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Showing posts with label portable games. Show all posts
Showing posts with label portable games. Show all posts

Sunday, 19 August 2012

Double Review: Hive & Hive Pocket

Title: Hive
Title: Hive Pocket
Publisher: Gen42
Players: 2
Play time: Around 20 minutes per game
Prerequisites: A flat surface

I'm going to save a little time, both for myself and you, dear reader, by reviewing Hive and Hive Pocket simultaneously ("Is he allowed to do that?!") which is pretty easy since Hive Pocket is basically a travel version of Hive, so they're different versions of the same game.

Let's start with the gameplay.  Hive is sort of like chess, with the different minibeasts* each having its own movement rules (for the record, utterly different to those of chess).  The aim is to completely surround the opponent's queen bee, either with your own pieces or your opponent's, or any combination thereof.  Basically, if she's surrounded, it's croaksville for her.

It's dissimilar to chess in that there's no board to play on.  The playing area is dynamic, dependent upon how play goes -- the hive is made up as hexagonal pieces are added and generally grows through play.  Which neatly brings me to the two choices a player has.  Every turn, a player may either place a new piece, ensuring it is connected to the hive and only touching others of its own colour, or move a piece, not breaking the links of the hive.

Hive Pocket being played on a chess table outdoors in public
The ThoughtonBOT once again forces me into submission, proving that she is amazing and talented, and I really should just give up on games permanently
There's a lot of strategy to it, and practiced players will likely dominate lesser-practiced ones.  That said, I think there is a point where the game can be mastered, although I'm not personally there yet.  I also don't think that Hive could be played indefinitely, but honestly I think I'd say the same of chess, so make of that what you will.

Let's talk about the physical components and practicalities of play.  I've mentioned before, Hive is a play-almost-anywhere game, and because it's relatively short-form I recommend taking it to exotic places to play, like beaches, restaurants, mountain tops and your friend's houses.  There's no board, and the pieces are made of sturdy Bakelite.  I've dropped them a few times, and none have ever cracked or chipped (warning: that's not to say they can't or won't).

So what about Hive Pocket, and how is it different?  Well, as expected with a travel version, it's smaller, which means you need less space to play it in -- not that Hive was really demanding much space to begin with.  It's also lighter, which for me means I'm much more likely to put it in a bag that I take with me "just in case a game breaks out".  It also comes with the two expansions, namely the Mosquito and Ladybug, all as part of the standard game.  The original Hive didn't have these pieces -- to get them, you'd need to buy the expansions, which my own LGS carries, though asking a little more than seems fair for two hexagons of Bakelite.  The new pieces do change up the game just a little bit, but nothing is compelling you to use them; just put them back in the drawstring bag if you don't feel like including them today.

Would I recommend Hive?  Absolutely.  This is a fantastic little game, and a perfect gateway boardgame (even if it technically has no board) to get people interested in playing more than Monopoly, as well as standing on its own as a fine game for veteran gamers.  It asks players to think strategically, but can happily be played while conversing or drinking tea or beer or motor oil**.  Between the two versions, I'd recommend Hive Pocket.  While it might be a little easier to lose the smaller pieces, it comes in at about 60% of the cost with two expansions included, and the game doesn't seem to suffer or get fiddly due to the smaller physical components.  Now I own both, I think the travel version is the one that'll see the most use by far, and there's really no reason to break out the bigger set unless two sets of people want to play simultaneously.

So, yeah... go ahead, push some bugs around, it's good fun.

* A more accurate term for bugs or insects.  But there's a spider in there, which is technically neither of those two.
** Hey, I'm not judging.

Monday, 30 January 2012

Play in Public

If you're none too observant, there's now a big old picture over there on the right sporting a link to the Play in Public campaign.  No, further down than that.  Yeah, the one with "Where my meeples at?" on it.

This is such a good idea, I wish I'd got there first.

Not the amusing tagline, the idea.  I've discussed this with some friends before now, about how games and the social interaction generated by playing them is something society could benefit from, and how I'd like to bring it to more people.  The masterminds behind this campaign had that idea first (or did something with it quicker).

