Wednesday, March 7, 2012

Game Mechanic: Card Drafting

In previous posts I've disused deck building games.  Today's mechanic is very similar to this, in fact, it's found in most deck building games.  As I looked through my games I was surprised at how many contained this mechanic.  Writing these posts, has made me start to take a more critical look at my own gaming preferences, mechanics I like and don't like, and of course, my favorite themes.  Card drafting isn't always the main mechanic found games I enjoy, but it usually one of the critical ones.  I also think it doesn't get a much love as it deserves.

Hallmarks of Card Drafting

Common Pool

As in deck building games, players are trying to create the best hand of cards possible.  These cards come from a common pool.  How the pool is set up can vary form game to game.


In "7 Wonders," for example, players receive a hand of seven cards to start, pick one card, and then pass the rest to the next player.  After revealing their card the process continues five more times.  At a rounds end, players will have drafted six cards. 

In "Coloretto" players draw cards to add to rows.  As the rows fill up, with both desirable and undesirable cards, players much choose an entire row to take into their hand.






Choice

In both of these games, players have a choice in which cards they draft.  If they players were to only draw blindly from a deck, the game would not qualify as a card drafting game. 

"Ticket to Ride" is a popular card drafting game involving both a choice and a blind draw.  If players don't see the color card they desire, the have the option to draw from the deck.  Since, they could also choose from the face-up cards, it qualifies as a card drafting game.


Russian Coloretto - I would love to have this version!
Meeting Objectives


The cards drafted by players help them meet a goal.  Goals can also be meet in various ways.  Players may gain an immediate advantage as in "7 Wonders."  Here, players may use drafted cards to build a stage of their wonder or gain a resource. 

"Coloretto" allows players to create sets for a future advantage.  Players are drafting cards to build the largest set, of two colors, over several rounds.  These sets enable players to gain victory points, counted at the games end.

Sunday, March 4, 2012

A Fistful of Penguins: A Review

I can't tell you where it started or why it started, but recently there has been this strange influx of penguins around my home.  A gum-ball machine figurine here, that Christmas decoration that hasn't been put away yet there, and the penguin background on my computer are just a few examples.  It isn't quite an obsession, but it getting there. 

So when I heard about a "A Fistful of Penguins" I knew I had to have it.  Thanks go to my wonderful husband who hunted it down for me.

Object of the Game:

The player who is able, over three rounds, to gain the most money from their zoo wins!

Components / Set-up

Before you play your first game, you will need to sticker the 24 black and brown chips with the penguin and kangaroo stickers. Truthfully, I hate putting sticker on, so luckily I have an experienced husband (thank you Commands & Colors) who did an expert job.

There are also more small plastic poker chips that come with the game.  These are used for money; 30 yellow ($1), 24 red ($5), and 24 clue ($20).  Each player receives one red and five yellow chips at the start of the game. 

The game comes with 9 animal dice.  Each side has either a squirrel, kangaroo, penguin, moose, lion or camel.  During the first round the players roll four dice.  In the second round they roll five, and six in the third round.  The dice are very well made and the animal graphics are very cute.


The most wonderful component of the game are the 30 purple and 6 yellow clear acrylic penguin meeples.  Yes, I know I'm a sucker for penguins, and clear acrylic meeples, but they are awesome!

Each player starts the game out with six penguins.  So I get my penguin fix from the start.


Game Play

I first expected another version of Yhatzee.  It is another dice rolling game, set collection game, after all.  Luckily, while there is some resemblance, this game offers a lot more strategy.

During the first round the player rolls four dice.  They now have three options as to what they want to do with the dice.

Option 1: Stop rolling, and take the value of the roll in money and tokens, pass the dice to the next player.

Option 2:  Spend one penguin.  This allows the player to either roll a spare die from the bank and add it to their dice or re-roll as many dice as they wish.

Option 3:  Cash in the dice that show penguins and take more of the penguin meeples.  One yellow penguins equals five purple penguins.  Used penguin dice must be set aside and are out of play for the rest of the turn.  A player can not spend penguins to get these back.

Players may keep doing options two and three as many times as they wish.  Once they are out of dice and penguins they must choose option 1. 

