Showing posts with label kid friendly. Show all posts
Showing posts with label kid friendly. Show all posts

Noah Review

Noah card game in play

A lightweight little card game that I was able to play recently is Noah.

In Noah, you are attempting to help Noah load animals onto ferries - which are then shipped out to the main ark.  To do this, each turn consists of loading an animal on a ferry, and then moving Noah.  When loading an animal onto a ferry, you must be careful not to overload the ferry (because it would be a bad thing if they sank - and so they game doesn't let you).  What this means is that each ferry can hold a total weight of 21. (21 what you ask?  Pounds?  Kilograms?  Tons?  I have no idea.)  Each animal weighs a certain amount, and will contribute his weight to the total on the boat.  Also, when placing animals on the boat, the animals must either be placed in alternating gender, or a boat must consist only of one gender.  (Again, you may be asking - why?  Because it makes the game more interesting.  Why, thematically?  Because apparently Noah like arbitrary restrictions for his ferry owners.)  And, if you successfully play an animal that matches the previous animal (two pandas in a row, for example), then you get to take another turn.  If a player cannot legally play a card on the current ferry (the one where Noah is located), then they must pick up the entire stack of animals, and then play whichever one they want from their hand.  After playing an animal, the current player must move Noah.  There are five ferries laid out in a hexagonal pattern.  If a male animal is played, then Noah must move to either of the ferries that are not immediately adjacent; if a female is played, then Noah can only move to an adjacent ferry.  Once a player manages to play all of their animals, then all of the other players count the number of tears that they make Noah shed by allowing their animals to drown.  The game is played over three rounds, and the player that makes Noah cry the least is the winner.  (Seriously - I didn't make that up.)

fat animals from Noah card game
Noah with the fat animals he dislikes
So, what is good about the game of Noah?  Honestly, my first pro is something that I didn't mention in the rule overview - some of the animals have different abilities.  For example, when you play a giraffe, you can look at an opponent's hand.  When you play a snail, it can be played as a male or a female.  More interestingly, a donkey prevents Noah from moving, and a woodpecker reduces the total weight limit on a ferry from 21 to 13 - because he can't help pecking at the ferry.  These different animal abilities allow you to have more options and strategic decisions when playing the game.  For example, if you use a giraffe to see what an opponent has, then you can make better decisions about where you should move Noah to prevent them from being able to play.  Or, if you hold onto a snail as one of your last animals, then you will have extra flexibility at the end of the round.

The next pro that I have for Noah is that it is light and easy to teach.  Anyone can understand the rules of Noah, regardless of how many "strategic" games they have played in the past.  Games like this are useful to have in your collection, as you never know who might wind up interested in a game.  Plus, with the theme of Noah's ark, many people will already be familiar with the subject material (though the theme doesn't make terribly much sense if you inspect it too closely).

So, with the pros about Noah, what are some of the cons?  Well, first, there are some things that make sense in game terms that make no sense thematically.  For example, different animals make Noah cry a different amount.  Specifically, Noah really loves pandas, but cares nothing about your fatter animals - giraffes, rhinos, and bears.  And, honestly, even in game terms I don't really love the fact that there are animals that aren't worth any tears.  If I successfully get rid of all of the cards from my hand, I feel like either I should get rewarded (for making Noah happy), or my opponent's should be punished (by making Noah cry).  But, since Noah doesn't care about fat animals, it's quite possible that you will be the first one to get rid of all of your cards, and yet at least one opponent may not get any points.

panda and Noah tile
Noah with his beloved Panda
The other con that I have for Noah is that the game isn't engaging enough that I would want to play it repeatedly.  Now, I realize that each person has their own opinions on what makes a game engaging, but in Noah, I felt like my decisions were far too repetitive.  Which animal do I want to play?  What about gender?  Should I fill the boats up with fat animals that Noah hates, or get rid of my lightweight animals that can easily fit on most boats (but that Noah would cry over losing)?  Where do I want to move Noah?  These decisions are important in the game, and making the best decisions based on what you have is strategically crucial.  However, I still found the game to be missing the "it" factor that made it really engaging.

Overall, I give Noah a 7.0/10.  The game is fine as a filler, or as a lightweight game to play with either kids or non-gamers, but it isn't one that I will really look to bring to the table very often.

If you're looking for games that can be played by anybody, you might also check out Dixit, 7 Wonders, and Crokinole.

Ninja Versus Ninja Mini Review

Ninja Versus Ninja game in play

A game that I received as a sweetener in a math trade recently is Ninja Versus Ninja.

In Ninja Versus Ninja, each player takes on the role of a feuding dojo.  In order to prove yourself  against your rival dojo (you can tell they are rivals because they wear different colors of the exact same outfit), you are attempting to sneak into their dojo as far as you can, and then sneak back out.  Each turn, you will roll two four-sided dice, and this determines your movement for the turn.  On each turn, you are only allowed to make a single 90 degree turn.  You also cannot move through other ninjas.  However, if you are in your opponent's dojo, then you are also allowed to make a single "U" turn by moving towards the far end of their dojo and then immediately turning around and moving towards your own.  If you ever end your movement directly on an opponent's ninja, then you capture that ninja and remove it from the board.  Finally, each ninja can only spend three turns outside of his home dojo (after that, he has to use the bathroom, and he really hates public restrooms).  If he isn't back to the home dojo at the end of the third turn, then he is captured.  However, if he does make it back in time, then you score points based on how far you successfully infiltrated your opponent's dojo.  The first person to score seven points (or knock out all of his opponent's ninjas) is the winner.

minis from Ninja Versus Ninja
The ninja minis look great, and make you want to play it
The first pro for Ninja Versus Ninja is that it is a great game for kids.  The ninjas are amazing looking, and the game itself is pretty simple.  There are some strategic elements to it - like whether you want to move your ninjas in the way of your opponent's ninja in order to force them to use extra movement to get back across to their home dojo.  But, the bulk of the game is a simple press your luck mechanic.  So, whereas I think that very young children might not catch the strategic element of getting in the way of your opponent, I think that this can be played and enjoyed by kids of just about any age.  In fact, I have played this game with a four year old, and I know that he was able to play it without any real problems.

Unforunately, due to the simplistic nature of the game, I think that the real con for it is that there's simply not much there.  If you are looking for a game to play with kids, then this is a great option.  But, if you're looking for a game that can be played by both kids and parents where both parties will enjoy themselves, I don't think that this is a great choice.  Somewhat like Uno, though I think a lot of kids will like this game, I just think that most parents will get tired of it quickly.

