Card Game Review - Sturgeon


Come with me on a magical journey into the mind, where we will think deep thoughts about important questions that settle deeply into the minds of all gamers. The first question we shall examine is perhaps the most important ever to be presented. Namely, who thought breeding fish in a lake would make a fun theme?

Well, OK, ignore Go Fish. That doesn't count, because you can play it with a deck of cards, and as we all know, any games you can play with a standard deck of playing cards are inferior in any way that matters, and appeal only to the unenlightened masses who play poker and bridge and canasta. If those games were fun, we would play them. They have to suck, or they would have listings at BoardGameGeek.

To veer back onto topic (which is really unnecessary, because the original topic is pretty silly anyway), consider Sturgeon. No, not the big fish, and not a misspelling of the guy who gives boob jobs when your rack is lopsided or flat (not you personally, yours are very nice). I am referring specifically to the game from Minion Games where you try to breed two gigantic fish in a lake. It's a cute game, enjoyable in short bursts, and probably a good game for the kids, but it still has one glaring flaw. And that flaw is that you are trying to breed to big fish in a lake, and they don't even eat any people or jump out of the water and bite a car in half, making the theme less exciting than actually fishing, which is a pastime I tried once before I figured out that the main draw to fishing is the option to drink heavily. In the absence of hard liquor, fishing is not an interesting way to spend time.

So the fish in Sturgeon do not eat people, which is unfortunate. They do, however, eat each other, and this is how large fish are created. See, when a man fish and a woman fish love each other very much, another bigger fish comes along and eats both of them. So two minnows can be discarded to let you play a trout, and two trout can be recycled for sturgeon food. Two sturgeon could probably be eaten by something like Nessie or celebrity chef Paul Prudhomme, but once you have two sturgeons, you win.

You can also eat other people's fish, by sending your own fish swimming around the table. Opponents can hide their fish in weeds, but then you can just swim a little more. And every now and then, a fisherman comes around and catches sturgeon, which totally blows if he gets yours, and is awesome if he gets another guy's fish. There are enough little side things happening to make the game interesting without being deep. In other words, you could play this game with eight-year-olds and not want to take your own life.

Unfortunately, like the other games produced by Minion Games, the cards are total crap. It turns out Minion Games got totally screwed by the printers in China, which would be more surprising if I did not know that making money is secondary in the mind of the Chinese printer to screwing Americans. In fact, if you're ever negotiating a sensitive business deal with Chinese printers, keep in mind two things. First, you should assume that the Chinese printer intends to cheat you. Second, you should wear a belt, because otherwise the Chinese printers will steal your pants and leave you negotiating in your boxer shorts.

(A quick aside to Chinese printers offended by my generalizations and stereotypes: Bite me. If I ever print a game, I will not be printing it in China. Also, I always wear a belt.)

There isn't a whole lot of game in Sturgeon. This is obviously true in the case of the actual fish, but it is also true in the light card game of the same name. It is a fun game, cute, not terribly difficult and not very deep. It's perfect for children and people not looking to make a huge mental investment in a game. It's a good family game, especially if your family won't play Agricola.

Summary

Pros:
Cute art
Cute theme
Easy to learn and play
Enough interesting decisions to keep adults playing until it's over

Cons:
A little shallow (which would stand to reason for a light game)
Unfortunate card stock falls apart while you play

Minion Games has copies of Sturgeon that you can go buy right now. Never mind the crappy cardstock - if you need a light game that you can finish fast without too much mental stress, run over and pick it up:
http://www.miniongames.com/sturgeon.html

Board Game Review - Monopoly Revolution


You know how, when you tell a normal person that you play board games, they always go, 'you mean, like Monopoly?' And then you realize that you would have more in common with that person if you were a fan of Peruvian line dancing? And then you try to explain that the games you play go way, way beyond Monopoly, and you don't even like Monopoly? And then they walk away because you start to foam at the mouth a little bit?

