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Subject: Scotland Yard - A Mini Review rss

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Dr. Dam
Australia
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May 2018 be all you dreamed it would be and be all that you dreamed...
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All of my reviews aim to offer a brief overview that allows people to get a good feel for what the game may offer them. I feel that other reviews can be sought if detailed game mechanics is what you are after.

Scotland Yard allows players to don their detective gear in order to catch a criminal, Mr X. One player takes on the role of Mr X. and the remaining players form a team of up to 5 of Scotland Yard’s finest. The aim is straightforward enough, however it is anything but easy as the detectives only have 24 turns to capture their target before he escapes.

The large board depicts the city of London covered by hundreds of destination spaces, which the players move between. Each turn begins with the movement of Mr X and then the detectives get their turn to try and close their net. There are three means of travel in London; Taxi (short), Bus (medium) and Subway (long). Each destination space can be reached by taxi and most by bus but the subways are scattered around the board. Each destination is colour coded to depict what travel method is possible and a coloured line connects different destinations. It is these lines that the pieces follow when they select a particular transport.

The result is a very vibrant board full of yellow (taxi), green (bus) and purple (subway) lines and destinations. Each destination also contains a number and these are crucial. The play gets underway by each player drawing a starting token which contains a number. This determines the starting positions of all players. When Mr. X moves he does not do it out in the open. His moves are secretly recorded on a pad which is overlayed with a grid. He must record the number he is moving to and the only clue given to the detectives is the form of transport he used. Mr X. displays this by selecting the appropriate ticket for the travel and places it on the grid which serves to cover the number he recorded, thus keeping it secret. The detectives must use his starting position and transport ticket to identify his possible locations. They then make one move each, but it's not all bad news.

Mr X. starts the game with solmewhat limited movement options as the detectives control 2\3rds of the transport tickets. But each move they make results in the ticket they use going to Mr X. to help address the balance. This is an excellent design feature that balances the game play and makes for exciting end games.

But even the best criminal isn’t perfect, so at various points in the game, Mr X. must reveal himself after his move. This helps the detectives to close their trap if they are close, or refocus their efforts if they had been chasing shadows for some time.

The Final Word

Scotland Yard has been a family favourite for years and deservedly so. It is a very fun game and the ability to play in a team or go solo is equally appealing. The game also throws in a few extra’s by allowing Mr X. to use a x2 ticket to move twice in a row and black tickets can be used to travel by ferry on the Thames or hide the transport used on a regular move. Scotland Yard is fun for all ages and the rules take about 10 minutes to read and understand. It allows for up to 6, which is great for parties, but plays just as well with two people. This is a great game that can be enjoyed by anyone.
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Hun Yang Ng
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Re: Scotland Yard - A Light Review
Neil Thomson wrote:
Mr X. and the detectives each start with a pile of transport tickets, but Mr X. has over 23rds of the ticket pool. This makes early travel for the detectives quite difficult. But each move made by Mr X. awards the detectives more tickets.

Shouldn't this be the other way round: detectives give Mr X their tickets?
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Dr. Dam
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Re: Scotland Yard - A Light Review
Thanks man - GG on the way for the pick-up.

Reviews shouldn't be written at ridiculous hours of the morning! blush
 
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