zwischenzug (ZVI-shen-tsoog) — noun

A chess tactic in which a player, instead of playing the expected move, first interpolates another move, changing the situation to the player's advantage (such as gaining material or avoiding what would otherwise be a strong continuation for the opponent).

Showing posts with label kids. Show all posts
Showing posts with label kids. Show all posts

Wednesday, October 26, 2011

Dracula meets Frankenstein


Almost.  As it turns out, I was hoping our monthly group would get to play both Fury of Dracula and Fearsome Floors this month, but it didn’t work out.  We only managed to get in the former, which is one of my all-time favorites.  Rather than give a full review, I am going to give two mini reviews of these games.

Image by Brian (ColtsFan76)
Fury of Dracula’s storyline has its roots in the original novel.  In this game, Dracula has come back from the grave (again) some years later, seeking once again to establish his vampire brood.  He also has sought revenge against those who brought him down in the novel, turning two of them into his minions (Jonathan Harker and Quincey Morris).  The remaining members of that group have reformed to bring down the Count again: Dr. Van Helsing, Dr. John Seward, Mina Harker and Lord Godalming (aka Arthur Holmwood).  The game sets one player as Dracula, moving in secret throughout Europe as the four other characters hunt  for him, attempting to attack and kill him.  Dracula is more powerful at night than during the day, loses life when travelling by sea, and card play provides information to the hunters as well as arming them against Dracula and his accomplices.  This game is one of the most thematic games I own, and like so many other thematic games, the card play adds much to the theme by interrupting the normal flow of the game.  It is worthy to note that all five characters are in the game regardless of how many players are playing, leaving a good game for anywhere from two to five players.  (This is accomplished by players playing more than one role if necessary.)  It also means that it is a good game for someone to show up late to, or leave early from, with his or her character is picked up by another player.

That said, this is NOT a casual game.  In fact, I believe it is more complex than many of my other games.  The hunter roles are somewhat complicated, particularly with the impact of the cards, but they have each other to rely on.  Dracula is on his own, and is doing things in secret, so the potential is there for a completely screwed up game.  As it takes two to three hours to play, this can lead to a very frustrating evening.  This game is published by Fantasy Flight, and is typical of their style: very high Awesomeness Factor, but very complex.

(For those of you have been reading along, I never did paint the figures for this game.  My artistic skills are at the “paint by numbers” level, so I am incredibly nervous about trying to paint them.)

Promotional Image from publisher
I haven’t played Fearsome Floors at all, but that’s not going to stop me from reviewing it.  I have read the rules, and I slept at a Holiday Inn Express last night.  In this game, the players have been imprisoned by an evil lord while trying to rescue a damsel in distress.  Now, they are poised for a massive breakout, but must avoid the monster that guards the exit.  Players have three or four disks each which represent their characters; the number of disks depends on the number of players.  The movement mechanics are simple, and the monster moves by its own rules.  As such, kids under ten could definitely play this, although they probably won’t play well.  The art is cartoon-ish, and isn’t really scary at all.  This is a good game for all players.  The one warning I have heard repeated  is that it can bog down in analysis paralysis, since the monster's movements can be figured out with enough thought.  The key is to play this as a light race game.  This game claims to take an hour to play, and can handle up to seven players, so it will fit most families and casual groups.

Below will be links to other reviews on this topic, including these games.  Personally, I am pretty selective about horror themed games, as well as movies, so Fearsome Floors is probably one of the very few “family horror games” I would play.  Other perspectives would be good.
The monster can be configured to look like the Frankenstein Monster -- or other horrors! (Image by Jesper Amstrup)

Okay, now that you have made it this far, I am going to add a few things about the Dracula and Frankenstein novels.  Dracula is in my top five novels of all time, and Frankenstein is also well worth reading.  They can be downloaded from Amazon or B&N to an e-reader for free, as they are in the public domain; they can also be downloaded as PDFs from the Gutenberg Project.  Similarly, LibriVox, a public domain audio book source, also has them.  I am currently listening to their dramatized version of Dracula as I drive around town, and it is excellent.  Do yourself a favor and read at least Dracula if not both novels.

 It's Your Move!


