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Kristen McCarty
United States
Pennsylvania
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It's Saturday again, which means I join The Gypsy Mama's "Five Minute Friday" topic. Yes I know the title says Friday but I'm doing it on Saturday. Each Friday (Saturday), 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.
This week is a topic I can get into Community!
So I think I'm ready, I've got my stopwatch out and I'm ready to on your mark, set, and go!
I'm part of a lot of communities, I guess you could say that I wear a lot of different hats. I'm a proud member of each community. Lately I've been very focused on my coaching and teaching. It makes for a long day but its worth it. As my friend, mentor and fellow coach told me: it doesn't matter how tired you are at the end of the day when you get out on that track and work with those kids that is all your focused on, nothing else matters. Its been a tough season of joy, heart ache, worry and victory. We may be small, but we are mighty inside. Of course I have the most amazing team and coaches.
So that explains that I haven't fallen off the face of the earth...I've just run there. The board game community is amazing and I'm proud and humbled at the same time to be part of it. Since I've started this blog and reviewing I feel like I am contributing a small piece to this amazing segment of society. I have even had a few opportunities come about from my few reviews. I really enjoy doing this, I've just had to cut back on something, and its been writing reviews. I'll be back soon, believe it or not track season is almost over and soon another school year will come to an end. I excited about this summer and the possibility. There may even be a trip to Gen Con this year, since Origins isn't going to happen.
I look forward to writing more reviews, getting feedback, and just being part a worldwide community.
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Kristen McCarty
United States
Pennsylvania
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"Change your karma, change your life."
Do the small choices we make everyday really matter? Do I hold the door open for the young mother, struggling with her groceries and small child, or walk by pretending I don't see her? Does this simple choice really affect the kind of person I am? Does it bring about a consequence for myself later? Do I have the ability to change myself?
These questions and others are answered in the new game "Cosmic Karma"
Objective of the Game:
Players are trying to be the first to acquire all three master tools (torch, sword, and wand), remove all of their negative karma, and return to Cosmic Consciousness. The first player able to do so will win the game.
Components / Set-up:
The first thing you notice about this game is the quality of the components; from the box to the pawns. The box is a linen finish and even has two finger pulls on the side, which are very convenient when removing the lid. The insert is very functional. I won't be throwing this one out. Each item has its own secure place and everything fits in the box perfectly. The plastic components and the pawns even come in a plastic tray; no Plano Box needed here. It is easy to see that a lot of time and effort went into this design.
The cards are also a good quality. The game comes with Choice Cards, Karma Cards, Free Will Cards, and Lose a Turn Cards. Players first set up the Choice Cards. There are four colors of cards: green, orange, yellow, and purple.
Each corresponds to the land of the same color. These are placed text-side down near their land. The Karma cards (four colors) are also placed near their correct land.
Free Will Cards and Lose a Turn Cards should be placed to the side of the board.
One player is chosen to manage the bank. The bank holds the orange and green rings, beads, and habit sticks. Beads represent negative karma and rings positive karma. When a player receives three beads of the same color, this represents a habit. The three beads are placed on a stick of the same color. No more than three beads may be placed on one habit stick.
Beads placed on a stick become harder to discard, as compared to the loose beads. Habits can only be loosened with a Master Sword and only while in the Temple of the Sword. Same color rings and beads are matched together and returned to the bank as soon as they are acquired.
Each player is given a Karma Account Card. This card has an indented space for the rings, beads, and habit sticks on the bottom. The three tools of the game also have a space on the Account. Once a player gains one of the tools they place a peg to represent this. Two pegs equal a master tool, which cannot be lost.
Each player selects a pawn and places it in the center of the game board. The first player is determined by a dice roll. Whoever rolls the highest goes first. The first player rolls the dice and moves that many spaces. The "Me, Me, Me" space in Land 1 (Green) is the first space counted. Players move clockwise in the Earth Realm and counter-clockwise in the Spirit Realm.
The Tools
Torches represent intuitive knowing. A Master Torch allows the player to select the best option on a choice card. When they player has a Master Torch, and they land on a choice space they may choose which side to use.
Swords represent rational thinking. A Master Sword allows the player to loosen a habit. when the player has a master sword and lands on one of the spaces in the Temple of the Sword (Land 3), he removes a bead from one habit stick and returns the bead and the stick to the bank. He will still have two beads from this habit.
Wands represent action and direction. A Master Wand allows players to enter the Dharma Wheel. He does so by passing over the adjoining Free Will Cards space. He may continue onto any as many Dharma Wheels as he wishes on this and subsequent turns. He exits the wheel on the Free Wheel card space of his choice and then continues in that land.