Well, that's not going to get any better any time soon. If Hasbro has their way - and considering they have more money than the gross national product of most of Central Africa, they probably will - people will be responding to the mention of board games with, 'hey, I play Monopoly!' for the next two hundred years.

To make sure that nobody ever forgets that Monopoly is available at a store near you, Hasbro releases a new version approximately every thirty-seven seconds. Of course, that number includes licensed versions of Monopoly, like Simpsons Monopoly, Star Wars Monopoly, and the often overlooked Vegas Hooker Monopoly (not available at Wal-Mart). So it is no surprise that they released Monopoly Revolution, because they were overdue for a new version of Monopoly by almost 45 minutes.

Monopoly Revolution does virtually nothing new, except that everything is different. You still have the dog and the horse and the shoe, but now they're not little pewter sculptures, they're groovy line art on a clear plastic doodad. You still have all the same properties in all the same places, but now they're wrapped around a smaller, circular board. Jail and Free Parking and Go are all right where they should be, but the funny little Monopoly dude has been replaced with crisp vector art. The redesign is sleek and cool and new, with all the soul of a hospital X-ray machine.

Come to think of it, not everything is the same - you don't have money any more. The money has been replaced with credit cards, which you plug into the sides of an electronic gizmo that plays music and takes your money, sort of like a pickpocket carnival monkey. This one change means that you don't really need a banker any more, because the machine does it. It also means that you don't have to make change. You don't run out of $100 bills. You don't have one sneaky bastich swiping stray hundreds and hiding them under the board for a rainy day, which is defined as landing on Connecticut with four houses.

The electronic thing also replaces the Chance and Community Chest cards. You still have the spaces for them, but now when you land on one, you hit a button and it tells you what happens. Also, every now and then, it will go off and start making noise at random moments, causing the current player (or whoever just put their card in the machine) to be subjected to a random event like winning a beauty pageant or paying ungodly amounts of money for repairs.

If you always hated Monopoly because the money was a pain to sort or it looked outdated, Monopoly Revolution will change your mind, unless the fact that you can't sort money is an indicator of how retarded you are, in which case you are still not going to like Monopoly because there's still math. If you always hated Monopoly because halfway through the game, you know who is going to win and can't do a damned thing about it, then you are still going to hate Monopoly, because that still happens. But if you always liked Monopoly, but would rather have cool new art and a computer to do your accounting, you are going to love Monopoly Revolution.

Come to think of it, this game could not have a more inappropriate name. There is virtually nothing revolutionary about this version of Monopoly. It is almost exactly the same game that has been gathering dust in closets all over the world for 75 years. Making something prettier and easier to play is not revolutionary, unless your standard operating procedure is to make ugly games that are a pain in the ass. And while I could come up with many derogatory things to say about Hasbro, they do have good artists, and they're usually pretty good at making games that are easy to play. So this is more like 'Monopoly: Prettier and Easier'.

Summary

Pros:
Prettier
Easier to play
Moves much faster now

Cons:
Still Monopoly (only a con if you dislike Monopoly)

No freaking way Dogstar Games is carrying Monopoly Revolution. Try Target.

Expansion Review - Wrath of the Elements


I reviewed Thunderstone a few months ago, and decided that it was 45 minutes of fun, which would be great if it didn't last an hour and a half. When I got Wrath of the Elements, the expansion for Thunderstone, I was optimistic. I wanted to like Thunderstone, and really hoped the expansion would fix all the problems.

It didn't.

Really, my main issue with Thunderstone is that so often (and by 'so often' I mean 'every frigging time I play'), it feels like the dungeon critters are too damned hard to kill. You need to have a good light source, a couple powerful heroes, and some kick-ass weapons to defeat the really tough enemies, which would be fine except that I never seem to have all those things in the same hand. My deck can have plenty of light - but then I never get a hero. I might have all the weapons I could hope for, but never any light sources. And if I do manage to put together enough heroes in one place, it's all I've got in my hand.

So what ends up happening is that you spend turn after turn trying to draw and get everything you need in one hand, but you never really manage it, and wind up irritated and bored after spending half an hour cycling through your deck.