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Friday, October 14, 2011

Publisher Profile: Hasbro, Part I -- Mass Market Brands


My father used to tell a joke, “Where does the 800 lb. gorilla sit?  Anywhere he wants!”  This is Hasbro, who could have such a positive influence on the boardgaming hobby with all of their size and money.  We all know their games, since we grew up with them as kids: Monopoly, Clue, Risk, Ants in the Pants – the list goes on and on.  Some of these had, and may still have, Parker Brothers logos, but that label is owned by Hasbro.  So are Milton Bradley, Wizards of the Coast and Avalon Hill.  Wizards of the Coast and Avalon Hill have always had their niche, so I will specifically talk about the mass market divisions in this post.

First, I have to say that Hasbro has singlehandedly given boardgaming the reputation in the United States as a children’s activity.  In that way, the company has caused a lot of harm: maybe more than can be undone in my lifetime.  This is primarily due to the large number of sub-par kid’s games they have produced.  There have also been a lot of cheesy movie tie-ins, which tend to bring down the reputation of boardgaming.

Image by Bruce LeCompte
Prior to 1998, Hasbro had a few truly great games, including Buffy the Vampire Slayer (based on the TV show), Survive! and the immortal game Scrabble.  They were lost in a sea of drivel, however.  In 1998, Hasbro purchased the Avalon Hill brand, and bought the company Wizards of the Coast a year later.  This seems to mark the beginning of Hasbro taking a more serious approach to games.  Several of the Star Wars games are excellent (just try to find a copy of Star Wars: Queen’s Gambit for under $150.00 USD).  Furthermore, Hasbro has taken Risk and turned into several very successful, first-rate games (including Star Wars editions and the Lord of the Rings Trilogy Edition), some of which were published under the Avalon Hill brand.  The revised version of Risk is an excellent game.  Plus, while I haven’t played it, I have heard great things about Sorry! Sliders.

Much of this is due to two specific designers, Rob Daviau and Craig Van Ness.  Many of these better titles are due to the efforts of one of these two gentlemen, sometimes working in concert.  A list of currently in-print, superb games which carries one or both of their names would include:
  • Heroscape – arguably their all-time biggest hit.  There are four different master sets, and lots of expansions.  Each set or expansion can be played interchangeably with the others.  (Okay, technically this is now out-of-print, but you can still find sets in stores, so I am counting it!)
  • Battleship Galaxies – This game has an extremely high Awesomeness Factor index.  Awesomeness just oozes out of the box.  Seriously, I might have to buy this game just because of how cool it is.  I don’t need to know how it plays (which reputedly is equally awesomely).  I just want the miniature space ships!
  • Sorry! Sliders – Again, I don’t know much about this one, since my son would probably look down on it, and so we haven’t played it. 
  • Risk (Revised Edition) – This is a must-own game for me.  Risk with all of the fun in less than half the time.
  • Clue: Discover the Secrets – I have never played it, and only know that it has a good reputation.

Promotional Image from Amazon
From a practical perspective, knowing how good a mass-market Hasbro game is (including Parker Brothers or Milton Bradley) will not be easy to determine.  I still get teased by my wife for passing up on Star Wars: Queen’s Gambit and Star Wars: Epic Duels back in the day.  These are both Daviau/Van Ness designs also.  However, since Hasbro doesn’t list designers on their games, it will take a little research to determine who worked on the design of any given game.  In the end, that’s going to be the answer for any Hasbro game: research.  That is, unless it has a movie tie in and isn’t too expensive.  If that’s the case, buy one to try – odds are good you will eventually be able to sell it on eBay for $150.00 if nothing else.

It’s Your Move

  




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Tuesday, October 11, 2011

Getting back to it...

I probably owe an apology to anyone who regularly looks for my posts.  Life has been crazy, as I have mentioned, and I have had no time for gaming.  This has resulted in a combination of writer's block and tiredness for the past several weeks.  Another issue with these circumstances is that I can find the time (thanks to the wonders of smartphone technology) to troll eBay for games.  As a result, my gaming purchases have gone up a little.

So now I am getting back to playing.