Overall, there's not much to this review because there's not much to this game.  I give it a 6.5/10, because I think that, as a game for kids to play, it will do quite well.  However, as someone without kids, I will be moving this game out of my closet in the near future.

If you're looking for kid's games, you might also check out Hey, That's My Fish!, The Big Fat Tomato Game, and City Square Off.

Harry's Grand Slam Baseball Review

Harry's Grand Slam Baseball card game in play

For my wife, there are two seasons - baseball season and the off-season.  And, since she's busy watching baseball during baseball season, the off-season is a good time to try to get her to play games - like Harry's Grand Slam Baseball.

In Harry's Grand Slam Baseball, two players play a very fast paced game of baseball.  Just like in baseball, the game consists of nine innings of players alternating who is at bat, and the person with the most runs at the end of the game is the winner.  In any given inning, whichever player is "at bat" will get to play the first card.  Cards represent possible outcomes of an at bat - they can be an out (of various kinds), a double play, a single, double, triple, or home run.  They can also be something that occurs during an at bat - such as a balk, a stolen base, or a wild pitch.  As each player plays a card, it affects the runners on base, and sometimes causes some of them to score runs.  But, once there are three outs, the inning is over - all runners are cleared, and the next player starts their turn "at bat."  And, to mix things up, after the third and sixth innings, the entire deck is reshuffled (along with both players' hands), and everyone gets new cards.  After nine innings, whoever has the most runs wins!

The first pro that I found for Harry's Grand Slam Baseball is that it gives you a taste of baseball, but is very fast paced.  The game doesn't attempt to be a simulation, which is obvious by the fact that an at bat consists of a single card - you don't have to worry about pitch counts, or anything else complicated.  You simply play a card to determine the outcome of the play.

cards from Harry's Grand Slam Baseball board game
Pinch Hitters - ready to be played
The next pro that I have for Harry's Grand Slam Baseball are the "Pinch Hitter" cards.  These cards represent putting in a new hitter (or pitcher), in place of the ones in your hand.  Whenever you draw a Pinch Hitter, you must immediately play it in front of you, and you draw a card from the top of the deck and put it face down with the Pinch Hitter card.  (You also get to re-draw your hand back up to three cards).  At any time later in the game, if you don't like the cards in your hand, you have the option of playing your Pinch Hitter instead.  Simply flip the facedown card over, and this is your new result - it may be better than what you had in your hand, but it might also be a homerun for the other team!     

The last pro that I will mention for Harry's Grand Slam Baseball is that you can easily play it with kids.  As long as both players have a basic understanding of baseball (runners advancing, played over nine innings, three outs, etc), you can play with anyone.  There's not especially much text in the game, so I'd imagine that you could even play with children as young as 3-4 if they were interested in baseball.  It might push their attention span slightly, but the game only lasts about 15 minutes, so they could probably handle a full game with no problems.

However, the speed and simplicity of Harry's Grand Slam Baseball also has a negative side - the game really isn't deep.  There are a few strategic decisions, such as whether you should try to get runners on base before playing your homerun, and when you should play a Pinch Hitter.  But, for the most part, the game is very luck based.  If I am at bat and my opponent happens to not be able to draw any out cards, then I'm likely to have a high scoring inning.  But, if I'm at bat and all I can draw are outs, then I'm going to do very poorly. 

Overall, I give Harry's Grand Slam Baseball a 7.0/10.  I can appreciate the game, and I can see why people enjoy it, but for me there isn't enough decision making to really get me to keep playing the game.

If you Harry's Grand Slam Baseball sounds like something you would enjoy, you might also check out Gubs, Jab: Real Time Boxing, and Tsuro.

Sorry Sliders Review

playing Sorry! Sliders


Sorry! Sliders was described to me as a "poor man's PitchCar" (since it's about $20 instead of $80).  This made me immediately start looking for a copy of it.

In Sorry Sliders, the goal is to move all of your pawns up to the "Home" scoring region.  To do this, you take four "slider" pawns, and you roll them up the ramp onto the scoring board.  After each player has slid all of his pawns, you score points based on where the pieces landed.  Each "slider" can move one scoring piece, and to move a piece onto "Home", you must get the exact score that you need.  Also, in true Sorry! fashion, if you have a slider land in one of the corners, or go off the board, then your top scoring pawn (that hasn't reached "Home" yet) goes back to the starting position.  Keep playing rounds like this until one person has moved all of their pawns to "Home."

Sorry! Sliders in action
One of the alternate setups
The first thing that I like about Sorry Sliders (aside from the price) is that it is quite customizable.  There are several different setups that you can play.  There are four different "ramps" (for lack of a better term), and you can set these up on each side of the scoring board, or you can stack two in a row opposite the scoring board.  You can also set them up so that you form a right angle with the tracks, or even stack three or four ramps in a row.  Finally, there are different scoring boards to make the game easier or harder - the easier one includes an "automatic Home" spot in the center; the hard one contains "danger" zones that remove any sliders that land on them.

The second pro for Sorry Sliders is that it is very kid friendly (and, for that matter, targeted at kids).  It's ages 6+, but could probably be played with 3-4 year olds.  I'm not really sure that it is more kid friendly than other dexterity games (what kid doesn't like flicking things around?) except that the pieces might be a bit heftier, and so they might be able to handle a bit more abuse.  Plus, if your kids completely destroy it, you're out $20 instead of $50+ (depending on what else you play with them).

However, though I liked those two things about the game, there were a few things I was disappointed by.  Our first game we played four player, and so we used the basic four player setup - a scoring pad surrounded by a ramp on each side.  This, essentially, doesn't work with adults.  If you're playing with really young children, this might work out, but for adults, this just means that all of the sliders clump up into the middle.  And, once a few of them are there, it forms a giant blob of pieces that aren't easily moved.  So, instead of having skill or strategy, you're just ramming your pieces into all the ones that are already there.  We wrote off this configuration and started playing others. 

Sorry! Sliders game
The triple decker
These new configurations lead to my next con - I don't feel like you have as much control over your sliders as you do in other dexterity games.  We switched to the configuration with three ramps in a row leading to a scoring pad.  This made the game much better, but we found ourselves just clumping on the back of the track.  In order to get enough power to get onto the scoring pad, you almost always will give it a bit too much power.  When putting several ramps together, each ramp is at an incline, and so you have to put some extra power in order to slide uphill - and so several of these in a row will remove most of your precision.  Plus, frankly, I don't think that the plastic/ball-bearing combo slides very well on the cardboard playing surface.  It just isn't very smooth - and this added friction forces you to focus more on shooting with enough power instead of aiming your shots. 