The Board
The board is really beautiful and very meaningful. It is set up as a mandala representing three realms: The Earth realm, the Spirit Realm, and Cosmic Consciousness.
Earth Realm
In the Earth Realm the player takes on a physical body. This realm represents the duality where both good and evil exist. Divided into four lands; it is also the only realm where players can gain karma.
Land 1 represents "The Self." Here players move and make choices that deal with balance, sobriety, and maturity. The goal is to become grounded and self-disciplined. The bridges of Land 1 represent the dual qualities of self. The quality on the bridge is positive while the quality on the opposite square is negative.
Land 2 represents "Others." Here players are trying to form healthy relationships with others. Choices here deal with empathy, fairness, and compassion. Land 2 is also where players may encounter the Pit. Players may be sent to the Pit through the bully and morality cop squares. Because it represents turmoil and unhealthy relationships, the square of love leads the way out of the Pit.
Land 3 represents: "Knowing." Players are trying to gain knowledge and awareness. This land yields tools that represent intuitive knowing (inspiration, receptiveness) and rational knowing (reason, logic). The temples represent these two types of knowing. The Temple of the Torch is the primary place to gain torches. Going here shows the importance of inner work and the square of distraction blocks the entrance. The Temple of the Sword represents rational thinking and is the only place to break a habit. The square of bias blocks entrance into the Temple.
Land 4 represents: "Doing." Here players are tying to get a tool (wand), that represents skilful action, prioritization, persistence, and self-actualization. The Demons in Land 4 represent the Tibetan Mara, or the obstructor to spiritual progress.
One demon gives players a green bead for ego, or imbalance of self. The second demon gives players an orange bead for fear, or lack of love for others. One may wonder why these are found at the end of trip of the Earth Realm. The demons show us that it is possible to relapse in our journey at any time.
Spirit Realm
After a loop around the Earth Realm a player enters the Spirit Realm. This is where players travel between physical lives and experiences here happens while a player is out of his physical body. The player is not necessary "spiritual" while he is in the Spirit Realm. Here players will encounter spaces such as "Rest & Relaxation," "Past Life Review," and the "Hall of Creativity."
Cosmic Consciousness
The circle in the center of the board that is both the starting and ending point is Cosmic Consciousness. This section of the board represents the concepts of the unknown, the unknowable, the All, sources, and universal energy.
The Cards
Choice Cards: A choice card is drawn when a player lands on a Choice Card space. The player draws a card representing the land they are in; his choice is the side that appears right-side up or the readable side. A Master Torch allows a player to choose. After doing whatever the card says it is returned to the bottom of the pile. The cards represent two possible scenarios and reflect the duality of the Earth Realm. Most of the scenarios are ordinary situations to show us that karma is small.
These cards are very creative. My favorite was when my husband unexpectedly read the "Brick in the Head" card. It said that: someone pulls you out of your truck and smashes you in the head with a brick. You forgive him. Take an orange ring. I know it wasn't supposed to be funny but I was not expected a card like that. After the brief shock wore off, I paused for a moment, and thought to myself, could I really do that? Could I forgive someone after they did something like that to me or someone I loved? Could you?
Karma Cards: A player receives a Karma Card when they land on the Karma Card space. After following the directions it is returned to the bottom of the pack. These cards represent to use the complexities of karma. They could give players an extra turn, enable them to travel to another land, interact with another player, or even receive a bead.
Free Will Cards: Here is where we take a little luck out of the game. In fact these cards represent a player's ability to influence their own move. Every time a player lands on, or passes over a Free Will Space they take a card. These cards show numbers on the front and can be used to move instead of using dice. They come in very handy as you work to gain tools and remove bad Karma.
If the card is used it must be used before the player rolls the dice. A player may also combine his Free Will Cards and may move to the count of any or all of his cards. It may be helpful to place these cards in your area face-up so you can see the numbers available to you. Used cards are placed on the bottom of the pack.
Lose a Turn Cards: I became very familiar with this cards as I played. When you are instructed to lose a turn (either from a card or from the board) take a Lose a Turn Card as a reminder. They weren't necessarily in the two player game but a big help in the three player game.
Karmic Majority
Remember mom always telling you that "who you hang out with matters?" She would feel justified with this next rule in Cosmic Karma. According to the last game I played I'm not a good person to hang out with, everyone was avoiding landing in my space.
The reason is that whenever a player lands on the same space as another player, they take the karmic majority of the other player. Karmic majority is the overall quality of a player's karma expressed in positive or negative, by color.