I'm not much of one for taking photos and throwing them up on the internet, so while the campaign actively encourages boastfulness, I'm unlikely to jump in on that action.  But now I know that when I'm taking my favourite games to play with my favourite gal in a drink-serving establishment that there are people doing similar all over the world, I'll feel like I'm part of something bigger, which is nice.

My top recommendations for games to carry around to play in public?  I have two:

  • Devil Bunny Needs a Ham, since it's free, can be printed off cheaply and only needs some generic counters and is really easy to pick up, and;

  • Hive because the pieces are robust and easy to clean spilled drinks off, you don't need a board, and there's a lovely new travel version that's just been announced.

Both of these games attract attention from passers-by, albeit for different reasons.  In Hive's case, it's because it looks so different from games most people are familiar with.  In Devil Bunny's case, it's because to the outside world it looks like you're making the rules up as you go along (at least, that's what I've been told).

Saturday, 14 January 2012

Review: Zombie Dice


Title: Zombie Dice
Publisher: Steve Jackson Games
Players: 2 to any number (but between 3 and 10 is probably optimal)
Play time: Depends on players (about 3-8 minutes per player)
Prerequisites: Some paper and a pen, or something else to keep score

For theme, I really should have done this review yesterday (Friday the 13th).  Can we all just pretend it's yesterday?

Zombie Dice is a short-form play-almost-anywhere game of pushing your luck to impress your zombie pals.  The premise is, you're all zombies, competing to become the one true Zombie King, because, y'know, zombies need strict hierarchies or their society falls into chaos.  One of the most appealing things (and what eventually persuaded me to buy the game) is that I don't need to describe how to play.  There's a Flash demo that stylishly introduces you to the concepts and rules in a matter of minutes.  Find it hither.

Cool.  You done enjoying that?  I like the way the zombie talks.  Reminds me of me in the mornings.

So, you've seen the virtual game, how about the physical version?  For your monies, you get a short, reasonably sturdy tube (which doubles as a dice shaker) full of 13 six-sided custom dice.  When I first saw the game in my friendly local gaming shop, the first question that popped into my mind was: does everyone need to buy their own dice to play?  The answer is a very reassuring "no".  Everyone involved in a game plays with the same 13 dice.  And the number of players is really only limited by the number of people you can persuade to play.

Steve Jackson's Zombie Dice game
My slightly tattered Zombie Dice
That said, I can see that as the number of people increases so does the tendency to lose focus, as well as the impracticality of maintaining scores.  Likewise, boredom might set in the longer a particular player has to wait for his or her turn, so I'd cap the number of players at about the same level as how many people you'd generally be happy carrying out a conversation with at any one time (for me, that's about 10).

There's strategy to be had in the game, but it's mostly limited to "should I push my luck?"  The dice in the game come in 3 different colours, clearly indicating whether a die is likely to come out as favourable or not, and cunning players will obviously take account of how many favourable dice remain to be rolled.  Since the game mechanics allow for only one winner, the way it's played will change depending on how ahead or behind other players' scores one is -- think like a multi-player version of darts.  There can be only one Zombie King, so if one player is very close to getting the prerequisite 13 brains, other players will start to take risks just to catch up.

Does hilarity ensue?  Mostly, yes.  I don't think Zombie Dice will suit everyone, and it's a lot more fun if you get into the moment (putting on your best zombie drawl, pretending that 3 red dice are a group of survival nuts with double-barreled shotguns, etc.).  Since it's short-form, it's better played in a very casual setting, or as a filler between other games.  It's self-contained and doesn't require much table real estate, so it's perfectly suited to play in a pub*, and apart from losing the dice themselves, there's no risk of coming back missing any small parts.  Zombie Dice has a pretty good chance of ending up in a bag if I'm meeting up with people of the gaming persuasion, and that sounds like a recommendation to me.

* US followers, please read: bar.  Medieval followers, please read: tavern.