I am getting ready for this Sunday's monthly Game Day.  Our gaming group will be playing one or more of the following games, all with a Halloween theme.  Which games will depend on how many people show up, and what they pick:

  • Fury of Dracula
  • Fearsome Floors
  • Coach Ride to the Devil's Castle
  • Spooks
We have only played the first one, which is fairly complex; I have read the rules of all but Coach Ride to the Devils' Castle. I have that in my briefcase, and will read it at some point.

The next thing coming up is the school chess club, which starts again in a few weeks -- November 2nd to be exact.  I am a little scared, over 50 flyers have been taken by students, and I have no idea how many of them will show up.  This is probably the year to start taking dues.  Just a few dollars from each would help with some equipment needs, and it will help cut down on those kids who want to just wander in.

I am having a lively discussion over on BoardGameGeek about starting a chess club.  Another BGG member is taking up the task with his wife, and asked for advise.  One German gentlemen and I have a friendly debate going on over including chess variants and chess clocks.  He favors including both; I would exclude both.  Nonetheless, as Shakespeare says, "The play's the thing."  What ultimately matters is that the children learn to play the game!

Which leads me to ask if it's time that YOU get back to it.  Clearly, you have some level of interest in games, or else you wouldn't still be reading this.  There is a school out there where the kids are itching for someone to teach them chess.  The benefits are so clear for those kids who do play.  Is it your time to "get back to it"?

It's Your Move!






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Thursday, September 8, 2011

Chess is now a Boy Scout Merit Badge

This just has to be announced.  Boy Scouts of America has just approved a merit badge for chess.  I guess I will add "merit badge councilor" to my titles "school chess coach" and "troop leader"!

Friday, September 2, 2011

Carcassonne


Earlier this week I discussed Rio Grande Games.  At the end, I mentioned Carcassonne, which is a “must have” game for everyone.  Realizing I have never reviewed it, I thought I would correct that problem today.

(Image by Big Woo)
My wife would tell you that Carcassonne and Ticket to Ride are the two games that everyone joining my gaming group should play before playing any deeper games.  They show new players who are generally used to Monopoly, Risk and probably their kids’ roll-and-move games something entirely different; games that have a lot more going on and are incredibly fun.  I am not so exclusive.  However, Carcassonne scratches the strategic itch in a way that many games do not.  There are a lot of reasons why you should by this game.

(Just to clarify – I am not one of those that believes a game must be strategic to be a good game.  Many games, like Bananagrams for example, are primarily tactical, and are very fun.  However, there are times when I want to play something more strategic.  Hmm, maybe I need to talk a little bit about strategy vs. tactics in an upcoming blog.)

The first gotcha for new players is the fact that there is no board, just a blank table and a bag of tiles.  The board is built during the course of the game!  On their turn, each player lays a square tile with several possible terrain features on it: city, monastery, road or field.  Tiles must be place so that they touch a tile already  on the table, and each side must match the features of adjacent tiles.  The player may then place a token (meeple) on the tile just placed to claim it.  Once enough tiles have been place to build a complete road, monastery or city, they score points.  Farms are scored at the end of the game.  As you might guess, with a somewhat abstract theme and both ongoing and end game scoring, this game classifies as a “Euro”, a European style game.

 
Carcassonne in play  (Image by Aaron Tubb)
 First of all, Carcassonne plays 2-5 people, and six with the Inns and Cathedrals expansion.  Many games claim to do this, but few actually are a good game with the full range of players listed on the box.  I’ve talked about this before, so I won’t dwell on it.  Suffice it to say that Carcassonne works really well for 2-4 players, and is still a good game with 5 or 6.  Regardless of whether it’s two people alone after the kids are in bed, two couples getting together, or a fairly large family, this game will work for any number.

For the amount of strategy in this game, it is accessible to new players.  This game is easy to teach, and is one of those uncommon games that can be taught in stages.   Cover the basics of tile placement in a few minutes, then after a turn or two explain in more detail how scoring is done.  As the game rolls along, the game explainer can show how players interact in the game.  At the same time, there are many experienced hobby gamers that are completely willing to play this – including me!  Once again, it covers the range of players.

Lastly, this game accomplishes all of this in an hour.  With some experience, the games will move quickly.  A few years ago and another job ago, I played at lunch with a couple of others.  Once everyone knew the game, it was not uncommon to get in two games within our hour lunch.  The three of us even managed to play three games in an hour one day!  The game length is just about perfect for any evening.