The new dungeon dwellers in Wrath of the Elements do not make this any better. Some of these bruisers are really hard to kill. It's not just that they're powerful, either - I mean, they are, but they also have requirements like, 'you need magic attack and weapons and then all your clerics die.' So you finally get lucky enough to draw the cards you need to kill something, and then all your good cards get killed. Like it wasn't hard enough to clear this out before.

However, if you already like Thunderstone (and are good enough at it that you can actually build a deck that kills things), there's a lot here that you're going to like. Take the horde, for instance, a bunch of bad guys of increasingly violent persuasion, and you score points based on how many you can kill. Or the traps that can kill your heroes or disease everyone or suck away your victory points like a line of cocaine on a bathroom mirror. Or the guardian who actually leaves the dungeon and starts attacking the players, destroying cards every turn.

The new stuff you can buy is also pretty cool. The warhammer is a good weapon, but give it to a cleric and send him after some zombies, and he's a powerhouse bad-ass. The creeping death spell can not only weaken the monsters, but in sufficient quantity, you can clear the entire dungeon in one play. The amulet of power can let the weakest heroes equip great weapons, and what's more, it glows like a beacon, letting you ignore light penalties far into the dungeon. The new heroes are also a blast - the blind monk can get immensely powerful by destroying all the light sources, and the gladiator can equip multiple weapons with a ludicrously high strength (and in some cases, even use weapons from other players). These new cards also create a lot more interaction, because stuff like the tavern brawl actually lets you attack other players with the cards in your hand.

One thing I really liked was the huge variety of optional rulesets and game types. You can play solo now, or you can play campaigns where you basically play two games in a row and take your total score from both. There are actually quite a few variant rules that you can use to mix up your games, bringing new life to the game in ways I personally hadn't considered before.

But you still have that pesky problem where you end up going around the table, round after round, wishing someone would just kill that tough SOB in the first spot so you could get something to happen. Happily, we came up with a solution for that, too - we house-ruled.

Now, I normally never review a game and include a house rule, but our rule turned the game from an exercise in frustration into a really exciting experience. We simply added one more option for your turn - now you can rest, visit the village, delve the dungeon, or prepare. When you prepare, you discard as many cards as you want, and redraw that many, and then your turn is over. This new rule found extensive use, and we proceeded to play the best game of Thunderstone I've ever seen. No more discarding the one hero you need because you couldn't pull light. No more buying the crappy weapon because you can't afford the good one. Just lose a turn, and come back to it next time.

I would never play Thunderstone by the written rules if I didn't have to, because I don't think it's very much fun. Or rather, I haven't ever enjoyed the second half of a game of Thunderstone. But with this one tweak, Thunderstone (especially with the awesome stuff in Wrath of the Elements) turned into a game that I would play on a regular basis. Suddenly, I would rather play Thunderstone than Dominion, and I adore Dominion.

The final summary here is that if you like Thunderstone, you'll love the expansion. If the original irritates the hell out of you, Wrath of the Elements isn't going to make it any better. But if you've got a copy hidden away somewhere gathering dust because it bugs the piss out of you to play it, try it with the prepare action. You might find yourself in the possession of a game you actually want to play.

Summary

Pros:
Lots of new stuff in every category
Same awesome art
More interaction than before
New variant ways to play

Cons:
Still overstays its welcome

Dogstar Games doesn't have Wrath of the Elements yet, but I can only assume that once they do, they'll have a good deal on it. I'll keep you posted.

Bored Game Review - Pressure Matrix


In the future, the game shows will suck.

Well, maybe not all of them. If that old video game Total Carnage gets made into a game show, I'll watch the hell out of it. But if Pressure Matrix is a glimpse of game shows to come, I'll be watching a lot of Wheel of Fortune re-runs.

Pressure Matrix has everyone competing in a contest where you have to run really fast, all over the place, and every turn, you hit a spot and score something. Eventually, the grid gets all blocked off, and then the game ends and the person with the best score wins. The art on the cover is really cool, with this futuristic dude running down a hallway. That art alone made me ask for a review copy, because it looks exciting and edgy and, well, futuristic.

