclusive rules that apply only to the Arnhem Bridge game, and optional rules that allow players to add some extra flavor to their games. I had to read through the rules a couple of times to understand how everything worked, and the separation of rules across two sections made that process a bit more difficult than it could have been.

 

Gameplay:

Like the previous games that I have reviewed in my beginning wargame series, Paul Koenig’s Market Garden: Arnhem Bridge (PKMG:AB), is a hex and counter based game. But, though it has many of the same cosmetic underpinnings as others I have explored, it plays very differently.

The most notable difference is that Arnhem Bridge does not utilize zone of control as a game mechanism. Units can freely pass adjacent enemy units, and even enter the same hex as an enemy unit to perform close combat. This lack of ZOC gives the game a very claustrophobic feel, which works well in the close urban spaces that are being simulated. Hexes are restricted to containing two units - a mechanism called “stacking-limit”, which opens up some interesting strategies. Simply occupying a hex does not limit an opponent’s movement into the hex; only by doubling up on defense in a given hex, can movement into that hex be truly blocked. Since the Arnhem Bridge itself acts as a bottleneck between the north and south portions of the map, taking advantage of the stacking limit is critical.

Koenig’s design also steps away from a structured, predictable turn sequence, opting instead for a “chit-pull” mechanism. When determining the units that can be activated, a representative “HQ” chit for each color-coded group of units is placed into a cup. During play, these chits are are randomly drawn, allowing the corresponding units to take their actions. Due to the random nature of activation, players never know the order that the units will move, which makes it somewhat difficult to coordinate tactical maneuvers between the different units. Since disorganization and loss of communication were some of the major hurdles that the Allied soldiers faced during Operation Market Garden, the chit-pull mechanism makes strong thematic sense.

Combat in Arnhem Bridge is interesting as well. The design does a lot to simplify combat calculations and forgoes lookup tables by calculating success through the comparison of a die roll against the strength of the attacking units. That’s not to say combat is simple, though. In fact, PKMG:AB allows for 4 different types of unit actions, three of which are combat related: Full fire, mobile fire, and close combat. All of these combat types can result in damage to the attacking or defending unit; or an exchange, causing damage to both units. Units in Arnhem Bridge are fairly resilient, and can withstand multiple hits before being completely destroyed, using small double sided “Hit” counters that slide under the chits to show how much damage they have taken. A unit can sustain a single hit without any negative impact, but the second hit causes a loss of attack power, and a third hit destroys the unit entirely.

Of the three combat types, full fire is the one that is the most familiar; a unit in an adjacent hex can use his entire action to roll against his strength and see if he hits the enemy.  Mobile fire is the second type, and acts as a movement/combat hybrid; while only half as effective as full fire, a unit engaging in mobile fire can move using half of his movement, and then perform a half strength fire, or vice versa. Both Full fire and mobile fire only take the attacking units' strength into consideration when calculating the outcome of a battle. As long as the number rolled on a 6 sided die is less than the combined strength of the attacking units, the defending unit takes a hit.

Close combat however, is a bit different that the previous types and gives an advantage to the defender. In close combat, the attacking player enters the same hex as the defending player, and combat commences, with each player rolling against his unit strength until a player takes a hit or chooses to retreat. In this scenario, however, the defender gets the first attack. This is a very important rule that has some very dramatic implications. I overlooked this rule for my first couple of plays, and it resulted in a shockingly unbalanced experience that allowed the attacking player to steamroll the competition. When played correctly, however, close combat is quite a gamble for the attacker. But, with the density of units in the close quarters of the urban landscape, it is often critical to take a gamble with close combat in order to move forward in the greater strategy.

One of the most interesting aspects of wargames is the use of terrain, and Paul Koenig’s Market Garden: Arnhem Bridge uses terrain effects quite effectively. Different types of terrain can affect movement, as well as the effectiveness of full and mobile attacks. In addition to terrain in a given hex, features of a given hex side can affect gameplay as well. For example, a hex side that borders a river cannot be crossed, and there are several sloped hills on the map that can affect combat accuracy. I really enjoyed the diversity of terrain on the map, and the different tactical options that could be considered. Unfortunately, most likely due to my general inexperience with wargames, I found that there was not a whole lot of opportunity to utilize the terrain on the outskirts of the map, as it was often a mad rush to get to Arnhem Bridge before it was completely barricaded by the enemy. While I wanted to sit on a hill, and rain death upon my enemy, more often than not, without zone of control to slow my enemy down, I would simply watch as they zipped past me and out of range.

Scoring in PKMG:AB was surprising to me as well. Where most of the beginning wargames I have played had very strongly defined win conditions, success in Arnhem Bridge was much harder to easily quantify. Similar to many Euro style games that I have played, certain objectives scored differing numbers of victory points, and the player with the most is declared the victor.