Overall, I give Sorry Sliders a 7.0/10.  I was disappointed in it, but that doesn't make it a horrible game.  It's something that I would play more if other people wanted to, and that I think that you can enjoy with the right group of friends.  Also, I think that kids will enjoy it.

If you're looking for some other good choices for dexterity games, you might also look at Caveman Curling, Elk Fest, and AttrAction.

Mice and Mystics Review

Mice and Mystics game in play

One of the hottest games lately has been Mice and Mystics.

In Mice and Mystics, you are a group of mice (that used to be humans) attempting to save your kingdom from an evil overlord that is seducing your father, the King.  Also, the evil overlord controls lots of rats, which is horribly inconvenient.  The game is scenario driven, and in each scenario, the players are working together to accomplish a certain goal - whether that is escaping the castle, defeating the house cat, sending a message via a crow, or something else entirely.  To do this, the players alternate taking turns with their mice.  On each turn, you are allowed to move and take an action.  The different actions include attacking, searching, exploring, and recovering.  As free actions, you are also allowed to level up, equip your mouse, or share equipment with other mice on the same space.  Most of the actions are fairly straightforward.  When attacking, you roll dice and compare the number of hits against the number of blocks - and if there are more hits than blocks, then damage is assigned (and if cheese is rolled, then the side that rolled it gets to collect cheese tokens).  Searching lets you find new items, exploring lets you move to the next tile (or flip the current tile), and recovering allows you to attempt to remove status affects.  Among the mice's turns, the minions that are on the board will also get to take turns; their turns work similarly to the mice turns, but they will almost always attack.  If the mice are able to successfully accomplish their goal before time runs out, then they succeed!  If all of the mice are captured at the same time, or time runs out, then they were stopped without being able to accomplish their mission - thus dooming the kingdom!  (There are various things that "advance the timer," like having mice captured and having the minions collect too much cheese.)

At its core, Mice and Mystics is a very lightweight role playing game.  It includes leveling up, an ongoing campaign, characters that you should embrace, and an overarching story.  In fact, the game comes with both a rulebook and a quest book.  And, that quest book contains 11 different quests.  So, honestly, my first pro for Mice and Mystics is that it is a wonderful choice if you are looking for a way to have a laid back role playing experience that can easily include non-gamers and younger kids (probably as young as 8-12).  I think that the campaign is put together well, and I truly appreciate two specific elements.  First, I like that each scenario doesn't have the same victory condition, and second that there are decisions (side quests) that you have to make during the campaign that will affect what happens later.  And, I especially appreciate that, if you play like I do, then you must make these decisions from an uninformed perspective - which does a good job of representing the vantage point of your characters.  Should I go try to get the cook's attention?  Well, I don't know - do I actually need her attention?  What advantage is there in that?  Well, it seems like a good idea - let's do it!

Mice and Mystics player setup
Equip your characters and help them to level up!
The next pro for Mice and Mystics is the world and the story that you find yourself thrown into.  Suddenly, your father has taken ill, and this evil woman has far too much control over your kingdom.  So, what do you do?  You have the castle mystic turn you all into mice, obviously.  Now, as mice, everything is gargantuan!  In fact, even the rats are larger than you.  Both the setting and the enemies in the game do a good job of helping you invest in this theme.  I also like that, as you experience different things, you get to learn more about the story of what is happening around you.  In fact, there are story segments both before and after each adventure, along with an opening prologue and final epilogue for the quest book itself.  And, for the most part the story is interesting - though there are occasionally lines that make me cringe.  (My least favorite line in the book is, "and to make sure Collin didn't dawdle, Nez said, 'Now don't ya dawdle, boy!'"  I really wish they had someone read through that and realize that the word dawdle sounds awkward when used twice in the same sentence.  A thesaurus would have truly helped this line.)  There are also some minor logic problems, in my opinion, but if I go into detail, I'm concerned that I might spoil part of the story for you.  And, as I said before, the story is one of the best parts of the game!

Yet, though I thought that the campaign was well done, there were some definite cons that I had for Mice and Mystics.  The most immediate con that I had for Mice and Mystics was that I felt like I was constantly running into rule ambiguities.  Now, I will confess - I learned this game from a tutorial video.  However, this video was on Plaid Hat Games' site, and was referenced on the front of the rules ("If you want us to teach you how to play, you can visit...") so I was hoping that watching it would be all I needed in order to start playing the game.  Unfortunately, after watching it, I still didn't feel like I understood the game very well, and even after reading the rulebook and referencing it during the game, we often found ourselves guessing at how certain things worked.  One example is with the "Fishhook and Thread" object.  This object is found in the water on the first scenario.  When moving out of water, the rulebook specifies that you must roll a die, and if you roll a "star", then you successfully move out of the water.  The Fishhook and Thread allows you to connect two spaces on the tile and move between the spaces "as if they were normal adjacent spaces."  Now, does "normal" mean non-water, or does it mean that you are able to move between them as if the spaces in between didn't exist?  Do you roll a die, or not?  This is just one example of a multitude of times that I found myself scratching my head trying to decide what exactly the game intended for me to do.  I'm hoping that in the future the FAQ for the game starts addressing more of these issues, but when I referenced it, it still felt like it was in its infancy stage.

beautiful minis from Mice and Mystics
Epic battles on miniature scales
The next con that I had was that I felt like the actions were too prescribed.  Now, if you recall, there were several different things that a mouse could do on his turn.  That sounds exciting, right?  Unfortunately, in order to actually explore (move to the next tile), your current tile had to be cleared of minions.  Why the mice decide they need to fight every household pest is beyond me (ok, ok, they are "heroic" mice - sure), but I really didn't understand why they weren't willing to ever run away.  Regardless, the net effect of this rule is that most turns amount to charging at opponents and attacking.  You will occasionally search, and you will occasionally explore (well, at least if you hope to advance the game), but when you should do each thing is pretty obvious, and so there's not a lot of strategy behind when to fight and when to do other things.

My final con for Mice and Mystics was that I felt the dice played too much of a factor in determining the outcome of the game.  Now, random elements in games are good - they help each play experience to be different.  This is a great thing!  However, in Mice and Mystics, you roll the dice so often that it feels like the entire game depends on how those rolls land.  Did the minions attack you and get some of your cheese?  Did they also roll a lot of cheese when they were attacking and defending?  Then there's a good chance that you aren't going to have a chance to complete your quest, since time will run out well before you are able to actually advance in the game - after all, you hear a roach scurrying around the corner, and you can't resist engaging in an epic battle of one inch warriors! 