This is the one expansion to get! (Image: Surya Van Lierde)
Carcassonne has a lot of expansions.  A lot.  Some are very good, and some are downright silly.  Personally, I think there is only one worth getting:  Inns and Cathedrals.  This expansion adds one more player (the sixth player) and several more tiles.  Two tiles have cathedrals on them, and several have inns on them.  Cathedrals make cities high risk, high reward propositions; inns do the same for roads.  They can be played for yourself to increase your score, or played late in the game to foul up your opponents big plan.  Of course, it may not work out as planned!  I would leave the other expansions alone.  While Carcassonne can be bought in a “Big Box” version that includes several expansions, I would save my money (and my shelf space) and just by the base game and Inns and Cathedrals.

I guess the biggest endorsement of this game is that we own 3 copies.  Yes, I said three.  Three copies of Inns and Cathedrals, too.  One set is at home (and it has a few more expansions which largely just sit in the box).  One set is at my wife’s place of work, and one is at her mother’s house out of town.  This is a game that we all enjoy, which can be a trick in our household!  It hasn’t made it to the discount stores yet, but I have seen it at Barnes and Noble as well as game stores. 

It’s Your Move!










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Friday, August 26, 2011

3 Reasons Why Your Child Should Play Chess


Last month I wrote about whether or not chess was good for schools.  If you read that post (and I will put a link at the bottom), you realize that I think chess definitely belongs in schools, but it needs to be carefully monitored.  There are ways it can go astray.  Regardless of whether or not your school has a chess club, parents should make sure their children are playing chess.  Homeschoolers should be teaching it, even if they have never played themselves – learn it together!  I will give three reasons why this is true: what it teaches, the wide open opportunities to play, and it’s lifelong nature.

First of all, chess teaches logic, which directly impacts a child’s performance in schools.  Studies repeatedly confirm this fact.  Kids who play chess get better grades; it’s that simple.  What’s not always mentioned is that chess is also teaching the ability to plan ahead, which is important in academics and in life in general.  Hand-in-hand with lessons on planning are lessons on consequences.  Often enough, right behind that comes lessons in digging yourself out of a hole.  (At least that’s true when I play!)  All of these things exist just as much in the classroom as they do in the game of chess.

Dayton's Chess club is a landmark downtown.




Secondly, chess is a game that can be played anywhere.  Opponents are easy to find if you want to find them.  An obvious possibility is the school.  It’s so obvious I’ll move on.  For those children who are homeschooled or do not otherwise have school opponents, there are local chess clubs.  Most small cities have a chess club; larger cities may have several.  They will be in the phone book if nowhere else.  Often a club will have a Kids’ Night, in which children are the focus of play.  They may even have some adult players providing some casual coaching.  Libraries are increasingly involved with gaming, which is particularly true for chess.  Our local library in Dayton has at least one chess night a month.

If the local chess club or library isn’t an option, chess is one game that can be played online very safely.  They should be monitored of course; I strongly believe in knowing where your kids are both in the real world and in cyberspace.  However, chess is often played with no conversation between online opponents.   There are sites exclusively provided for children like http://www.chesskid.com/, which is run by the people at chess.com.  This a very user friendly site that allows parental control.  I play at chess.com, and I find the entire experience to be easy and fun.  There isn’t any software or crazy connections, and games can be downloaded for study.

One of my boards is this old Tandy 1650, which is great!
Another way to play is against a computer opponent.  This can be a computer program either on an actual computer or on a gaming console.  Nearly all of the consoles have them for sale.  It could also be an electronic board, complete with pieces.  I have an old, small Tandy electronic board, and it is great.  I will say I rarely use it, though, since I play online and can use my phone.  I would recommend a program, since they generally have tutorials or some way to rate play, and are therefore better at helping a new player improve.  Don’t worry about buying the best software.  Anything sold these days is far better than most people will ever be.  Go with what fits  your budget.

The third reason to teach your child chess is that it is a lifelong activity.  Chess is a lifestyle game, which means that it can become a major hobby by itself, exclusive of other games.  Bridge and go are other lifestyle games.  Magic the Gathering and poker are too, but they can be much more expensive!  In any case, introducing your child to chess may give them something they enjoy for the rest of their life.