When a players turn is over they pass the dice to the player on the left.   After everyone has finished their turn the second rounds begins.  Each player now rolls five dice.  During the third round they roll six dice.


Scoring

The game comes with three scoring cards.  I was constantly using these player aides and am grateful they were included.  I don't think I would be able to remember the values without them.

Penguins: When a player rolls a penguin they get a penguin meeple, not money.  These can be used to get more dice and used for re-rolls.  The more penguins you roll them more penguins you get.  A player receives one penguin for 1 dice showing a penguin, 3 when 2 dice show penguins, and six when 3 dice show penguins.


Squirrel:  These sneaky guys give you money from other players.  When you roll one squirrel you get $1 dollar from the player on your left.  Two gives you $1 from the player on your left, and $2 from the next player.  Each additional squirrel adds one dollar to the total from the next player around the table.  If you roll more squirrels then opponents, it continues around the table, skipping over you.  For example if you roll four squirrels and there are four player you take $1 from the player to your left, $2 from the next player, $3 from the third player, skip you, and then take $4 more dollars from the player to your left.

Moose: Each moose is worth $9 if paired with a squirrel.  If you don't have a squirrel they are worth nothing.  So if you have two moose and one squirrel you get nine dollars from the bank and one dollar from the player to your left.


Kangaroo:  Each kangaroo are worth as many dollars as there are kangaroos.  So one kangaroo is worth $1 and four kangaroos would be worth $16.  If during the first round a player has at least one kangaroo showing and they score it, they also receive a kangaroo token on the side showing one kangaroo.  This may be spent later on during the game to change one die to the kangaroo side.  If kangaroos are scored during the second round the player takes a chip turned to the side showing two kangaroos. 

If players still have one from the first round that one is turned.  During the third round two dice may be turned.

Lions:  Lions are worth $7 dollars each.  If lions are scored, only lions and penguins score.  So chose either to score your lions or score your moose, squirrels, and kangaroos.

Camels: Camels are worth $5 each if there are no lions showing.  They are worth nothing with lions showing.



Game End:

At the end of three rounds the player with the most money wins.  Penguins are worth $1 during the final scoring.  A tie results in a showdown.  Each player starts with two penguins.  The same rules apply and whomever has the most money after the showdown round wins.

My Thoughts:

When I first head of this game it was about how much of a blast it was; that everyone wanted to keep playing it and playing it; and that its sold out at Essen very fast.

I will agree that it is a fun, light-hearted game.  There is luck involved, but being able to add dice with the penguins and re-roll dice adds strategy not found in other games like it.   I hate giving up my penguins, but I like being able to re-roll or get an extra die.

Since you have three rounds to build your zoo, you don't feel rushed.  There is time to reach your goal.  Being short, the game also doesn't overstay its welcome.


I'm not sure I would agree with it being a family game.  The theme and the components certainly scream family game. I'm not convinced.  To be honest I haven't played it with younger children or my non-gaming friends and family.

The reason I'm hesitant, is the scoring.  It isn't the easiest to wrap your mind around and pretty abstract in this regard.  I think younger children may have trouble understanding why you need a squirrel to score your moose. The lion may be easier for them to understand.  Some advanced children may get it, but I'm not sure an eight year old, as suggested, would. 


The player aide is very helpful.  And, after reading the scoring rules easy for gamers to understand.  Non-gamers, I know, might confused with it.  When I first got into gaming I didn't understand icons and stayed clear of any game that used them.  So I don't know if I would pull this aide out for new gamers.  Gamers will love it and I wish more companies put aides like this in with the game.  A simple addition can add a lot and make a game so much more enjoyable.  

Overall I enjoyed the game, but was left wanting.  Maybe I had set my hopes to high?  I'm not sure.  It just feel a little flat.  The game would definitely shine with more players and would make an awesome light strategic filler.  The dice and components are wonderful and the artwork is great.  Unfortunately, I don't think this will see a lot of game play.  I promise to try it with more players and I wish I could praise it more.   I just liked it, I didn't love it.