Overall, I give Mice and Mystics a 7.0/10.  I think that the campaign nature of the game is well done, but I found the actual gameplay grew stale for me too quickly, so I will probably move away from the game without bothering to complete the campaign.  However, the story was interesting enough for me to cheat and read it, without taking the time to play the chapters.

If Mice and Mystics sounds interesting, you might also check out Runebound, Talisman, and Flash Point: Fire Rescue.

Dungeon! Review

Dungeon board game in play

Recently, Wizards of the Coast decided to re-print a classic game from the 1970's - Dungeon!

In Dungeon! each player takes on the role of a different adventurer with the goal of looting the dungeon.  Each character has a certain amount of loot that they are attempting to collect before returning to the Great Hall for victory.  Each turn, you can move your adventurer up to five spaces - but you are stopped if you go into an uncleared room or chamber.  In these rooms and chambers, you must fight a monster.  After selecting the monster of the appropriate level, you find the number that your adventurer must roll.  After rolling the dice, if you have rolled high enough to defeat the monster, then you gain loot (if you are in a room or the monster had stolen loot).  If you do not defeat the monster, then you roll again to see what happens - this can range from nothing, to losing some of your loot, to being killed and having to start over.  Turns continue in this manner until one player has collected enough loot to win and successfully returns to the Great Hall (with that loot).

Dungeon monster card - Hill Giant
Find the number your character needs to roll
The first pro for Dungeon! is that it is easy to teach anybody.  Now, this pro comes with a caveat.  Though it is easy to teach anybody, that doesn't mean that adults will enjoy the game.  This should probably be considered a kid-friendly game more than a non-gamer game.  However, with that said, it seems like the kind of game that you could enjoy with young children.  The amount of luck and die rolling involved would help put both children and adults on approximately equal footing when it comes to chances of victory, which I think could add even more to the children's enjoyment.

Oh, and the next pro for Dungeon! is that it's inexpensive.  A suggested retail price of $20 for a full board game with any kind of role playing element (however small) is essentially unheard of.

Now that I have listed all of my pros for Dungeon! it's off to the cons.  There is a ridiculously overpowered strategy in the game.  Do you want to know what it is?  It is to roll the dice well.  This strategy will defeat any other strategy that players choose to implement (like not rolling well).  Basically, the entire game is dependent on luck.  The higher you roll against monsters, the better your chance of victory.  However, as opposed to games like Runebound where you defeat the smaller monsters to level up and get better weapons before continuing onto the harder monsters, you will have essentially the same chances of defeating a huge monster at the end of the game as you would at the beginning.  (The one exception is that you might be able to get a "magic sword" which can give you a +1 or +2 bonus to your rolls - normally a +1; again, unless you roll well.)  So, if you're going to go after gigantic monsters, you might as well do it right at the beginning before you have loot to drop.  But, then you might get really good loot and drop it later where someone else can go get it.

Dungeon board game close up
You better play friendly with those dice!
The next con for Dungeon! is related to the first con.  If you choose the sub-optimal strategy (you don't roll well), then you are going to be very frustrated in this game.  I played a game of Dungeon! where one of the players spent significantly more time without loot than with loot.  Each time they earned any loot, they immediately lost to another monster (of a level that they were "recommended" to be fighting), and then would have to spend the next several turns fighting that monster in order to re-gain their loot.  After all, once you've already lost all of your loot, there's not really much downside to losing to a monster.  However, it can be incredibly frustrating to play the game and constantly roll slightly too low to beat the monster - just to see your high roll get used by determining how the monster smashes you in return.  (This is the kind of frustration that makes people want to flip the table.  I'm not condoning this action - just stating that this is an example of what could possibly cause someone to want to do that.) 

That's really all there is to Dungeon!  Overall, I give it a 6.0/10.  And, honestly, I only gave it a score that high because it can be played with kids.  However, like Uno, just because your kids will enjoy it doesn't necessarily mean that you will.  If you're looking for a highly luck based game with a lot of die rolling and a slight role playing element, then you should check out Dungeon!  Otherwise, you should probably stay away.

If you are looking for games for children, you might also check out Hey, That's My Fish! or Scallywags; or, if you're looking for a role playing game, you might check out Runebound or Legend of Drizzt.

I would like to thank Wizards of the Coast for providing me with a review copy of Dungeon!

The Big Fat Tomato Game Review


Let's start this review off by being clear about something - it's the game that is big and fat in The Big Fat Tomato Game, not the tomatoes. I think...

Either way, in the Big Fat Tomato Game, each player is a tomato farmer attempting to harvest (and stockpile) the most tomatoes.  Unfortunately, your opponents are sneaky jerks and might send things at you like Dang Varmints!  Each turn is fairly straightforward - you draw back up to five cards and then you can play a green card (these help you).  If, after playing a green card there are still bad things in front of you, then their negative effects go into play.  Next, you roll dice and add that many tomatoes to your harvest (in the cool plastic basket), and you can play one red (evil) card on one of your opponents (such as the jerk that played his hateful card on you).  Finally, you can discard unwanted cards (like the 4th copy of a card that you're tired of looking at).  Also, at any time during your turn, you can attempt to "Stockpile" the tomatoes in your harvest.  In order to do this, you have to guess that you have at least 20 tomatoes in your harvest - if you're correct, then you get to put them all in your stockpile (random pile of tomatoes in front of you - they are the only tomatoes worth points at the end).  But, if you're wrong, then you lose all of the tomatoes in your harvest!  Play continues until the Market Stand card is drawn - at which point the tomato farmer with the largest bounty in his stockpile is the winner!  (And gets to throw tomatoes at his opponents.  Wait - I think you're supposed to do that at comedians.  Or was it writers.  Since I'm currently writing, I'm going to hope it's comedians.)

My harvest never looked like this.
The first pro for the Big Fat Tomato Game (which is definitely not the name - I'm going to get tired of typing that really quickly) is the fuzzy tomatoes.  Keep in mind, this is a kids game.  And kids like neat fuzzy things in their games.  And so do adults.  (Adults also like cool looking sculpted plastic pieces in the shape of elves, but this game went with the fuzzy stuff.)  It gives the game both a neat "feel" (awesome pun) and gives it a unique tactile experience that you don't often find in board games.

The next thing that I like about the tomato game is that it is a light-weight "take that" game.  Honestly, it reminds me a lot of a less frustrating version of Mille Bornes.  My wife loves Mille Bornes, but I inevitably run out of gas in the first third of a race and never manage to find a gas station.  In the tomato game, however, there is nothing that outright prevents you from gaining tomatoes.  Some cards reduce your harvest by a die roll, others only allow you to roll a single die, and some even take tomatoes out of your stockpile.  However, none of these cards are devastating enough that you really grow irate if someone plays one of them against you.  Plus, there are enough different cards to get rid of each negative that none of them will really cripple a player.