Don’t worry about equipment at first.  A simple dollar store chess set will do.  So will books out of the library, if you are on your own.  As your child shows interest, it’s easy to find more books at any reasonably sized book store.  Nicer chess sets can be found all over the internet, and tournament sets and boards are not expensive.  The important thing is to make sure your child is having fun.  The learning is in the play, not necessarily in the lecture.

It's Your Move!





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Friday, August 19, 2011

Publisher Profile: Days of Wonder


Days of Wonder is a board game publisher based out of both the United States and France.  They focus on family friendly games that vary from easy to moderately complex, have high quality components, and excellent art work.  Of the BoardGameGeek Top 100 games, there are six published by Days of Wonder.  Three of them are Ticket to Ride games, one is Small World, and the other two are BattleLore and Memior ’44.  These last two games are light wargames (light being a relative term for wargames) that use a common rule structure, based in fantasy and World War II respectively.  Small World is a fantasy themed, world conquering game that loosely has the same feel as Risk.

I actually have all of these games except for BattleLore, and while I haven’t played them all, I have been extremely happy with what I have.

Days of Wonder games generally are ones where the rules do not take a lot of gaming experience to understand.  Rules are actually one of their strong points.  Days of Wonder stays away from “gamer jargon”, uses a lot of illustrations to explain the rules, and the rules are well laid out overall.  The games do have either small figurines or illustrated tokens, and depending on the game the Awesomeness Factor is at least better than average.  These games will generally appeal to young and old alike, with nearly everyone being able to play – including the wargames.

Memoir '44 in play (image by Rollo Tommasi)
I would love to come back and say that there is some big issue, but there really isn’t.  Days of Wonder produces excellent games that are enjoyed by many people.  The only caution that might be offered is dependent on what type of games you prefer.  With the exception of the wargames and a few games such as Small World, Days of Wonder tends to produce what would be referred to as Eurogames: games that have a fairly tight rules structure, with abstractions to ease game flow, less direct confrontation, and points awarded both during game play and again after the end of the game.  Eurogames are very appealing to some, and less to others, and some people are game junkies and will play it all (that would be me).

For the family or casual gamer, I would say that the odds of getting a good game for your family and friends is pretty high when purchasing a Days of Wonder game.  Of course, it is always better to try before  you buy, but in a pinch I personally would take the risk. 

It’s Your Move



Tuesday, August 16, 2011

Educational Games


Image by Jesse Elliot
My wife hates it when I do this.  And she is right, I should not disparage games like Following Directions, or any number of games that just sound boring!  Following Directions might be an incredibly fun game, despite is rating of 2.0/10.0 on BoardGameGeek.  Who am I to judge?  The simple fact is that the title of the game was written to appeal to teachers and parents, and not to students.  That’s the problem I want to address as our thoughts turn to the upcoming school year (at least in my little piece of the cosmos).

 We have a tendency to divide the world of games into two camps: games that educate vs. games that entertain.  The first are almost universally seen as worthwhile (though I might be the lone exception to that rule), and the second are seen by many as an indulgence (particularly when played by adults).  Very few games, maybe just chess, are seen as both, though most people I know have only a passing knowledge of chess.   However, that division is a false one that is largely brought about by the laser focus our culture has on academics.  Not only do our kids have more homework at a young age, but heaven forbid they play a game that is just for entertainment!  We even turn sports into hard work!  How do we know that a game is educational?  One glance at Following Directions makes it pretty clear that it’s not fun, so it must be educational.

Unfortunately, the kids have exactly the same impression.  Whether or not Following Directions is fun (and I really have no idea), the simple fact is that it doesn’t pass the cover check, and that’s all the kids need.  Children tend to be incredibly influenced by cover art and other (missing) glimpses of the Awesomeness Factor, including the title.  What results is a game time that requires effort just to get the kids to play!   There are ways around this problem.