Quick Stats:

Designer:  Jonathan Frankling
Artists: Mike Raabe
Publishers:  Wattsalpoag Games
Number of Players:  1-6
Playing Time: 15 minutes

Friday, March 2, 2012

Five Minute Friday: Ache

It's Friday again, which means I join The Gypsy Mama's "Five Minute Friday" topic. Each Friday, we write for five minutes on a topic without any editing or rewriting allowed. I put a little spin on it and relate it to board games. 

She has decided to challenge me again this week with the topic: Ache...How can I talk about ache and board games? 

So I think I'm ready, I've got my stopwatch out and I'm ready to on your mark, set, and go!

Taking out a board game, setting it up, reading the rules, and playing it I don't always think about what goes into making this final product I see before me.  I don't think of the hours spent agonizing over which pieces to use, what the art work should be, and how to write the rules.   Then, after all that time sending out the game to be published and rejected, praised and torn apart.  Could I handle the criticism, would the praise go to my head? 

Yes, I review these games.  I spout off my opinion of their components, and fun factor, and family friendliness, but I still appreciate the effort of game designers.  I'm think them for their hard work and heart ache to bring me the hours of fun, the moments of anger, the second guessing, and the thrill of victory. 

And Stop!

Thursday, March 1, 2012

Tien Zi Que: A Review

Sitting in Wegman's Cafe (grocery store in PA / Ny)  one day I observed a group of people come in, set up and play a few games of MahJong.  It is a beautiful game, but also an investment.  Tien Zi Que could be described as a cousin to MahJong, sharing some of the terms and theme.


The name Tien Zi stands for son of the god or another name for the emperor of China.  Que stands for Sparrow, the cover bird for the game.  This quick little card game has quickly become a favorite of mine.







Object of the Game:

Tien Zi Que is played over four rounds.  The goal each round is to create five MahJongs (sets).  The first player to create five wins that round and scores his or her cards.  Points are added together at the end of four rounds.  The player with the highest total wins!



Components / Set-up:

The game comes with 54 cards.   There are 12 Directions cards, 3 of East, South, West, and North.  There are also 3 Red Dragon cards, 36 Currency (Suit) cards, and 3 Tien Zi Que cards.  The Tien Zi Que is the wild card.  These cards are all inspired by MahJong tiles.

The cards are shuffled and five are given to each player.  The other cards are placed face down to form the draw deck.  Players choose who will be the starting player.  Each player will start two rounds.





Game Play:

Players may take one of three actions (draw, pung, chow) during each round.

Draw: Players may draw one card from the deck and then discard one card face up into the discard pile.

Pung: Players draw a card from the deck and create a set with any three cards from their hand.  A set may be either in sequence or triplet.  A sequence is three cards of the same suit, in numerical order (1, 2, 3).  A triplet is three cards in the same suit and denomination.  For example three of the same direction cards or three currency cards.


Chow:  Players can also can create a set by taking a card discarded last turn by the other player and two cards from their own hand.  If the opponent discards a red five the player may take that card and his red four and red six to create a set.

If a player is able to create a set they choose one card and place it in front of them.  This card is now a score card and will be used to score points at the end of the round.  The other two cards are placed in the discard pile and the game continues.

The only card that can not be picked up from the discard pile is the Tien Zi Que card.  This card is a wild card when creating a set.  The Tien Zi Que card may be kept for scoring but only counts as a black color card and not a wild.



End of the Round:

After a player completes their fifth set, the call MahJong and win the round.  Only the winner counts their cards for points.  But it's still possible to recieve 0 points if you are the winner.

Scoring:

When playing look a the score table and score your hand.  You may be able to score in more than one way. 

Flush (3 points):  five cards of all the same color (red, blue, green)

White Flush (4 points): five cards all in white

Elements (4 points): five cards each in different colors

King of Sparrows (6 points): three Tien Zi Que cards

Dare Dragon (6 points): five numeric cards in sequence

Pair (2 points): two of a kind

Three of a Kind (5 points):  for example, three ones

Four of a Kind (10 points):  for example, four ones

Word: 1 type of word (1 point), two types of words (3 points), three types of words (5 points), four types of words (9 points)

All Directions (12 points): the word score points are not added

Honors (16 points): any five words, the word score points are not added

Winning Draw (1 point):  complete the 5th set from drawing or cards already in hand

End of Game:

After the end of four rounds players add up the scores and the person with the most points wins!


