Showing posts with label Ape Games. Show all posts
Showing posts with label Ape Games. Show all posts

duck! duck! GO! Review



One of the games that was generously sent to me after the tornado was Duck! Duck! GO!.

In Duck! Duck! Go! each player takes on the roll of a rubber duckie that is racing around the bathtub. His goal - hit all three buoys and then cross the finish line (go down the drain). But you must be careful, because the blasted bird dog is hunting you down, and if he catches you, you will be sent to a life preserver! What this actually means is that each turn all of the players pick a card from the three in their hand and reveal it at the same time. The players then move in order from lowest to highest on the card (thus allowing the lower numbered cards to get in the way of the players with higher numbered cards). If you cross a buoy, then you get the marker to represent that, and you also get a special bonus power that can be used once per game.  If you run into another player or a wall, your ducky turns completely around and faces the other direction. After everyone has moved, the player in last place gets to move for the bird dog (trying to catch his opponents and send them back to life preservers). Play continues like this until one person has collected all of the buoys and crossed the finish line.

The first thing that I like about Duck! Duck! Go! is the rubber duckies that are included in the game. My understanding is that there are over 100 different duckies that you may get and that each set is (probably) different. I think that this is a brilliant marketing strategy, and is also just a really cool feature of the game. Most of the people I played with (granted, they were women) loved the rubber duckies, and they didn't even necessarily care if there was a game associated with it. And I must admit, I thought that the duckies that were in our game were pretty cool!

The next thing that I thought was neat was that the life preservers served both as starting locations and as "teleporters."  This could really help if you found yourself horribly out of position and facing the wrong direction, as it was a much faster way to re-orient yourself than the other alternatives (continuously running into walls).

The next thing to mention is that I think that the designers of Duck! Duck! Go! did a wonderful job of depicting what it would be like to have a rubber duckie race. Imagine filling a bathtub with water and then racing rubber duckies by using a squirt gun to move them around (which, the more I think about it, sounds very fun). Now, imagine that you're not allowed to move around the bathtub but must always shoot the duckie from the same angle - and how frustrating it will be when you hit a wall (and get stuck on the wall and spend five minutes trying to get off of the wall). They have captured both the difficulty of movement and the frustration that you would experience very well. Which leads to my biggest con for the game.

I never have the cards I need! As I just stated - they capture the frustration of trying to move your duckie very well. Each time that we played I found myself running into walls because of the cards that I had (and because I was very bad at the game), and getting more and more frustrated by my complete lack of ability to move. I would chase down a buoy and have everything set up to where I would successfully be able to capture it. Then, one of two things would happen - I would have read my card wrong (that happened a lot; I thought I was better at spatial reasoning than this) or another duckie would get in my way and throw the whole plan off! Whereas I think that this is what a lot of people will love about the game, it was incredibly frustrating to me!

Another thing that I thought was odd, though I'm not entirely sure that it should be a "con" was that running into another ducky only affected your ducky - not both.  If you ran into another ducky (or the wall) then you were completely spun around and facing the opposite direction - and their ducky remained intact.  I really felt like both ducks should be affected - but that would drastically change the strategy of the game (as you wouldn't want someone to run into you most of the time).

Overall, I give duck! duck! GO! a 6.5/10. I think that a lot of people will like it better than I do, and I am glad that I had the opportunity to play it - but rest assured, I will pass this game along to someone else to try to help after the tornado. I think that it will find a better home in someone else's hands.

If you like duck, duck, Go! then you might also be interested in Gubs, Micro Mutants: Evolution, and Carcassonne.

1955: The War of Espionage Review

1955 War of Espionage in play

Today's review is of a Kickstarted game called 1955: The War of Espionage.

In 1955, each player is taking on the role of a spy, and the goal is to successfully seduce ("secure control") of three of the six countries in the game. Alternatively, you can also win if you can seduce your opponent's home country. To start the game, each player gets five cards in hand and gets to pick a home country (though, obviously, they can't both be of the same affiliation - the Cold War was not fought between two different Communist countries; or by two Capitalist countries). Now, each turn, a player can "play a card" (which might consist of several cards) twice, then redraws, and (optionally) moves his spy. You can only "play a card" (for influence) in three places - your home base, your spy's location, and the country pictured on the card. Your opponent can also defend if his spy is present, or if you attack his home base. When playing a card that pictures the country you are influencing and your spy is there, you get bonuses (which include playing extra cards and it still only counting as one). Most cards can also be played for a "Special Action" - these can increase your hand size, move your spy outside of his normal movement action, draw extra cards, etc. Players continue alternating turns until one player successfully seduces three countries or his opponent's home country. (Sure, the box shows a picture of two male spies, and I'm using the term "seduce", which implies female spies - but, those pictures are just trying to mislead you!)