The third pro that I will mention for the tomato game is that it is incredibly accessible.  It could be played with kids as well as adults and, though adults may not want to play it all the time, I think that it can be enjoyed by either age group.  It's just a nice, lightweight, game with good natured attacking.  (If you're curious about "good natured" attacking, it's the kind of attacking that doesn't cause the player to want to attack you in real life after the game is over.)  In the games that I've played, the game was fun, but was light enough that we were able to enjoy the company of the other people playing - with the game adding to that fun without demanding all of our focus.

That's right - zombie tomatoes!
I really only have one true "con" for the Big Fat Tomato Game.  I dislike the stockpiling rule.  I don't understand why you have to guess that you have more than 20 tomatoes in your harvest.  Specifically, I play with gamers, so this is often not going to be a "guess", but at least one of the people at the table will be tracking how many tomatoes he (and everyone else) has in his harvest.  I am ok with the fact that you can't harvest immediately, but I don't know the point of not allowing the players to count the tomatoes in their harvest to see if they have at least 20 tomatoes prior to attempting to stockpile.

The other thing that I will mention is something that you need to be aware of, but isn't a true con.  This is a card game.  And so, you will do better if you draw better cards.  This is true of most card games, and remains true in the tomato game.  If you draw the awesome card that lets you cancel an attack and send it back at the attacking player, you will do better than if you draw four copies of a less useful card.  If this bothers you, then you probably don't play terribly many card games.  However, I didn't feel that this game was so luck driven that it bothered me.

Overall, I would give The Big Fat Tomato Game an 8.5/10 as a kid's game.  It was really enjoyable, and I think that (assuming your kids can read), this is a good choice to play with your whole family.

If you are looking for great games for kids, you might also check out Hey, That's My Fish!, Scallywags, and Rory's Story Cubes.

I would like to thank Gamewright for providing me with a review copy of The Big Fat Tomato Game.

Take It Or Leave It Review

Take it or Leave it game in play


Hey, look - it's time to review more kids' games!  This time, it is Take it or Leave it.

Take it or Leave it really strikes me quite a bit as multiplayer Yahtzee (yes, I realize that Yahtzee is officially multiplayer, but playing with more people does nothing to change the game aside from making you wait longer for your turn).  In Take it or Leave it, you have a hand of combos that you are trying to complete as well as an action card.  Each round, the starting player takes a ton of dice and rolls them - there are blue, orange, and red (wild) dice that can be used in combos.  Next, players take turns taking a single die out of the middle and/or playing an action card.  Players may also pass if they no longer have dice that they think will help them.  Once all the dice are gone (or all players have passed), then each combo that is completed scores points, and each extra die that was taken (and every wild die) scores a negative point.  Play continues through several rounds, and whoever has the most points wins.

Now, if you have ever read any of my posts about Gamewright games, this first pro will not surprise you.  I like that the game is kid friendly, easy to learn, and has very high quality components.  This, to me, is Gamewright's trademark, so it should come as no surprise that Take it or Leave it has these characteristics as well.  Specifically, this game focuses on teaching kids probability and "visual discrimination."  I agree with both of these areas, and I really like the probability part - probability that a six will be rolled and probability that your opponent won't steal the die you need.  I would say that it also focuses on addition since you might have combos that are "at least 15 on orange dice," thus forcing you to add up your different values and see what other numbers you need to complete your combo.

Take it or Leave it cards
Actions and Combos
As a second pro, I like the fact that there is player interaction, and it comes in a couple of different forms.  You can either steal a die that your opponent needs, or you might even be able to re-roll several dice.  Either of these actions can quickly cause your opponents to have to abandon certain combos and see what other combos they can attempt while using the previously taken dice.  So, the person that wins will normally be the person that is able to readjust their strategies quickly as they play - or is able to thwart their opponents' strategies.

Finally, I like that you lose points for taking dice that you can't use, and even for using the wild dice.  I also like that your combos are secret.  This combination of rules works incredibly well to allow you to attempt to thwart your opponents, but makes it challenging to do so.  Since you don't know if all of their cards require certain numbers, or colors, you can attempt to guess and make (for example) the orange dice run out quickly, hoping that all of their combos depended on orange.  Or, you can take all of the high numbers, or all of the 5's.  Or, if you wanted to be really devious, you can play an action card to re-roll all of the blue dice available after the first couple of rounds (when they have already started taking dice) - thus changing the numbers on what they planned on taking.  But, any of these strategies for thwarting your opponent are balanced by (and contingent on) the fact that you lose points for taking unusable dice - so, you attempt to make your combos by taking the dice that they need.  But, if you focus too much on stopping them and take extras, you will lose points (but, if you succeed and they get stuck with extras, they lose points)!

more cards from Take it or Leave it
More Actions and Combos
The main con that I have for Take it or Leave it is that the actions don't seem especially helpful - especially since you only have one available at a time.  At the right time, an action card can be amazing and can save you (or earn you) several points.  However, as I think more about the actions, many of them can be used to try to mess up your opponents, but the ones that are useful for you will be used less often.  For example, one of the actions lets you add one or subtract one from a single orange die.  This can be helpful, but you really probably want to get the rest of the combo taken before you use that combo.  And, if all the orange dice are taken, or if the die that is close to the right number is taken, or if you were able to simply take a die with the right number, this action is useless.

Overall, I give Take it or Leave it an 8.0/10 as a kid's game.  The game isn't enthralling enough that I will come back to it over and over, but it is currently one of my preferred dice games - one that actually requires skill other than rolling dice well.

If you like dice games, you might also want to check out Martian Dice, Zombie Dice, and Catan: Dice Game.

I would like to thank Gamewright for providing me with a review copy of Take it or Leave it.

Scallywags Review



Today's review from the "children's game reviews by a guy with no children" series of reviews (I just made that up) is Scallywags.

In Scallywags, the goal is to get the most loot.  However, unlike most games with this goal, you cannot win by gaining the largest number of coins - you play until everyone has exactly six (or eight) coins, and so your goal is to have the most valuable coins.  To setup the game, you dump all of the coins out on the table and then spread them out so they're not stacked on top of each other - and you leave them how they fell, face up or face down.  Next, each person gets three cards.  On each turn, you may play a card, take a face-down coin, or discard a card and draw.  Play continues like this until everyone has the correct number of coins.