My Thoughts:

Tien Zi Que is my go to game when I want a short, quick, and fun challenge.  I think I suggest it almost every time.  I have copies of this game at home and  work.  I think we even gave a copy to my in-laws.  Other's I know have a more lukewarm inkling towards the game. 

It may take a play or two to get the strategy, but it is a pretty quick game to learn.  I'll admit that the only MahJong I've ever played is the solitaire computer version so I'm not a good reference on how closely it resembles MahJong. 

I also like the strategy and the little bit of push your luck.  Maybe someday I'll be able to pull off the Honors Score.  In reality during most games I'm lucky if I am able to score over 10 points.  The temptation is to go for the larger and better score but as the game plays out, and your opponent is close to his fifth set, you start going for whatever you can get.  And yes...I have won a round and scored nothing or just one point. 

The great thing is you have four rounds to play, and it goes by fast.  If you lose this time, you can always try again!

With a list price of only $10.00, and the possibility to pick it up for only $4.00 at Boards & Bits, its a game worth getting.  It's also worth keeping because of its small compact size.  Try it with your significant other, they may also be drawn to this little gem.



Quick Stats:

Designer:  Ta Te Wu
Artists:Victor Ta Te Wu
Publishers: Z-Mann Games, TZQ
Number of Players:  2
Playing Time: 625 minutes

Wednesday, February 29, 2012

Game Mechanic: Set Collection

Stamps, baseball cards, antiques, books, even board games; all of these items are things people like to collect.  What is it that gets into our blood and drives us to shop for, buy, and keep multiples of one or more similar items?  There must be something completely satisfying about it because collecting sets has been a game mechanic for hundreds of years.

In Set Collection games players are trying to collect specific sets of items (cards, jewels, resources, etc.) in order to gain victory points, claim routes, build buildings, or cure a disease.

Hallmarks of Set Collection

Sets 

The one true hallmark of set collection games, is, as with modular board games, pretty obvious.  You are collecting sets.  The reason for collecting the set, and what you are collecting, may vary from game to game.  In "Ticket to Ride" you are collecting sets of the same color in order to claim a route.  In "Stone Age" you are collecting wood, stone, brick, and / or gold to build huts.  In "Alhambra" you are trying to collect the largest set of similar tiles to gain the most victory points.



Theme

Set collection is a common mechanic found in many Eurogames.  It can even be found in some abstract games such as poker and mah-jong.  It's rarely found in highly thematic war games or dungeon crawls.  There are a few.  Usually it plays only a minor role, if any, in thematic games.  So, if you are looking for theme, it may be better to try another mechanic.



Purpose of Collecting

Why are you collecting sets?  Is some games it is merely to gain victory points, in others there is another purpose.  It's a matter of personal opinion which type you prefer. 

In "Ra: The Dice Game" players roll the dice to collect Pharaohs, Niles, Floods , and Pyramids in order to score the most points and avoid losing points. In "10 Days In Europe" players are trying to be the first to collect 10 country and transportation tiles that form a continuous route.

Yet another example can be found in "Pandemic."  Here players work together to  collect a set of five cards of a particular disease.  They can then cure it and come closer to their goal of saving the world.  Of course, if someone is a scientist, they only need four cards to cure that same disease. 




A little bit of push your luck?

I put a question mark next to this hallmark because it isn't present in every set collection game, but it's the heart of many.  I'm looking at you poker!  The tension and excitement of set collection can be a big draw.

Do you take that wild Engine card this turn in "Ticket to Ride.?  Or do you do the safe thing and claim that route before someone else steals it?  Do you risk giving up a needed, but out of place, country card in "10 Days?" You hope it doesn't get taken or covered up this turn.  Or, do you risk keeping it and try to change your route to make it work?  To risk it or not to risk it, that is the question! 