The first thing that I like about 1955 is the critical role of your spy. "He" is your main conduit for influencing the board - in fact, he's the thing that changes this game from a boring game where you simply play whatever you draw (and have no decisions to make) to actually playing with strategy. You can place him in order to stack several cards in an influence action that you are planning for your next turn, or you can place him in an effort to thwart your opponent's influence. However, if you defend with too many cards, then on your own turn you will be limited in your actions (which is a nice balance). If you are close to securing a country, it might be important to place your spy there so that you have more options of what you can play. Conversely, if you have a lot of cards that match a certain country, you might place your spy in that country in order to combine those cards for maximum effect.

1955 game card
Deporting can be important
The next thing that I like about 1955 is that you can defend - and yet the defense isn't overpowering. If defending were too appealing, or too powerful, then the game would be very dull. ("I will influence the USA." "I'll block." "Ok, I'll influence Poland." "No, I'll counter." etc.) However, the fact that you can defend means that you're not completely at your opponent's mercy about whether a country moves. However, defending is limited - you can only defend in your home country and where your spy is. And, there are some special cards that allow your opponent to move your spy to your home country. So, the only place that you are guaranteed to have an opportunity to defend is your home country - but if you don't have the right cards to defend with, even this can fail.  Yet, stopping your opponent from securing his third country can be the difference between winning and losing the game!

My third pro, which I mentioned briefly before, is that I like the balancing elements of this game. For example, when you defend against a powerful influence action, you will probably have to spend a lot of cards from your hand. This causes your options to be very limited on your own turn (since you don't draw until the end of it). Another balancing element is that some of the special actions can help setup a powerful attack (like moving your opponent's spy out of your way) - but these are balanced by costing one of your two "card plays" for the turn. And, then you can't use the card for influence.

1955 game mercenary card
Good strategy - draw Mercs
With all that I've said about 1955, there are still a couple of parts of the game that I'm not a huge fan of. First, the game can be heavily influenced by draw. In the games that I've played, this hasn't been a huge factor, but if one player is regularly drawing the 4-influence cards (which also have better special actions) and the other player is drawing mostly 2-influence cards, then the person with better cards will have a major advantage. What I've seen more in my games is that if one player draws a lot of Mercenaries (these can be added to any influence action, regardless of where your spy is), then they could have a serious advantage.

My other con for 1955 is that towards the end of the game, many of your cards can be essentially worthless influence-wise (and may not have useful Special Actions). This happens more if you are forced to defend. Here's what happens - towards the end of the game, you and your opponent will probably have some countries seduced (secured). You cannot play a card in these countries for influence. Fortunately, you can still play cards that show those countries on the country that your spy is in and on your home country. However, if you have a blue home country, and your spy was defending in a different blue country, then all of the cards that you would have played to defend would have been blue. Which means the cards left in your hand are red. Playing a card of the opposite color of the country you're influencing (because your spy is there or it's your home country) makes your card have one less influence. So, playing a 2-influence card is only worth one influence. And, the special action may not be helpful. So, essentially, you wind up wasting your turn. This is part of the balance I talked about earlier, but is still a bit of a nuisance when it happens.

The last thing that I will mention before I conclude the review is something that I was a bit surprised by, but wasn't really a pro or a con.  I was surprised by how little we used Special Actions in this game.  This may have been influenced by our style of play more than the game itself (I'm not convinced of that), but it seemed like we only played a Special Action every few turns.  Now, this isn't to say that Special Actions aren't important - the ones that we played were often very powerful, but I think I was just expecting to play them more often.  One of the games we played, I even said "Ok, I'm going to try to use Special Actions as often as I think they're appropriate, so that I get a good feel for them."  Sure enough, even that game we spent most of the time playing cards for influence rather than Special Actions.

Overall, I give 1955 an 8.5/10. As I said before, it is a Kickstarter game. However, the game has a high enough production value and a good enough design that I didn't even realize this until I saw something online about it (after I had played it). This is what I hope for from Kickstarter games - that they are games first, and how they get funded is an afterthought.  (To be fair, 1955 isn't the only game like this - Alien Frontiers, Eminent Domain, and Glory to Rome: Black Box I think also easily fit this criteria.)

If you are looking for quality 2-player games, you might also like Summoner Wars, Mr. Jack and (the admittedly much bigger) BattleLore.

I would like to thank Ape Games for providing me with a review copy of 1955: The War of Espionage.