The cover art, sadly, was the last time I enjoyed Pressure Matrix. Because as soon as I opened the box, I started feeling bad. Not like, 'man, I feel bad because I pushed you out of a plane and the only thing that saved your life was the giant cactus that broke your fall.' More like, 'I just ate three pounds of fried meat and washed it down with spoiled milk, and now I feel bad.' The sinking feeling I began to have was initially caused by the bland, unattractive tiles with lots of words on them that you shuffle to create the board. Then I took those out of the box and looked at the playing pieces, which were brightly colored but were all sculpted as if they were running while carrying a huge load in their shorts.

But the illness really started when I actually played Pressure Matrix. One of us actually said, 'I think I would rather have a root canal.' Personally, I would rather play an annoying board game than have oral surgery, but I completely understood his meaning. This game is painfully bad. Not scrape-your-jaw-with-a-metal-blade bad, but definitely bad.

See, how this works is, you roll dice to move around a grid made up of these tiles. Each tile has four things you can do if you land there, from scoring points or costing everyone else points to saving special moves for later. And every time you use a spot, you block it out, and when a tile has all four spots blocked, you can't move there any more. The game is over when you can't move at all, which unfortunately does not coincide with how long it takes you to wish that the game would end so you could stop.

The problems are multiple and rather obvious. At the beginning of the game, there is virtually no way to affect the ability of the other players to move. You can land on the 'make some other poor boob lose points' spot, but that's about as much interaction as you're going to get. You'll roll the dice, spend five minutes looking at the various effects offered by the spaces you might be able to visit, then move and do something irritating. The sky is practically the limit - you can move almost anywhere, because it takes a while before the board gets blocked up enough to limit your movement. There's just not much planning, virtually no meaningful decisions, and to compound the problem, the board is covered with stuff you have to read every turn.

As you approach the end of the game, the board goes from wide open to claustrophobic. All of a sudden, you have almost no moves to make, and if you thought you were short on decisions before, you're definitely limited now. It essentially comes down to whether or not you can move, not where you move, and so there's no decision to make at all. And the decision you make - assuming you have one - has virtually no impact, and requires no planning at all.

Essentially, Pressure Matrix could be programmed into a computer and played out without any human input at all. It's dull and unattractive, and if this is the best game show the future has to offer, we had all better pray for a future full of really good live theater, maybe like that slave girl who dances for Jabba the Hutt. I would watch that, especially if the alternative were watching constipated guys running all over a boring, repetitive checkerboard until they just stopped moving.

I wouldn't suggest anyone actually buy Pressure Matrix. It's got great cover art, but if that's really important to you, maybe you can just buy the poster.

Summary

Pros:
Neat art on the outside of the box

Cons:
Everything inside the box

I started looking up images for boring game shows, but you know what happened? I got bored.

Cheesy Game Review - Defenders of the Realm


I'm not normally a fan of cheese in my games. I kind of like my games to be like the cheese shop in that Monty Python sketch - you know, completely uncontaminated by cheese. Tight design, efficient rules, and a damned good reason for every part in the box - these are marks of a good game. Using those criteria, Defenders of the Realm should be a failure.

Somehow, though - and I don't know that I could say how - it's not. In fact, it's an extremely fun game, complete with Stilton, Camembert and Limburger, and maybe a little Venezuelan Beaver cheese. It's a cooperative game designed using almost all the same ideas you see in Pandemic, but where Pandemic is efficient to the point of feeling sterile, Defenders of the Realm is campy, almost sloppy.

The first sign that this game is long on cheese is the rulebook. Every so often, as you read through the rules, you'll stumble across some blatantly obvious errors of written English that threaten to confuse you. And if those grammatical and typographical mistakes don't throw you off, then you're ready to pull out some crackers and have some appetizers. The rules are peppered with quotes ostensibly coming from the evil monster generals marching on Monarch City. These masters of wit have such lines as 'count on it hero meat' and 'not gonna happen!' Apparently the authors felt that the best way to convey a powerfully thematic atmosphere would be to include taunts invented by third graders.