Saturday, February 25, 2012

Five Minute Friday: Grit (On a Saturday)

Maybe I should just start making this Five minute Saturday instead.  You would think Friday would be the easiest day of the week to sit down and just write for five minutes.  But that doesn't happen.  I join  The Gypsy Mama's  "Five Minute Friday" topic.  Each Friday, we write for five minutes on a topic without any editing or rewriting allowed.  I put a little spin on it and relate it to board games. 

Today's topic is truly a challenge for me.  Grit, true courage.  How can I relate this to board games.  Does it take true courage to play games?  Well no.  So I can I write about courage, grit and relate it to board games.  I'll give it a try...

So I've got my stopwatch out and I'm ready to on your mark, set, and go!

When asked about my hobbies I usually get a strange look when I talk about board games.  People don't really believe me when I say its a hobby.  I even refrain from telling people until I know them a lot better.  I wavered back and forth when I started this blog asking myself if I wanted to announce to the world (so to say) that yes in fact I do like to spend hours sometimes sitting at a table and moving pieces around on a board.  And guess what, it is so much fun!

Now this doesn't take grit, I'll admit.  But, being yourself showing who and what you are, even if the world thinks it is a little strange does.  I encourage others to be themselves and I see how the world reacts.  If you don't fit into the mould of what society decides normal you are different.  Guess what, the world doesn't like different.  Those who stand up for themselves and face the world with their head held high are the one's with grit.

So yes, I play board games, I love board games.  I'd rather spend an evening battling dragons or building a society from nothing than watch an episode of ...okay I can't even think of a popular TV Show, because guess what!  I don't have cable either!  It doesn't take grit, but it does take a few ounces of courage

And time!

Maybe next time I'll actually get this done on Friday!

Wednesday, February 22, 2012

Tobago

Creeping through the jungle you clench the tattered scraps of a treasure map in your hands, just a few more clues and you will find the treasure.  But you know others are out there, trying to find the very treasures you seek.  There aide may be welcome, as they can help you narrow down the clues.  But the more they help the more treasure they demand.  And they are not the only dangers awaiting on this island.  Legend has it that some of the treasure is cursed!  Seek the amulets and you will be safe, without them the curse is your destiny. 



Object of the Game

Tobago is a treasuring hunting game in which players combine clues with the help of others or alone until the exact location of a treasure is determined.  Players try to be the first to reach that treasure and retrieve it.  By either finding the treasure or adding clues players can shares of it.  Treasures may also be cursed.  Amulets with help players gain advantages over other players and protection from curses.  At the end of the game the player with the most gold treasure coins wins.


Components / Set-up

I was immediately drawn to Tobago because of the components.  Beautiful!  I know I say this about a lot of the games I review, but everything, I mean every last component of Tobago, is just amazing. 

The first component is the modular game board.  There are three double sided sections to the game board.  The three front sides (a, b, c) show fewer island spaces than the reverse side (A, B, C).  These boards may be combined into 32 different islands.  There are also three clamps that lock the board into place.  These clamps are also the spaces for the amulets, clue cards, and treasure cards.  Players simply decide which island they want, clamp it together and place it on the table.

The island is made up of hexagonal spaces of various terrain types:  beach, jungle, river, scrubland, lake, and mountain.  No matter how the board is set up there will be exactly one largest area of each terrain type.


Next to the board, the coolest game pieces are the 4 huts, 3 palm trees, and 3 statues.  These are placed on the island next, according to a few rules.  The first is that only one object may be placed in each space.  Each similar object must be placed at least four spaces apart.  Be sure to check that you do this, especially on the smaller boards.  The last rule is that the Statues can not be placed next to the ocean.   Each statue must directly face one of the six surrounding spaces.


The component every player is vying for are the treasure cards.  There are 39 total treasure cards, and two curse cards.  The deck is formed by first shuffling all the treasure cards, removing the first 12 and then reshuffling the lower 27 with the two curse cards.  The cards are then placed on their clamp space. 


There is a mistake in the rulebook.  It says the game comes with 21 amulet tokens.  In fact, it only comes with 20  These tokens are not placed on the board yet.  The are set aside, on their clamp space, and will come out later in the game. 

The players then take one ATV of their choice and the corresponding colored compass rose tokens (15 each player) .   Players chose the starting location of their ATV on the island.