Promotional Image from Jolly Rogers Games
The first is to find games that have at least a fairly cool name and a nice look.  At the very least, it can’t be boring.  This is less important if the class is all involved in the same game and cannot really see artwork; my wife has had the after school program playing exciting games of 20 Questions for Kids and was asked to bring it back.  Bananagrams makes a great, short word game.  I would love to see a game of Founding Fathers used to teach about the writing of the United States Constitution.  Art Shark is a solid game that shows off classic works of art and their artists, reinforcing the history of art.

Another approach is to re-theme a game so that it has more relevance to the classroom.  Play Risk, but with a map of the United States, teaching geography.  Play memory, but make it so that you pick three cards, and must make a math sentence out of them.  (Hey! I just thought that one up!)  One of the easiest games to do this with is Trivial Pursuit, by making up your own set of cards.  Break the classroom into four or five teams and you are set!

Lastly, expand your idea of educational.  Personally, I think that most game teach some very important life lessons that are key to success.  Most games teach kids, “be patient, and wait your turn”.  (How many video games teach that?)  From games, kids learn that sometimes you have to make due.  My dad would say you must “play the hand your dealt”, and he wasn’t just talking about cards.   Games teach that sometimes you don’t get to “have it all”, you must make tough choices.

And if you must play Following Directions, for heaven’s sake please disguise it.  Lose the box and call it “Traffic”.  (“Oh no kids, the words ‘following directions’ on the backs of the cards is just what you do with the cards…”)  The game board actually is pretty well done.  And who knows, maybe with a teacher that shows a little enthusiasm, the game is actually fun!

It’s Your Move!



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Thursday, July 28, 2011

The Game That “Settles” In, Never To Leave - Yeah!


Promotional image from Mayfair Games
One of the great family games of all time has to be Settlers of Catan.  Not only did it win the Spiel des Jahres in 1995, but it is the game that really brought German style games to the American market.  It has broken ground again in being one of the first German styles games to move into the mass market; Settlers is available at Target stores.

In Settlers, players are on a resource rich island, attempting to build their colony the fastest.  Players collect resources (wood, sheep, wheat, ore or brick) based upon the location of settlements they own, and then use those resources to build more settlements, roads which connect them, or upgrade the settlements to cities.  These, in turn, produce more resources.  Cities and settlements count towards victory points (as do a few other things), and the first player to ten victory points wins.  Negotiation is a big part of the game, since the trading of resources is allowed.  These negotiations are full of worries about helping the other players more than yourself, particularly if you are negotiating with the point leader.

A game being played with a Third Edition copy. (Image by Mikko Saari)
 The first reason this is such a great game is how reachable it is.  With some help, a child down to about age eight could play this.  After a time or two they could play on their own, though they won’t play particularly well.  Once the boy or girl hits double digits, however, this game will take off.  I have successfully taught this game to a lot of people.  Keep in mind, it isn’t the first game I teach people, unless they have had some prior gaming experience.  It is a great second game.  I can’t stress that enough.  This game is a classic.

The second reason this is such a great game is that it has both dice and cards in it.  Most people are used to the idea of cards and dice in a game, but not necessarily together, and not used in this way.  These are not “roll-and-move” dice.  We are not thinking “draw a card, play a card”.  Dice are used to generate resources, and the resources are represented by cards.  This is a great game to break those notions of how dice and cards are used, and lay some groundwork for other games that use traditional game elements in non-traditional ways.

This game also has a modular board, which is a concept that is also life-altering when you first see it.  The “board” is made up of hexagons which are shuffled and set out, so the board configuration is always changing.  This means that your strategy and tactics need tweaking with every play, and Settlers stays fresh longer than many other games.

This game has some serious fans! (Image by Matthew M Monin)
Lastly, this game is fun.  I have played it somewhere around 25 times.  It’s not often the first game I pull out, but that’s mainly because I tend to play new games as often as I can.  It comes out every few months, and we enjoy it immensely.  In fact, most of our “Do you remember the time…” gaming moments come from Settlers games.

Settlers of Catan is a available at many game stores and online.  In my neck of the woods, it is also at Target and a Barnes and Nobles.  I highly recommend this game for your collection if you don’t have it already.  This game is a “must-have”.