Then you get to the art. Now, this is about to be a slightly unfair criticism, because a couple decades ago, this art would have been the cat's pajamas. Sadly, Larry Elmore is a fine artist, but his stuff looks so outdated today, he might as well put leg warmers and shoulder pads on all the girls (and in at least one case, he did). The art is obviously skillfully created, but it also looks like most of it came right off a D&D calendar page from 1987. And that's not all - the board is covered with these huge circles connected with dotted paths, and these circles are the different areas of the board. I hate to be obvious, but would it have been so bad to actually create a map? Maybe it would, actually - this game board is covered up in quality fermented curd.

The object of the game is to kill the four monstrous generals - the demon, the lich, the dragon and the orc. These bad guys will destroy the land, spread like a virus (yeah, I meant to do that), and march on the capital city. If one of them makes it to the city, you lose. You also lose if you have to place a minion and you don't have any. You also lose if the land gets totally ruined. You also lose if you succumb to the foot-like odor of fine cheese, because you'll miss the chance to play this really fun game. It's a desperate fight, and you have to be vigilant if you want to win. A little luck won't hurt, either.

Your heroes are mostly yanked right out of a second edition Player's Handbook - the barbarian (who, by the way, looks like an 80s Lita Ford), the cleric, the ranger, the wizard and the rogue (though we used to just call them thieves). All have great art by Larry Elmore, if by 'great art' you mean 'stuff that was awesome when we all wanted to look like Huey Lewis.' They also have cheesy super powers, but unlike Pandemic, which has tightly crafted abilities that must be used to their absolute maximum potential, these are just helpful a lot of the time, and sometimes, they kind of suck. The dwarf is great against dragons, but anyone can go ahead and fight them. The powers are important, but not crucial, except for the wizard, who will save your ass so many times you'll put him in every single game.

And apparently, no attempt was even made to balance these heroes. The rogue, for instance, is incredibly useful, but if you pull the paladin, you'll be cursing your way through the whole game. Some heroes should be considered mandatory, and some should be shoved back in the box and ignored. Take the heroes who look the most like cheesy LARP characters, and you'll do just fine. Wait, no, they all look like that.

The game gets more intense as you destroy more generals, and by the end you may be just one bad decision away from complete destruction. Even with their generals gone, the minions keep cropping up. It's actually kind of messy, with lots of room to make stupid mistakes and correct them later, as long as you're lucky. It's fun, and not too hard, and not too easy. It does take a couple hours to play, especially if you win, but you probably need time to digest all that fine cheese anyway.

Defender's of the Realm is kind of messy. The art is good, but outdated and dorky. The rules are sloppy, and the 'flavor' they added smells like ballpark nachos. And yet, even with the chaotic design and ridiculous design decisions, Defender's of the Realm is one hell of a lot of fun. It's a lot more fun than Pandemic, not in spite of the cheese, but because of it. It's not clean, but it sure is full of flavor.

Summary

Pros:
Tons of cool plastic
Great flavor, including brie and sage darby
Fun and thematic

Cons:
Takes a long time to play
Some seriously silly design decisions

Dogstar Games does not carry Defenders of the Realm, which is an enormous oversight on their part, because it is so damned much fun. I figure you can probably find a copy somewhere, if you put your mind and your credit card to the task.

Board Game Review - A Touch of Evil


I wish games were like music. Not because I want to be a board game virtuoso, but because I want to have groupies.

If games were like music, some companies would be super bands. Like Fantasy Flight would be KISS, Rio Grande would be The Police, and Mayfair would be Captain and Tennille. And some companies would be one-hit wonders, but with rabid fans who follow them in beat-up VW bugs when they tour.

Flying Frog would be Men Without Hats.