The first pro for Scallywags should be obvious.  It's great for kids.  It really fits well into the Gamewright mold - games that are great for kids, inexpensive, and have high quality components.  One thing that I've started paying more attention to with Gamewright's games is what you can use the game to teach kids.  According to the box, this game focuses on teach kids addition and strategy.  Whereas I don't think there's especially much addition in the game (except adding up the final scores), I can definitely agree with the strategy part.  The game is simple, yet I think that it would be engaging for kids, and there is enough strategy in the game that (most likely) the person with the best strategy will win.

My second pro for Scallywags is really an off-shoot of the first one.  (To be fair the first pro included several: kid friendly, inexpensive, great for kids.)  I think that the theme is one that kids would enjoy.  The theme is essentially cartoon pirates.  None of the theme is very serious or gritty - it essentially allows pirates to be fun and lovable.  Now, unfortunately, if I know kids (which I don't), this means that you will also have to hear phrases like "Avast, Me Hearties!" well after the game is over.  


When playing Scallywags, I really only came up with one main con - the game can stagger a bit if too many coins are face up.  When you look at your actions, you can either play a card or take a face down coin - otherwise you have to just discard and pass.  Well, many of the cards only work with face down cards.  So, if a lot of coins wind up falling face up, you can run out of face down coins in the middle, thus rendering a lot of cards useless.  So, you can get into a situation where a lot of people have to pass in a row.  (I'm guessing this happens if 75% or more of the coins are face up?  It is much more noticeable in a six player game where you have more total coins taken.)

A very minor con is also that not all of the rule questions that we had were addressed by the rules.  Now, it's pretty simple, so it's impressive enough that we even had a rules question.  However, there is a card "Hands Off Me Booty" that prevents another player from taking coins from you.  But, when do you draw back up after playing this card?  At the end of their turn, your turn, or never?  We went with "at the end of every turn all players should have 3 cards" - but we didn't actually see it addressed in the rules anywhere.

Overall, I give Scallywags an 8.0/10 as a kid's game.  I think that if you were a parent that bought this for your kids, your kids would really enjoy playing with you.  Be aware, though - I think the strategy is simple enough for a 4 year old to be able to play, but there is enough text that your kids will need to at least be able to read in order to play the game.

If you are looking for kids games, you might also check out Hey, That's My Fish! (my all time favorite kids game... for now), Rory's Story Cubes, and City Square Off.

I would like to thank Gamewright for providing me with a review copy of Scallywags.

Zooloretto Mini Review


So, you know how Zooloretto is waaaay too complicated?  (Just as a point of note, I've never had anyone actually agree with that.)  Well, lucky for you, they came out with Zooloretto Mini!  (And, just to be clear, this is a review of Zooloretto Mini, not a mini review of Zooloretto.)  Since I haven't gotten around to reviewing Zooloretto yet, I will not assume any knowledge of that game on your part, dear reader.  However, I will put in a quick section detailing the differences between the two games, for in case that is something you're looking for.

In Zooloretto Mini, your goal is to build a sweet little zoo that small children will want to come see.  However, you have a cramped space, and so you can only hold a few animals.  What's more, everyone knows that children don't like their animals to be mixed in different areas (when you're in the mood to see giraffes, you want to see giraffes!  Not zebras!), so you are not allowed to have animals share a single area.  To setup the game, you will have one truck per player.  These trucks bring new animals to your zoo.  Each turn, you have the option of drawing a random animal tile from the bag and putting it on the truck of your choice, or you can take one of the trucks.  Once you take one of the trucks, you must immediately place all of the animals (and landscaping items) in your zoo - and, since animals can't share areas, if you have a type of animal that you cannot place, then they must go in your barn.  At this point you check a couple of different things.  First, you check to see if your animals have made a baby - because, you know, they actually do that... and we need to teach this to our children... have fun with that.  The other thing that you check is to see if you have filled an area.  If you have filled an area, then you immediately get a bonus - you may either discard an animal tile from your barn, or you may take an animal tile from an opponent's barn.  Then (after taking a truck), you are done for the round.  Once everyone has selected a truck, the round is over, so you set all the trucks back and start over.  The game is played until the bag is empty (you pull some out at the beginning so that you don't use all the tiles each game).  At this point, you score points based on the number of animals you have in each area, and for each kind of landscape you have - then you lose points for everything that you have in your barn.

So, as promised, here are the main differences between Zooloretto and Zooloretto Mini:
The new enclosures
  • Zooloretto Mini does not have money actions of any kind.  Instead, you get a small bonus action when you fill an enclosure.
  • In Zooloretto Mini, you have three enclosures (since there's no money action, you can't gain a fourth), and they are all the same size (they also are not actually on the board; the board consists of three interconnecting pieces, and then you put the animals next to them.)
  • It is obviously smaller and more portable
  • The animals are different (and can be intermixed with Zooloretto's animals so that you can use whichever ones you prefer in either game)
  • You have "landscape tiles" instead of lemonade stands ("vending stalls")
  • The scoring is tweaked to work with the new style of enclosures
  • Zooloretto Mini is suited for a slightly younger audience than Zooloretto - they could probably handle this a year or two earlier than normal Zooloretto due to the simpler rules
Now, with that taken care of, it's time for the pros.  If you name no other pro for Zooloretto Mini, you must point out that it is kid friendly.  This entire series is probably the apex of my "kid friendly" label.  It is a simple game, and it has cool animals in it!!  What kid doesn't like animals?  For the same reason that your kids want to go to the zoo, they'll also want to play Zooloretto Mini!  However, there are lots of games that look cool and can draw a child's attention briefly.  I think that Zooloretto Mini has done a very good job of being simple enough to play (and quick enough to explain!) to keep a child's attention, and the game is engaging enough (it's their turn quickly enough) that they can enjoy it.  I have played Zooloretto Mini with a four year old.  He was able to play the game, but it was also pushing his attention span (it was also bedtime), and so I think the game is probably ideal for kids about 5-6 years old (or older).

The (kung fu) panda protects the end of game tiles
The second pro that I have about Zooloretto Mini is that the animals make babies (and that the game has strategy)!  Really, I think that it would be much more amusing if I could just take this around to play with my friends kids and explain the baby making part ambiguously enough to get them to start asking their parents where babies come from, and then sit back and chuckle as I watch them decide what to tell a young child about why two Rhinos make a small Rhino, but only when the Rhinos have different symbols on them (male and female).  However, game-wise, I think that it is nice that Zooloretto Mini has strategic choices that affect gameplay.  One of them relates to babies and deciding if you want to go after fertile animals. Another aspect of strategy in the game is determining which truck to place animals on - should you load up a truck with the animal you want and hope other players don't take it, or do you want to spread them out so that you'll hopefully be able to at least get one of the animals you want.  Also, when should you take the truck?  Should you take it as soon as it has one animal that you want (doing this often will get you less animals long-term than other players), or should you wait until they are full - thus hoping that it doesn't get something that will have to go in your barn.  This balance between having an engaging theme for children and having strategy I think combines for a good game to play with children.  (You can also read that as "a game to play with children that won't make you want to stab your eyes out after playing five times"  (ahem, not Uno).)