Destroying an enemy unit, occupying city hexes, and securing Arnhem Bridge itself are all worth differing points. These objectives aren't arbitrary though, as the scoring system takes into account the important factors that would influence the likelihood of success in the conflict after the events of the game. One of these factors is the positioning of the German 16th SS infantry batallion. This unit is introduced during gameplay, and must be successfully exited from the bottom of the board by the German player. Failure to accomplish this gives the Allied player a giant point bonus, because this unit plays a pivotal role for the Germans later in history. The introduction of this special unit adds an interesting twist to gameplay, and turns what could have been a strictly area control game, into a bit of a cat and mouse game.

 

Conclusion:

Paul Koenig's Market Garden: Arnhem Bridge intrigues me with smart design choices that closely fit the theme of the game. There was obviously a lot of thought put into the design to exemplify the feeling of loss of communication and cramped urban combat. The scoring system rewards actions that would have a meaningful impact on the larger conflict, confronting the players with some hard decisions about where to focus their manpower.

While I enjoyed the game and appreciate all of the thematic nuance, it's gameplay didn't really resonate with me. Much of this may be due to the nature of the conflict; in simulating communication breakdown and organizational chaos, Arnhem Bridge is inherently chaotic. Players do not know how much support they will receive in any given round, nor how many of their units will be wounded or killed as they parachute into the battlefield. The order that units are activated is completely random, due to the chit-pull mechanism, which can drastically affect the ability to build a strategy, as unit locations can change a lot during play.

Determining success during game was difficult too, as the myriad of conditions that generate victory points need to be analyzed, opening up the potential for analysis paralysis. Personally, I like to have a concrete goal in 2 player games, and feel that victory points can often kill the tension of the end-game when players move to tally their points to see who won. There is something viscerally rewarding about a game that slowly converges to the ultimate end where the point of success is inherently known by all players.

Playing Arnhem Bridge got me thinking about wargames as simulations. It seems that wargames can be very different things to different people; one could almost say that some titles may have a bit of an identity crisis. They work to both simulate historical events, but also provide a fun, competitive gaming experience. Some gamers take the "game" out of wargames entirely by calling them "Conflict Simulations" - and I can certainly see how this distinction rings true in some games. Paul Koenig's Market-Garden: Arnhem Bridge succeeds wonderfully as a conflict simulation. Its mechanics and rule choices really drive a rich, emotional, thematic experience. In order to effectively portray this historical conflict, a feeling of hopelessness and chaos was necessary. Unfortunately, that chaos did not personally make for a great gaming experience. During some of my games, I would get frustrated as I lost units due to combat or being shot down before I had a chance to utilize them. I felt that I had no control over this, and things often felt very unfair. I want to say that the game would have been made better by decreasing the amount of randomness, but in that conversion it would lose a lot of it's thematic flavor.

So I'm torn. Arnhem Bridge succeeds in one area, but leaves me wanting in another. It's success is largely determined by what you are looking for in a game. If you are looking for an unrelenting, chaotic, and often cruel simulation that puts you in the shoes of the brave soldiers who fought in Operation Market Garden, then Arnhem Bridge is a definite success. If you are looking for a balanced game as a military themed contest of wits between two players, then Arnhem Bridge may not be your cup of tea. I find myself somewhere in the middle - Arnhem Bridge is a great place to visit, but I wouldn't want to live there.

Monday
Jan162012

Guest Blogging Super Dungeon Explore

I recently had the opportunity to do a guest review of the board/miniature game hybrid Super Dungeon Explore at the video game RPG website www.rpgfan.com. I had a great time writing about a fun and interesting game that took my love of board games and 80's video games and mashed them together into a truly fun and entertaining gaming experience!

Link: http://www.rpgfan.com/features/Super_Dungeon_Explore_Spotlight/index.html

Friday
Dec162011

Eminent Domain - A Review

 

Tasty Minstrel Games has taken their games to new heights with the space themed, Seth Jaffee designed board game Eminent Domain.  While the title of the game may sound like the sort of legalese a cheap polyester attorney would feed you right before demolishing your house to make way for an interstellar bypass, in execution Eminent Domain forgoes any legal wrangling and instead tasks players with discovering and settling planets to score influence points. Any sleazy space attorneys that may be part of these proceedings have, thankfully, been abstracted out of gameplay.

In Eminent Domain, players attempt to score influence points by discovering planets, colonizing or attacking them, and researching technologies. Each planet gives different benefits to the player, allowing him to excel at certain actions or trade resources for points. Players take turns selecting a role card from the center of the table, and performing any instructions on the card before adding the card to their personal deck. By using cards in their hand, and special features of planets on the table, players can enhance the effect of certain roles. Whoever can best manage their deck, and make the best role choices will ultimately gain the most influence, and win the game.

Eminent Domain is reminiscent of several different modern games. The role selection mechanism that was popularized by San Juan and Race for the Galaxy is featured prominently in Eminent Domain’s gameplay, as is the deck building paradigm that Dominion pioneered. Despite this obvious influence, Eminent Domain manages to take these two disparate ideas of role selection and deck building and merge them together into a unique mash-up that has a flavor and strategy that stands on its own.