Last Night on Earth was Flying Frog's Safety Dance. It's an incredible game that will one day fetch the kinds of prices usually reserved for old copies of Space Hulk and misprinted pennies. The game came out and Flying Frog was off to the races, with a game so hot they couldn't figure out what do with it. So they made expansions and more expansions and the fans kept buying them, and they decided they needed a second album.

And the second album was called A Touch of Evil, and fans everywhere bought the album without listening to any demo tracks, but then when they got it home, they were disappointed and ended up just using the album cover and a credit card to sort the seeds out of their weed.

A Touch of Evil looks like it should be fantastic. It looks like a grade-A winner. More plastic miniatures, more cool photography-as-illustration art, and more heavy-theme wackiness. It even has the CD that you're supposed to play while you're battling evil.

But the problem with breaking out with a killer song like Safety Dance is that the follow-up has to be awesome, or you're going to lose some momentum. Last Night on Earth set an incredibly high bar, and while A Touch of Evil isn't a bad game, exactly, it's certainly no Safety Dance. It has a good beat and I can dance to it, but you won't be driving down the road tapping out the bass line while the guy on the radio tells you about the traffic. You also won't be jonesing like a crackhead to play it again, like I sometimes do with Last Night on Earth.

The idea is solid. You have a team of investigators, made up of a wide variety of characters, and you're all trying to find a way to stop some ancient and horrible evil that is haunting an Early American New England town. You'll check out the windmill and the manor, investigate the covered bridge and the abandoned keep, and fight ghost soldiers, wolves and assorted evil minions. Meanwhile, the town elders will be conspiring with their own secret agendas and the evil will be growing stronger. The dastardly villain will continue to claim lives, and it's up to you to find out where he is and how to kill him.

So theme-wise, this is a winner. It's like playing out that Johnny Depp movie where he fights the Headless Horseman and a whole slew of crazy people. Intrigue, murder and conspiracy are wrapped around this town like a dark blanket. But when it comes to making you feel like you're part of a story - the thing that made Last Night on Earth such a tremendous success - A Touch of Evil just sort of flops.

There are a few reasons why this isn't as fantastic as Flying Frog's first game. For one thing, turns can take a few minutes. You move with a die-roll, check out some location or other, and try to either earn investigation points or spend them to get an advantage over the villain. The problem is that it's a little overly abstracted, and while I get that investigation points represent information you're learning about the monster, I don't really follow how you can spend them to buy a horse. Plus it takes longer than it should, because you're probably reading and playing a card nearly every turn, and if you don't all know what every card can do, it can slow down the whole process.

Then you've got the fact that there are two ways to play, and the default method is competitive. For some completely inexplicable reason, you're all competing to kill the villain, and not working together. I can't see any reason for this, and in a six-person game, all the counterplays and backstabbing and otherwise doing harm to your fellow investigators just slows it down more. It's practically laborious, but you'll find yourself playing it out anyway, just because you remember how great Flying Frog's other game was. It's sort of like how you listen to a second album even though you don't like any of it just because the first time you touched a boob, you were listening to the first one.

It does improve considerably with fewer players, and feels far more cinematic and believable when played cooperatively. It's still not quite as engaging as Last Night on Earth, but when all the heroes are on the same team, it feels quite a bit more like taking part in an unfolding drama. When you're cooperating, you all go visit the evil bad guy at the same time, and then he probably stomps a mudhole in you, because he's way tougher in cooperative mode.

A final complaint, and the one that I think harms Touch of Evil the most, is that the story tends to get repetitive. Sure, there are four different villains, but they basically work the same every time. You send your people to flip cards and learn stuff, then once you've built up enough juice, you go get the bad guys. The bad guy might change every game (well, for the first four games, anyway), but his identity is mostly window dressing. The villain will kill the elders. You'll investigate. There just aren't that many twists and turns, and every story is pretty much the same. In that regard, Touch of Evil just doesn't hold a candle to Last Night on Earth.