Honestly, no real cons jump to mind about Zooloretto Mini.  Yes, you may have to play it hundreds of times if your child falls in love with it, and yes, I think that you will hate it by the end of that, but does that count as a con?  I'm going with no.  Therefore, I have nothing to list in this section - feel free to add a con in the comments if you feel that there are some I've missed, because I'm sure it's not perfect.

Overall, I give Zooloretto Mini a 9.0/10 as a children's game.  I was going to give it a lower score (around 8), but then when I couldn't think of any cons, it made me realize that I was shortchanging it.  Sure, I'm not going to take it and play it repeatedly with my gaming group, but I think that it is a wonderful game to play with kids.

If you're looking for more kid's games, you might also check out Fastrack, Gubs, and duck! duck! Go!.

I would like to thank AbacusSpiele for providing me with a review copy of Zooloreto Mini via Eagle Games.

Loch Ness Review


One of Rio Grande Games' latest offerings is Loch Ness.

In Loch Ness, each of the players takes on the role of a photographer trying to get a picture of the elusive Loch Ness monster. In order to do this, they must make sure that their best cameras are positioned in the place where Nessie will (hopefully) appear. Each turn, the players will get to select a bonus for the round - improving their camera's value, moving a bonus camera, hiring an extra camera, stuffing hotdogs in their pockets to try to convince Nessie to go just a bit further (ok, officially in the game you use "Bagpipes" for this, but you tell me - I think that Nessie would respond better to hot dogs) etc. Then the first three players will select a move card; the sum of these cards will determine how far Nessie will move along the board once all of the players are situated(. Once these are selected, each player will be forced to move one of his cameras (hoping to get that great photo!) and then will have the option of moving a second camera. Finally, the move cards are revealed, and Nessie moves along the inner gameboard based on what cards were revealed. Anyone that is directly in front of Nessie gets to collect a card (or two, depending on where she lands), and is attempting to get a collection of Nessie's head, body and tail. Finally, everyone with a camera in the area that Nessie appeared (regardless of if their camera was directly facing Nessie) scores points equal to their camera's value. Also, "little Nessie" moves along the score track a number of spaces equal to how far "big Nessie" moved. Once "little Nessie" moves 65 spaces, the game is over, players turn in their cards, and whoever has the most points wins. (And then has to find a writer that is willing to claim that the Loch Ness Monster is real - maybe the photos will help!)

"Big Nessie" and "Little Nessie"
My first pro for Loch Ness is that it is a game that can easily be played with children. This game is simple enough that I think kids could pretty easily understand the rules and the strategy. Yet, there is at least some strategy to it, so that they will do better if they plan ahead, instead of a game where they are simply trying to roll dice better than their opponents (here's looking at you Heroica and Sorry).

Secondly, I like that there is an element of bluffing involved in Loch Ness. Since nobody knows exactly how far Nessie will move, you must guess based on your opponents' actions. The first three players all know one piece of the puzzle - if I played a five, then I know that Nessie move at least seven spaces. Conversely, if I play a one, I know Nessie will not move more than eleven. What's more, if I perform the "Church" special action (this lets you look at one of the move cards), then I can even know two of the three pieces. However, I can never know exactly how far Nessie will move. Unfortunately, once I move one of my cameras, everyone else will know what I think Nessie is going to do, and (since I know more than they do in this hypothetical) they will probably try to position themselves accordingly. This leaves open the possibility of tricking your opponents - setting up a smaller camera where you know that Nessie won't go, hoping that your opponents will set their larger cameras near it, so that you can then place your larger camera in a better position.  Another way of bluffing is in picking numbers - if you get the impression that your opponents think you normally pick high numbers, to go low (or vice versa).  If you can do this successfully, you will often allow yourself to get situated well; assuming that you don't fall for your opponents doing the same thing.

Overall, my main con with Loch Ness is that there just isn't enough to draw me into the game, nor is there enough to make me want to keep coming back for more. The game works, and as I said before, I can see it being something fun to play with kids. However, I don't really see a strategy gaming group being eager to play it, and unfortunately, I don't even see it being used as a filler. I guess the main gist of this con is that I struggle to see who Loch Ness' target audience is. It claims to be for ages 8 and above, but I think that it would be best suited for about ages 6-12 (along with their parents). Now, to be fair, I think that it could be played easily enough with kids that were age 6 and above if their parents wanted to teach it to them (but then again, I could be horribly wrong - I don't have kids, and they really are an enigma to me).

Overall, I give Loch Ness a 7.0/10. I gave it a score this high because of it's ability to be played with kids as a game that can be used to start teaching them more advanced games (and I have convinced myself that this probably is the intention of the game). However, though there's nothing really wrong with this game, it isn't something that I really seem myself continuing to play. Whereas Rio Grande has made a ton of games that I really love (Puerto Rico, Power Grid, Ra, Princes of Florence, Dvonn, etc) this one didn't really click for me.

If you are looking for games to play with your kids, you might also consider Hey, That's My Fish!, Stomple, and Rory's Story Cubes.

I would like to thank Rio Grande Games for providing me with a review copy of Loch Ness.

Castle Panic Review

Castle Panic game in play


A simple cooperative game that I people recommended to me is Castle Panic.

Castle Panic is like a tower defense video game - swarms of evil monsters are coming at your castle, and your job is to stay alive. (Yes, killing them is nice, but for all that is good, just stay alive, man!!!) Each turn, you start by drawing up to your hand limit. Next, discard a card (if you want) and draw a new one (if you discarded one); and then you can trade a card with another (willing) player. Now - smash the enemy!!! You can play as many cards from your hand as you would like (normally as many as possible). Primarily, this is done by playing cards that match the color and circle that an opponent is in, which inflicts a point of damage per card played (the map is built with four rings surrounded by a forest - each ring except the center one has corresponding cards in the draw deck). Finally, the bad guys do stuff - first they all move closer to your castle, and then you draw two more of them from the pile. This continues, again and again. Until the game is over - because you have either died off by allowing all of your castle towers to be destroyed, or because you have stayed alive through all of the swarms of (pile of) enemies, and have managed to kill off all of them.