Risk (Revised)
                Ages:                    8 and up
                Time:                     90 minutes
                Players:                 3-4



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Wednesday, July 20, 2011

Reviewed by Another Gamer -- Board Game Reviews by Josh: Abalone Review

This past winter I mentioned that Abalone was played on a Scout outing. I didn't give it a full review, but overall I think it's a good 2-player game. It is very easy to learn and play, even for kids down to about seven years old.

Josh Edwards is a well respected reviewer on the web, here is his review:

Board Game Reviews by Josh: Abalone Review

It's Your Move!

Friday, July 15, 2011

The Gambit – Is Chess Good for Schools?


Okay, if you have been reading my blog, or even just read the title block, you know where I am going to come down on this.  I teach chess in my son’s grade school.  Nonetheless, there are issues with teaching chess in schools:  promoting an elitist attitude, scaring kids off, and finding adults to help!  At the same time, there are alternative games that encourage some of the same thought processes. 

First of all, chess can be elitist.  There will be kids who join to prove they are smarter than everyone else.  Worse, there are parents who push their children into chess to prove to the world that their kid (and by extension, the parent) is smarter than everyone else.  I have been to conferences for gifted children where chess clubs were promoted specifically for gifted children, and I have mixed emotions about it.  Chess is a great way to provide more challenge to gifted child.  It doesn’t focus too much on one academic area, and doesn’t feel like “school work”.  Lastly, because chess is “the game of kings”, there are behavioral expectations that go with the game, including playing quietly and with self-control and good sportsmanship.  I worry about gifted children growing up to be “egg-heads” and lacking the softer, interpersonal skills that are so necessary for success at work and in relationships.*  I don’t want to see chess become the exclusive territory of the gifted, however.  “Normal” kids need fun mental challenges that help nurture the thinking processes and teach personal skills too.

Yet, so often (and maybe because of those gifted programs) those “normal” kids are scared by chess, feeling if they are not “smart enough” to play the game.  I frequently hear adults say this very thing; we should expect their kids to feel the same way.  This just isn’t the case.  Anyone can learn the game.  The child, or adult for that matter, may never be the next Bobby Fischer or Judit Polgár, but can love the game and get something out of it nonetheless.  I am a great example of this; I love chess and yet, with a rating in the low 1400’s, I am only a class C player.  I read chess books when I have the time, but honestly I don’t expect to even break into the B class at 1600.  Having fun is far more important than winning or even being a great player.  (Otherwise I wouldn’t game at all!)

Lastly, finding the adults who want to participate is difficult.  In the public school system for Columbus, OH, there has been an employee specifically hired by the district to provide those schools with a chess program.  That is by far the exception to the rule, and that completely leaves out private schools and small districts.  It’s sometimes tough to find adults to teach the gifted kids.  Finding someone to deal with the rest of the school population can be nearly impossible.

Nine Men's Morris - Promo image at Amazon
If chess proves to be too much of a problem, what can be done?  Don’t give up; start a gaming club instead.  There are plenty of classic, quick and relatively inexpensive games that are suited to teaching problem solving skills and sportsmanship.  A short list of abstract games would include Reversi (Othello), Mancala, Backgammon and Nine Men’s Morris.  These games do not need a teacher/coach who is familiar with the game.  The rules are more simple and straightforward and the strategy not as deep as chess.  

There actually are some advantages over a chess club with this approach.  First of all, younger kids can be included with games like checkers.  There are a lot of games that are variants on checkers, both more and less difficult.  As the kids get older, they could be introduced to pool checkers, which someday I would like to learn.  Furthermore, the list isn’t limited to just abstracts.  My wife has had great success playing 20 Questions for Kids as a team game with the after school program.  There are teachers running gaming clubs at schools who are playing some of the other types of games I discuss in this blog.

Games are so important to intellectual and social development that I think all kids should learn to play them.  If your school doesn’t have a chess program, consider a gaming program.  If there isn’t someone to start it, why not you?  If none of that is available, at least play at home.  If you keep playing and reading, I promise to keep writing!

It’s Your Move!