But don't count Flying Frog out just yet. Any day now, you'll be able to pick up Invasion from Outer Space, where Martians invade Planet Earth and fight carnival folk. That looks like Flying Frog is returning to their roots. Who knows, that might be their Pop Goes the World.

Summary

Pros:
Same fun art style, executed nearly as well, as Last Night on Earth
Mechanics meant to tell a story
Great setting and entertaining cooperative play
I may take some heat for this one, but I like the CD

Cons:
Too many players slows it to a crawl
Not much variation in the stories you get to tell
Competitive play doesn't fit the theme very well

Played with the right size group, A Touch of Evil is a fun game, even if it doesn't measure up to Flying Frog's first outing. If you're interested in it, run over and get it from Dogstar Games, where they have a great discount on it:
http://www.dogstargames.com/product/FFP0201US

Card Game Review - Nile


My last review discussed Legitimacy, a game that can be labeled a disaster in just about any way that counts. And that's unfortunate, because Minion Games actually has some design chops. I can tell there's some smart in there somewhere, because one of the other games they sent, Nile, is very good.

Nile is a card game, Euro-style. You're all trying to plant a wide variety of veggies, which would be a lot easier if the river didn't keep flooding and locusts would just quit eating your wheat before you could harvest it. There are several elements that combine to make Nile a bit of a nail-biter, and a group of smart gamers could really get a kick out of it.

I do have one serious complaint, and I'll get this out of the way right off - the cards absolutely suck. Not the art, because that's actually pretty good, but the actual physical stock on which the art is printed is complete garbage. I'm not sure that's just a metaphor, either - the cards actually seem to be created from pressed industrial waste. They crumble, crack and fall apart while you play, making shuffling more destructive than simply holding a lighter to the box. That's one hell of a downside, honestly, and might be enough reason all by itself to make you avoid this otherwise very fun game.

My suggestion would be to buy the game and just sleeve everything before you play. You may want to hermetically seal the sleeves, just for good measure, and maybe heat-press them flat to remove air pockets, but if you protect the cards, you're likely to enjoy the game. There are five crops you could plant, but you can't plant unless you can beat the other players, and you can't plant them if the Nile has flooded that crop type, but if you have them when the river comes washing over them, you can harvest them and score some points.

That's not all, though. You have to decide whether to hang on to your cards or trade them for new cards (and in the process lose a lot of cards). You have to decide whether to plant the crops you can plant or speculate on where the next flood will strike. You need cards to play, but you can waste time trying to get them if you're not careful. There's a careful balance that must be achieved, and since the winner of this game usually wins by a one-point margin, you have to be on your toes.

As the game progresses, you'll have a widening variety of crop types, and you'll get more focused on the crops you really need to win. It's pretty obvious at any given moment which player is ahead, but like I said, you're never ahead by much, and one slip can totally blow all your plans. Which brings me to my second complaint - the locusts.

Three times during the game, a swarm of locusts is going to blow through the valley and eat the biggest crops. In this case, the players who thought they were about do pretty well are going to wind up with nothing, and probably be a little bit pissed. A completely random draw can destroy all your careful planning and smart card play, and it's mighty damned irritating. In fact, when the locusts destroy everything you've built for the third time, you might be of the opinion that the locust card should be removed from the game entirely. I'm fairly positive there were several thousand Egyptians who would probably agree with you on that point.

However, locust card notwithstanding, Nile is a very smart game. There are a lot of times you're going to call your friends bad names, which is the mark of a fun game. Play poorly, and you're guaranteed to lose, which is another good sign. Play well, and it just means you've got a fair shot against everyone else. It's a shame Minion Games decided to find such a crappy card printer, because Nile shows just how good their games can be. It's smart, fun and tense, and that means a fun game where I'm from.

Summary

Pros:
Excellent card game with constant difficult decisions
Neat art
Everyone is in the running the whole game

Cons:
Horribly cheap cards
That damned locust card

If you're in the mood for a tense, smart card game, and you don't feel like spending a mint, you can run right over to Minion Games and get yourself a copy of Nile:
http://www.miniongames.com/nile.html