Next, create four treasure map areas near the game board.   Sort the four colored treasure cubes.  There are 17 total cubes in each of the four colors (grey, brown, black, and white).

Now, players each draw one of the 52 clue cards and place it face up on an empty treasure map.  Each player marks the placed card with one of their compass rose tokens to show it is theirs.  Players are then dealt four clue cards (6 in a two player game).  The remaining cards form the clue card deck.  


Each clue card shows the landmark the clue refers to: scrubland, jungle, river, mountain, lake, beach, hut, palm tree, statue, or ocean.  If the clue card has two red parenthesis above and below the symbol it refers to the largest area.  The two cards below marked with red and green compass rose thus refer to the largest jungle and the largest mountain. 


There are also a total of six different types of clue cards.  Card type one means within the landmark.  This type shows the landmark within the hexagon.  Card type two means next to the landmark.  See the example marked with the yellow compass rose.  This type shows that landmark next to an empty hex.  Card type three means in sight of a landmark:  exactly one or two spaces from the landmark.  This type shows the landmark beside two hexagons.  The example is marked with the red compass rose.




Card type four means not within a landmark.  This shows the landmark in the hexagon crossed out. (marked with green).  Card type five means not next to the landmark and is marked with the landmark beside a crossed out hexagon.  Card type six means not in sight of the landmark, not within 1 or 2 spaces of the landmark.  So the treasure must be at farther than two spaces away.  The picture show the landmark besides two crossed out hexagons.


Game Play


Players take turns in clockwise order starting with any player.  Players may either play a clue card, or move their ATV during their turn.  They may also retrieve treasures and use one or more amulets during their turn

1.  Play a Clue Card

Players chose one card from their hand and place it face up below the last clue card played of one of the four treasure maps.  They must mark the played card with one of their compass roses.  New cards are always placed below the older cards.  The player then draws a new card.




Rules for adding clues:  a new clue added to the treasure map must not contradict any clue already present in the map; it must reduce the possible sites where the treasure could be by at least one space; and it must allow at least one site where the treasure can still be hidden.



To help visualize where the treasure is players add cubes to the board as possible spaces are eliminated.  When there are few enough spaces, the spaces that could possibly hold the treasure should be marked with one of the cubes of the treasures color. As new clues are added to the map more cubes are eliminated.  The treasures location is determined when only one cube is left.  Now the treasure may be retrieved by the first player to reach it.  As a side note, it is possible that cubes from different treasures may share the same hex. 

2.  Move an ATV


Players may move their ATV's up to 3 legs.  One leg equals either moving within one terrain or changing a terrain.  Players may move within the same terrain type no matter how far for one leg.  When players move into an adjacent space of a different terrain type (moving from jungle to lake) that also counts as one leg.

If players retrieves a treasure their movement is ended not matter what.  If a player collects a amulet one leg is automatically ended. 

ATV's may also enter any space on the island, but they can not go into the ocean.


Retrieving a Treasure

A player may retrieve a treasure if the exact location of a treasure is determines (only one site marker remains) and it is their turn and their ATV reaches or already occupies the space containing the last site marker.  That player will then place a compass rose below the last clue card of that treasures map and remove the site marker.



Each player draws as many treasure cards as they have compass roses on the map.  They will secretly look at the treasure card and hand them face down the the player who will distribute the treasure cards.  Players must be careful to not give away the treasures they have seen. 


Distributing a Treasure

The player who will distribute the treasure cards draws one more treasure card from the stack and shuffle it and the other cards for the treasure together.  They then display the top treasure card.  All players with compass roses on the map are asked, in sequence order (from bottom up) whether thye want to claim the treasure card or not.  If the first player declines the next player is asked.  If it is not claimed it is put into the discard pile.

If a player claims a treasure card they take it and place it face down next to them.  This process is continued until all the treasure cards for this treasure have been offered or no compass rose remains on the board.  Left over cards are discarded. 

