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Perspective The Time Line Game» Forums » Reviews

Subject: Not Quite the Sum of the Parts rss

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Travis Eberle
United States
Kent
Washington
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When it comes to board games, few things disappoint me more than an idea that is close to greatness but misses because of one or two things that could easily be fixed. Perspective is one of those candidates. A great idea is squashed down to mediocrity at the hands of the "action die".

The game board consists of forty spaces, each big enough for one game card. The spaces and cards come in four colors, each representing one portion of history: Ancient, Middle Ages, Modern and 20th century. Each of 200 cards bears a historical headline, a snippet of information, and a black and white illustration. On the other side is the year on which that event occurred. Half of the cards are for use in the basic game, another half (with a mortarboard symbol on them so you can take them out) are for the "Master Game."

Each player or team gets a pile of cards, and the goal is to play those cards correctly on the timeline. In order to do so, you don't need to know exactly when the event happened. Merely knowing when that event occurred relative to the others on the board is good enough. If you think something is amiss, you're allowed to challenge the board. A correct challenge means you get to give one of your cards to the player that goofed. If he was right, the board cards are removed, and you are given a card from the team you challenged. Get rid of all of your cards first, and you win.

If this was all there was to it, the game would be decent. Certainly Chronology does the same thing, but Perspective requires every player to roll an "action die" before their turn. The die has instructions on each side. Lose Your Turn requires you to pass the die. You might be allowed to give a card to another player, or you might pull a card from the top of the deck. Only rarely are you lucky enough to roll "Play," which allows you the chance to play a card to the board.

The action die was probably included to even out the playing field: smart players only get the chance to go to the board one in three times, and less knowledgeable players might be able to get rid of their tough cards. If you're interested in history, you might enjoy the exercise of trying to make the timeline fit together (it's very satisfying to finish a row of ten by finding the exact place where a card goes) but as a game the whole thing is less than the sum of its parts, mainly due to that dastardly die.
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John Darrow
United States
Illinois
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cardshark28800 wrote:

If this was all there was to it, the game would be decent. Certainly Chronology does the same thing, but Perspective requires every player to roll an "action die" before their turn. The die has instructions on each side. Lose Your Turn requires you to pass the die. You might be allowed to give a card to another player, or you might pull a card from the top of the deck. Only rarely are you lucky enough to roll "Play," which allows you the chance to play a card to the board.

The action die was probably included to even out the playing field: smart players only get the chance to go to the board one in three times,


You were misreading the rules. They explicitly state (and even reiterate in ALL CAPS) that you ALWAYS get to play after rolling the die, UNLESS you roll "LOSE A TURN". So you get to go to the board five times out of six, not one of three.
 
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