To calculate the majority the beads, rings, and habits are separated by color. Each color is added separately. A ring counts for +1 a bead counts as -1, and a habit stick counts as -1 (habit = -4). If the larger count is positive the majority is positive, if it is negative the majority is negative. For a positive majority the player receives a ring, and a bead for a negative majority. For example, if a player has an orange habit and one orange ring and one green ring, the orange equals -3, and the green equals +1. Since the -3 is higher a player landing on the same space as that player would be given one orange bead.
The only time a player does not calculate Karmic Majority is in the Spirit Realm. So now you can also understand why people were trying to avoid me and all my bad Karma.
Playing the Game
Cosmic Karma is a roll and move game (roll two dice, move that number of spaces). It is not the most complex mechanic and one we are very familiar with. But the mechanic itself is not as important as the message and the game play.
Basic Game Play: The player rolls two dice, moves, and takes the items indicated on the space. The first player to acquire all three master tools, remove all negative Karma, and return to Cosmic Consciousness wins the game.
1. First Round: Players roll the dice and move clockwise around the Earth Realm. When the "Hanging On" space is reached, they ever the Spirit Realm or return to Cosmic Consciousness. To return here players must had the three master tools, and now beads or habits. An exact roll of the dice or an exact number on the Free Will Cards is not necessary. A player cannot go into Cosmic Conscience as a way to return to Land 1 and avoid the Spirit Realm.
2. Loosening a Habit: The Temple of the Sword is the only place where a player can loosen a habit. A player may enter this temple without a Master Sword but cannot loosen a habit.
3. Looping Through Temples: Looping through either the Temple of the Sword or the Temple of the Torch adjusts the players move by one space and is a strategy that should be considered and used if necessary.
4. Past Life Review: In the "Past Life Review" space the player reflects on their past life. This space counts as one move. Note the stop sign on the space: the player's turn ends regardless of the dice count.
5. Future Life Planning: Here, the player plans for his next physical life. On his next turn he will have three options: re-enter Land 1 using a roll of the dice or a Free Will Card(s): join any player in Lands 1 through 4, and take that player's karmic majority and the results of that space (but no Free Will cards) or wait one, two or three turns before deciding.
6. Arrows: Arrows, both long and short do not count as spaces.
7. Pit: When the player enters the Pit, he takes a bead and his turn is over. He also takes the Karmic majority of any player in the Pit.
8. Dharma Wheels: The Dharma Wheel provides the player with the most direct route to improve his specific karma. A Dharma Wheel may only be entered through adjoining Free Will Card space and only when the player has a Master Wand. Each Dharma Wheel counts as one space.
Winning the Game:
When a player has removed all negative karma, gained all three master tools, and landed on the "Hanging On" Space they are able to enter Cosmic Conscience and win the game. The first player to enter wins.
My Thoughts
A friend once told me that they never want to play a game unless they can learn something from that game. As a counter, I explained that in every game there is a lesson. You learn about yourself, others, and the game itself. In Cosmic Karma, there are many lessons to learn. You learn about your own beliefs, question your own actions, and complete what choice you would make. You also learn that there are consequences for our actions, both good and bad. You are shown that you and other people can change for the better; and sometimes, for the worse. You also learn about traditions from around the world - Western psychology, Eastern religions and traditions, and a little about New Thought traditions.
I know that there are some who may have questions about the theme of this game. Personally, I do not believe in reincarnation and a few of the other beliefs used in Cosmic Karma. But I enjoyed learning and understanding them better. It didn't change my beliefs; it just made me more knowledgeable about other beliefs.
I found that the basic idea of the game is learning right from wrong, removing the gray areas, and seeing that our actions bring about karma or consequences. The age limit is set at 13+ and I have to agree with that. Some of the issues would be difficult for younger children to process. I would like to see a variant for younger players because I can see the value of this as a therapy or anti-bullying game.
I had a great time playing this game with my husband and friends. Yes, it is a roll and move game. But don't judge it too harshly for that. Attaining and using the Free Will Cards and strategic use of the Dhrama Wheels takes away some of luck. Once players have obtained the Master Torch a crafty combination of free will cards and Choice Cards will help them to obtain more good karma and avoid bad karma. This is not a heavy mechanic game in any way, but is a very mature game. Game play itself is very light, but the theme really does make you think.
I also have to gush over the artwork and components once more. I love the artwork, the monks are adorable, and the colors draw you in, and make you want to know more. The board is beautiful and so detailed. The component quality is top notch.
If you are looking for an easy to learn, easy to play, deep thought game, consider "Cosmic Karma." Of course, you just might have to step out of your comfort zone, and that's a good thing!
Quick Stats:
Designer: Linda Look Artist: Crystal McLaughlin Publisher: Cosmic Karma Game Partners LLC Number of Players: 2-4 Game Length: 30-90 minutes Website: http://www.cosmickarmagame.com/index.html
**Just a note, I received a review copy of this game.**
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Kristen McCarty
United States
Pennsylvania
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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.