Cursed Treasure

If a curse card is turned up during a distribution that treasure is cursed.  A cursed treasure has two consequences.  The remaining treasure cards are not distributed.  If anyone still has a compass roe on the treasure map they must discard one amulet.  If they do not have an amulet they must lose their most valuable treasure card.  The curse card is then removed.  If the second curse is among the discards it is discarded without it taking affect.  Players then take back the compass rose tokens.




Starting a New Treasure Hunt

All clue cards belonging to the retrieved treasure are placed on the discard pile.  The player who claimed the last treasure card during the distribution starts a new treasure map by playing a clue face up from his hand. 



The Mysterious Appearance of the Amulets

A mysterious force emanates from the statues each time a treasure is raised.  Where their gaze strikes the coast amulets surface in the ocean and are swept ashore.  After each treasure is retrieved take three amulets and place one each on the coast in the last island space lying in the direction of the view of each statue, unless this space is already occupied by a amulet.  The, witha grinding noise, the statues turn to face where the next amulet will surface: rotate the each statue 60 degrees in a clockwise direction. 



Picking up Amulets

A player may pick up an amulet during their turn.  There are two ways.  First at the beginning of the player's turn, if the ATV already occupies a space that contains an amulet, he may take the amulet.  This does not count as an action.  A player may also claim an amulet if their ATV moves into a space containing an amulet.  To pick it up the player must complete one leg of their movement.  So it is possible to collect more than one amulet during an action. 

Amulet Powers

During a players turn they may play as many amulets as they wish.  Amulets may be used in five different ways.  It can be used to remove a site makers.  The player may remove one cube.  The last cube may not be removed.  An amulet may also be used to play an extra clue card.  If a player needs to make another ATV action, they may move the ATV one extra.  Players may not pick up amulets while using htis power.  An amulet may also be used to exchange clue cards.  The player discards all their clue ards and redraw the same number.  The last power of the amulet is to protect players from a cursed treasure.

Used amulets are placed back in the common pile.




Ending the Game

The game ends after the treasure deck runs out, but not before the treasure has been distributed.  Discarded treasure cards (but not curses) are reshuffled so that each player with a compass rose gets a treasure card. 

The player with the most gold wins!


My Thoughts

Tobago was a game I anticipated and wished for a long time.  I watched for it on my favorite websites longed for it as I visited games stores, but it wasn't to be found.  Then I saw it!  I remember my joy and excitement as I quickly grabbed the box and was determined not to lose it. 


Taking it out for the first time I was blown away by the components.  They are gorgeous, sublime! Set up, the game just draws you towards it. Even the insert is amazing.  Everything has a specific place and fits back in the box so wonderfully.  Why can't every game do this?



Tobago is also simply a fun game.  You hear the Indiana Jones theme song playing in the background as you hunt for treasure and try to beat your opponents.  There is also a little bit of cooperation between players as you build the treasure map.  You may have to rely on them to eliminate some possibilities.  But you don't want  to much cooperation.  You may hold back from putting down a clue that would reveal the treasures location so you can get there before the others.  I like this struggle in the game.



But I must admit the game has lost some of its luster.  I can't exactly put my finger on it but it doesn't have the same draw for me these days.  Its still fun, and I'll play it anytime.  But, I don't actively seek it out as I did at first.  This may be because it isn't the deepest of games.  It's a longer lighter game great for families and people new to board games. 


I wouldn't advise new players to read the rules and try to teach themselves the game.  The rule books is okay but its layout can be a bit confusing. 

Overall the game is simply fun.  Don't expect deep thought but expect a few tough decisions.  Enjoy yourself and find some treasure on a beautiful island. 

Quick Stats:

Designer:  Bruce Allen
Artists:Victor Boden
Publishers: Rio Grande Games, The Game Master BV, Gigamic, KADABRA, Mercurio, Piatnik, Stupor Mundi, Zoch Verlag
Number of Players:  2-4
Playing Time: 60 minutes
Awards: 2010 Boardgames Australia Awards Best International Game Nominee, 2010 Golden Geek Best Innovative Board GAme Nominee, 2010 Golden Geek Best Family Game, 2010 Kinderspielexperten "8-to-13-year-old" Nominee, 2010 Nederlandse Spellenprijs Nominee, 2010 Spiel des Jahres Reccommended