 

Components:

Right out of the gate, the components in Eminent Domain scream high quality. The artwork is colorful and pleasing, and the components are rugged and well made. This is especially redeeming, as Tasty Minstrel Games suffered some production issues during their freshman attempt at publishing games a few years ago, when a large majority of the first print run of the game Homesteaders was shipped from the factory with critical manufacturing flaws. Not willing to be knocked out so easily, Tasty Minstrel Games has shifted production of their games to a different, highly respected manufacturer, with absolutely stellar results.

Board – Although Eminent Domain is more of a card game than a board game, it includes a glossy board to hold the various cards that players will collect through the game. This is not only nice because it helps organize the play space, but it is also functional in imparting rules information to the players when all of the cards of a certain type have been collected.

Cards – Gameplay in Eminent Domain centers on the manipulation of its various cards. These cards are printed on linen stock and display vivid, colorful artwork. The cards are good quality, but they have black edges, and even after a single play the edges of my cards started to show some whitening. Because the cards will be constantly shuffled during play, Eminent Domain (like most deck builders), is a candidate for card sleeves.

Cardboard Bits – The few cardboard bits found in Eminent Domain are thick and sturdy. The Influence Point tokens, starting planets, and player reference cards were a joy to punch from their cardboard sheet; some even fell out out on their own, impatient to play. This may seem like a small detail, but it's actually very important to me. When I first open up a brand new game and find that the cardboard pieces are difficult to punch, causing them to split or tear, it makes me anxious and affects my enjoyment of the game. I plan to keep my games around for many years, and knowing that pieces aren’t going to be defaced before the first game has seen it's first play is greatly appreciated.

Spaceships – When first opening Eminent Domain, one finds carefully packaged in a baggie, inside of a small box, a set of small, black, plastic spaceships. The spaceships come in three different shapes, with each shape a differing size. The spaceships serve as simple counters to denote a player’s current military might, but they look really neat, and are a lot of fun to handle. It could be argued that wooden cubes or cardboard tokens would serve the purpose just as effectively as these little plastic fighters, but during play, little touches like this really help reinforce the theme. It is a bid odd though that the ships come in three sizes, because the size of the ship has no relevance in gameplay. Seth Jaffee was kind enough to talk to me about these interesting components, and I came out of the exchange with much more information about the ship tokens came to be, and what the future holds for them - You will have to wait till the conclusion of this review for that juicy info though!

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Wednesday
Nov162011

Nightfall: Blood Country - A Board Game Review

 

Nightfall: Blood Country is an expansion to the supernatural themed deck building game Nightfall. Designed by David Gregg, and published by Alderac Entertainment Group, Nightfall is a deck building game that encourages direct confrontation between players, and rewards the building of card combos through the use of its unique “chaining” mechanism which uses color matching to bring new cards into play. I really enjoyed Nightfall, and its stand-alone expansion Nightfall: Martial Law, and I was very excited to give Nightfall: Blood Country some table time.

While the previous expansion, Nightfall: Martial Law had all of the components to play as a stand-alone game, Nightfall: Blood Country is an expansion in the strictest sense, and requires one of the previous Nightfall incarnations to play. Since I have previously reviewed both Nightfall and Nightfall: Martial Law, I am not going to write an in-depth description of gameplay. If you aren’t familiar with Nightfall, my review of the base game gives an introduction to gameplay.

 

Components:

The biggest difference between the components in Nightfall: Blood Country and the other Nightfall games is the box. The colorfully illustrated box has a small footprint, at around 6” x 4” x 3”, much smaller than the full-sized boxes of its predecessors. The previous games in the series are already built to hold expansions in them, so Nightfall: Blood Country's small footprint is very economical. Some people may be tempted to put the cards from this new expansion into the original Nightfall box, and simply discard the expansion box, but there is a compelling reason to keep the smaller box around. Even with its diminutive dimensions, the expansion box still has plenty of room for more cards, and it comes with the same foam spacers and divider cards as the original game. In fact, Nightfall: Blood Country even comes with dividers for wound cards, and the starting player decks, making it an excellent portable solution for when you want to take Nightfall with you without the hassle of lugging around a big box.  I haven’t yet checked to see if all of the original Nightfall cards and Nightfall: Blood Country cards will fit into the expansion box together, but there is definitely enough room in there to pack a wide variety of cards, making it perfect for travel.

The expansion also forgoes a full-fledged rulebook, opting instead for a single folded sheet that describes new rules, presents a small FAQ, and adds some new game fiction. The majority of the text is devoted to game fiction; a fiction that moves the action to Canute, Oklahoma.

 

The Game:

Nightfall: Blood Country doesn’t really add much to the core game mechanics; there has been a change to the original drafting rules that call for the random public archives to be selected and revealed before drafting starts. This small change is actually very effective in making the drafting process much more strategic, due to the fact that players now have a frame of reference when drafting cards. In the older drafting rules, the random cards were just that: random. Now, the random cards can better mesh with the rest of the selections.

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