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.
Russian Edition of Coloretto (I would love to have this beautiful edition)
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Kristen McCarty
United States
Pennsylvania
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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!
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Kristen McCarty
United States
Pennsylvania
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I wanted to post and let you know that I am now going to be posting my reviews in the review section for the games. I'll let you know which game I plan on reviewing and when I will post it. You can also follow my blog at http://agamebuiltfortwo.blogspot.com/. You can check out my review of the card game Tien Zi Que: http://boardgamegeek.com/article/8625654. I'm also planning on reviewing a "Fistful of Penguins" soon.
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Kristen McCarty
United States
Pennsylvania
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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!
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Kristen McCarty
United States
Pennsylvania
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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!
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Kristen McCarty
United States
Pennsylvania
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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, with a 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 also think it is best with four players. Two players are okay, but the games shines brightest with more players.
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
Thu Feb 23, 2012 11:07 pm
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Kristen McCarty
United States
Pennsylvania
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Think of a board game, any board game. I'm going to say Sorry! Now, think of what the board looks like. Other than possibly changing the theme or updating to more modern images, most boards stay the same. Boardwalk is always next to Go in Monopoly, the starting star in Scrabble is always in the middle of the board, and the cities in Ticket to Ride are always in their correct location.
Can you imagine a game board that isn't always the same? During one game there is a river going right down the middle of the board. During the next game, using the same board, you are now faced with mountains to cross?
One of the fun things about some hobby board games is that the board itself may not be the same each time you play. Some mainstream games are picking up on this mechanic as well. The U-build series of games like Monopoly and Mouse Trap are some current examples.
I like modular boards because they add a lot of re-playability to games and they allow one board to fit multiple scenarios. This is useful in war games like "Commands and Colors." It allows people to play more than just one battle on the same board. It wasn't until I started writing about this mechanic that I realized just how many of my games are modular. It was funny to go through my list of games and see how many fit this mechanic.
Hallmarks of Modular Board Games
The hallmark of modular board games is that the board changes from game to game. (Insert isn't that obvious joke here.) How the board changes varies.
One Board - Multiple Overlays
Overlays are the things that can be put on the board to change it around. Some examples of overlays are tiles or cards. The rule book may come with specific directions for the set-up, or it may be up to the players to chose where the overlays are placed. The board itself doesn't change, but how it looks from game to game will.
Memoir '44 is a great example of one board making use of multiple overlays. The base game comes with a double sided board and lots of different terrain tiles. Players can play the board as is or add the terrain tiles.
These terrain tiles allow the game to simulate different battles from WWII. The terrain tiles affect movement and attack ability. The affect may be advantageous to you are a pain in the rear.
Variable Board Placement
Another way to change things up with modular boards is to randomize board placement. This usually means that the board is made of multiple pieces that are changed around from game to game. Players change their strategy from game to game since things are never in the same location.
In "Sid Meier's Civilization: The Board Game" there are multiple map tiles that are randomly placed each game. As an extra challenge all but the home map tiles are placed face down at the beginning of the game. Players explore to discover the map.
Another variable for this type is to not use all the game pieces at one time. In games like Descent and Dungeons and Dragons: Castle Ravenloft players place the board tiles as they discover and move into new locations. You reveal the dungeons as you explore it, never knowing what dangers or treasures may lurk around the next corner.
Variable board placement does not always mean players don't know what the board looks like from the beginning of the game. Heroscape boards are built before the game starts and players know what it looks like even before they start playing. Again players can use the scenarios in the rule but or create their own map.
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Kristen McCarty
United States
Pennsylvania
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It's Saturday, and I missed my taking five minutes Friday to write about 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. I know it is cheating a bit but I'll take the time today. The topic is Delight. So I've got my stopwatch out and I'm ready to on your mark, set, and go!
Anticipation, the brown box arrives and the tape is cut open to reveal the wonders hidden inside. What new games do we have today? Oh the delight when you open the boxes, punch out the chits, organize the pieces. Simple pleasures.
The pieces, the wooden meeples, the acrylic penguins, the plastic figures bring delight as you hold them and move them. Counting the cards, figuring out the organization in the box and on the shelves. That self can hold just one more game, right?
Setting up a new game or an old friend on the kitchen table. Family and friends gather around and the fun begins. You can feel the delight the game brings to the room. The smiles prove it. Roll the dice, flip a tile, lay a card...oh the joy.
Turn off the television, a little music in the background is okay, but focus on the people around you. Turn off you cellphone, leave the computer alone and enjoy the simple delight brought to you by a board game.
What about board games delight you?
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