The first thing that I liked about Castle Panic is that it is very simple. It's easy to learn, and also incredibly easy to teach. What's more, the game flows well and is fairly intuitive once you have learned it. This allows it to be played by just about anybody - friends that don't like "complicated" games, kids (probably starting at around 8 - though I made that number up, because I don't have children, so I really have no idea), or anyone else.  Unfortunately, the simplicity of the game comes at a cost - and the replayability suffers.

Castle Panic - now time to panic
My castle is never unscathed
The next thing that I like about Castle Panic is that it feels intense. The main thing that I heard when I asked people about this game is that "it's a bit too easy." Of the games that I have played, I never felt like I ran away with a game. Sure, I thought that at various times throughout my first game, but then the monster draw pile decided to smite my arrogance by having me draw 9 tiles on one turn! (We drew a "Draw 4 monster tiles," and the Boss that forces you to draw 3 monster tiles on the same turn. I will admit this probably isn't the normal situation, but I'd guess that other people encounter it periodically.) Even in the games I won, I felt like I was close to being annihilated, as I always had at least half of my towers destroyed.  So, I think that the people who think Castle Panic is too easy really enjoy playing masochistic games like Forbidden Island on the "you start off the game drowning" difficulty.  (Oh, there's also a variant of Castle Panic where you start the game without castle walls.  I feel that everyone who thinks the game is too easy should play with this variant and then tell me if it solves their problem.)

However, though I liked Castle Panic, I had a few cons. First off, it's somewhat disappointing that there is no difference between players. For example, you have no "roles" like in Pandemic. Really, the only difference between playing with one player versus playing with six will be how often it is your turn, and how many cards you can draw and trade. This simplicity keeps the game from having as much replayability as I would like.

The next con that I had was that it was too difficult to kill a monster that made it into your castle. Specifically, there is one card in the deck that lets you kill a monster in this situation. One! Yes, if you are playing well, it doesn't become much of an issue. Yes, monsters do lose a hitpoint each time they destroy a wall or a tower (I hadn't told you that part), so they will slowly die either way. But, there is only one card that allows you to kill a monster that makes it's way into your castle.  One!!!

Finally, I thought that the "Giant Boulder" was a bit too random. Essentially, this monster tile simulates the enemies massing together to roll a giant boulder at your castle. The boulder will destroy everything in it's path (even other monsters), and will only stop once it destroys a wall or tower. This really seems to be one of the main ways that walls and towers are destroyed (there are four Giant Boulders in the game). So, whereas I see the need for these tiles in play balancing terms, I still wish that it were a bit less random than "hey, you drew a tile and so now something is going to instantly blow up."

Overall, I give Castle Panic an 8.0/10. It's fun and easy to play - definitely worth a look. However, the game feels too similar from one play to the next for me to envision myself wearing out a copy.  Yet, it's good enough that I will occasionally pull it out and give it another game.

Want more opinions?  Check out Play Board Game's Castle Panic Review or Board Game Family's review of Castle Panic. Alternately, if you want to read about other cooperative games, you might also check out Reiner Knizia's Lord of the Rings, Shadows Over Camelot, and Sentinels of the Multiverse.

I would like to thank Fireside Games for providing me with a review copy of Castle Panic.

Fastrack Review

Fastrack board game in play


So, sometimes I play incredibly complicated games, and sometimes I just relax and play something quick and easy.  Something like Fastrack.

In Fastrack, you and your opponent sit on opposite sides of the board, and you each start with 5 disks on your side.  You also have an elastic band attached to your side of the board.  Here are the complicated rules: using the elastic band, be the first player to flick all of the disks to your opponent's side of the board.  Now, it's not as easy as it initially sounds - after all, there is only a small opening in the middle of the board to shoot the disks through.  If you're able to shoot the disks over the middle divider, that's legal as well.  Finally, if a disk shoots off the board entirely, it is out of play until the end of the round.  That's it - now you know how to play.

Here's the first thing that I like about Fastrack - it's incredibly kid friendly.  Now, I don't have children, so I'm not always the best judge of this.  However, when I went over to a friend's house, his kid was playing Slithering-Jumping-Hissing Snake (oh, you don't know the rules to that one?  They're fairly simple - you have to wriggle yourself across the floor... or jump... or even walk if you're not motivated.  Oh, and you can hiss at people - and you definitely want to earn style points!  But, really, there's no score keeping, so those style points just make you feel better.)  Anyway, where was I - ah, yes, Fastrack.  So, after I arrived and the very intense Snake game ended, I asked if he wanted to play Fastrack with me - the answer was yes, and we both enjoyed playing several rounds of it until I was ready to move on to the next game; he then played with the next person... and would have continued playing except that he had to go to bed.  So, yes, I would say that I have tested this and that "kid friendly" is a very valid descriptor for this game.

Next, I really have enjoyed dexterity games recently.  I realize that they're not for everyone, but if you're looking for something fast-paced that requires dexterity, Fastrack is a good choice.  Most other dexterity games (like PitchCar) allow you to prepare for your turn and take your time, Fastrack is not like that. You have to be ready to go full speed the whole time.

Now for something interesting that I hadn't thought of when I first heard about the game.  How hard is it to shoot your piece through the middle?  Well, not too terribly hard.  However, you have to be careful with this - keep in mind, you both have elastic bands.  So, if your opponent is grabbing a piece and not covering his band while you shoot a piece at him a bit too powerfully, there's a good chance that it will bounce off of his band and come back to your side.  This happens to me much more often than I would like - I need to work on shooting a bit more softly.

The only real "con" to the game is related to the nature of it - it is a very simple dexterity game.  If you don't like dexterity games, fast-paced games, or non-strategy games, then why would you even consider playing this?  For me, I enjoy Fastrack as a diversion, but it is not the kind of game that I will spend hours at a time playing.  However, I will probably break it out and play a few games of it every now and then for a change of pace - and enjoy playing it when I do so.  After all, it is relatively small and light, so it will be easy to carry to a gaming event and play when I have a few extra minutes.

Overall, I give Fastrack an 8.0/10.  It is a fun, lightweight dexterity game that can be played just as easily with kids or adults.  (Though kids might realize that it's much more effective to shoot all of the pieces off of the board rather than to your side of the board - this is actually a brilliant strategy.  You've been warned.)

If you want to know some other opinions on Fastrack, you might check out Games With Two's Fastrack Review, or the Board Game Family's review of Fastrack (they even have kids!); or, if you want to read about other dexterity games, check out Crokinole, PitchCar, and Caveman Curling.

I would like to thank Blue Orange Games for providing me with a review copy of Fastrack.