Related Posts:

Related Links:
Othello – Board Game Geek entry
Mancala – Board Game Geek entry
Nine Men’s Morris – Board Game Geek entry
Backgammon – Board Game Geek entry
20 Questions for Kids – Board Game Geek entry
Judit Polgár – Wikipedia entry
Bobby Fischer – Wikipedia entry

* A few years ago, it was suggested to my wife and me that our son might be gifted.  I am not sure how that actually is measured, but I do know that he is a straight-A student.  Our concern isn’t that he is provided an advanced curriculum to further advance his intellect, though that would be nice.  Our main concern is that he learns empathy, compassion, teamwork and leadership, growing up to be a productive citizen and a faith-filled man.  That’s our job as a parent.  In my engineering career, I have met lots of incredibly smart people who couldn’t lead hungry Boy Scouts to lunch, and can never see when someone is hurting.  That’s not who we are raising Daniel to be.

Tuesday, July 12, 2011

Mass Market Mêlée – Risk: Revised Edition


Most of my friends and acquaintances have two games they consistently know, and one of them is Risk.  This is the Epic Game for most of them; the game that produced most of the fond (or not!) memories.  I have to admit that I really like Risk, and I am glad to have played it.  Past tense.

Photo by Leo Zappa
A few years ago, Hasbro floated a small print run game to the gaming community:  Risk: Black Ops.  It was a very hot item, and it is said it was really a marketing study for the revised rules they were considering for a revision to Risk itself.  Regardless, the rules from Black Ops were incorporated into the rules for the 2008 edition of Risk.  This has taken a game I have always enjoyed but was too long for most evenings to a new level: a new game I will play anytime! The new rules introduced cities and capitals.  The overwhelming power of the cards was reduced.  Lastly, objectives were introduced, which now define the game end and winning condition.   I am going to take the liberty of assuming you know how the original game worked.

Cities and capitals change the count for armies at the beginning of the turn.  Cities are placed on the board randomly at the beginning of the game, and each player places his or her capital in a territory they control at the beginning of the game.  Rather than just count countries at the beginning of their turn, players count countries and cities, then divide by three to get newly recruited armies.  Another army is added if the player still controls their own capital.  Armies are still gained for controlling continents.


Cities and capitals go on the board at the start; some of the bonuses from objective go on too. (Photo by Liang Roo Wang)

Gone are the massive armies generated by turning in cards.  Cards have one or two stars on them, and the number of stars turned in determines the number of armies received.  Any number of cards can be turned in, totaling a maximum of ten stars.  However, you won’t want to hold onto your cards that long!

Objectives are the biggest change by far.  They give the cities and capitals even more importance, as they shape the endgame and victory conditions.  At the beginning of the game, eight objectives are placed on the map.  These objectives may include taking over an opponent’s capital, controlling a certain number of cities, conquering an entire continent in one turn, or some other goal.  This is the biggest change to the game, because the first person to achieve three objectives wins!  Forget about wiping people off the board!

The combination of these changes results in a game that is very familiar yet far more fun.  The combat dice rolling is still there, as well as most of the major elements.  However, this game now plays in 90 minutes, and after many plays I have never seen a player eliminated!  Never again will people be sitting around for hours to find out the winner of the game they were eliminated from hours ago!

Strategically, there are important differences.  First of all, there is “turtling” in Australia or South America: building up a massive horde to OVERRUN THE WORLD IN STEEL AND BLOOD!  Mwahaha! – er, um, yeah.  No, if you are building up a massive army, you are losing time to those who are skirmishing and raiding to take those objectives (some of which give a combat bonus).  You will lose.  The name of this game is opportunism.  It is probably a little less strategic and a little more tactical than the original, but it is much more fun!

For the family gamer, the new Risk  is excellent for age eight and above.  The only issue with children is the emotional one; some kids are just not ready for Mommy or Daddy to grind them down and seize their cities and capitals.  Tears may be the result.  However, children approaching 9 or 10 could easily grasp the rules.  Given that most people could be given a three minutes explanation of the rule changes, and would know the rest, I believe this game is a must have for the casual gamer.  It will easily bring back those epic games of the past.

One additional note:  This is the same game as Risk: Onyx Edition.  However, the line between Iceland and Greenland is missing in the Onyx version.  This is a misprint: the line is supposed to be there.
Vital Statistics:

Risk (Revised)
                Ages:                    10 and up
                Time:                     90 minutes
                Players:                 3-5




It’s Your Move!