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

Saturday, May 9, 2020

Ticket to Ride

Today's game is a favorite strategy game of ours, and it has many varieties. It is called Ticket to Ride.





Gameplay:

While the map is placed in the center of the table, each player takes his set of 45 colored train cars and its matching scoring marker. The marker will be placed on the start.
Shuffle the train cards and deal 4 cards to each player. The remaining deck of train car cards are placed next to the board and the top five cards from the deck are placed face-up. The Longest Path Bonus card is also placed face up next to the board.

Now, someone shuffles the Destination Ticket cards and deals 3 cards to each player.
Each player decides which ones they wish to keep. A player must keep at least two Destination Ticket cards, but may keep all three if he wants.
The returned cards are placed on the bottom of the Destination Ticket deck which is also next to the board.
All players must keep their Destination Tickets secret until the end of the game.
On his turn each player must choose to perform one of the following actions:
  • draw Train Car Cards
  • claim a route
  • draw Destination Tickets

The player can perform only one of those actions.
The player can draw two Train Car cards. He may choose between the face-up cards or he draws the top card from the deck.
If he takes a face-up card, he must turn a replacement card face-up from the deck.
Then the player draws his second card, either from the face-up cards or from the top of the deck. But when he picks a locomotive card from the face-up cards, he can't pick up a second card from the deck.
It's allowed to have any number of cards in your hand at any time.
There are 8 types of regular Train Car cards, plus Locomotive cars and their colors match various routes between cities on the board.
Locomotives are multi-colored and act as a wild card that can be part of any set of cards.
If a replacement card is a locomotive, the player can't take it immediately. If at any time, 3 of the 5 face-up cards are Locomotives, all 5 cards are immediately discarded and 5 new ones are turned face-up to replace them.
When the deck is exhausted, the discards are reshuffled good and become a new draw pile deck.
When the deck gets empty and no discards are available, the player can't draw another Train car card anymore. Instead he may only claim a route or draw Destination Ticket cards.
A player must play a set of cards equal to the number of spaces in that route to be able to claim it. The set of cards must be of the same specific type.
When a route is claimed, the player can place one of his plastic trains on each of the spaces of the route and all cards used to claim the route are discarded.
A player can claim any open route on the board and they don't need to connect to any of his previously played routes.
Player can claim maximum one route on his turn. When cities are connected by double-routes, then the player can't claim both routes to the same cities.
A player can draw more Destination Ticket cards if he wants by drawing 3 new cards from the top of the Destination Ticket Deck.
He keeps at least one of the cards, but may also keep 2 or all 3. The returned cards are placed on the bottom of the Destination Ticket Deck.
Each Destination Ticket includes the name of two cities on the map and a point value and when the player can complete a connection between these two cities, he will score those points at the end of the game.
If the player fails to connect the cities, then the indicated amount of points will be deducted.
Destination Tickets are kept secret and a player may have as many cards as he wants.
When a player's stock of colored plastic trains gets down to 2 or fewer trains at the end of his turn, the final turn will start.
After that turn, the game will end and players must calculate their final scores.
The points earned of completed routes are already accounted for during the game.
Then players reveal all their Destination Tickets and add or subtract the indicated values.
The player with the longest continuous path of routes receives this special bonus card and can add 10 points to his score (in case of a tie, both players receive the points).
The continuous path may include loops and pass through the same city several times, but a given plastic train may never be used twice.





Verdict:
There are a lot of rules to this game, but once you have them down pat it really doesn't seem like that many anymore. You can tweak them a little, as long as you keep in mind that not everyone you play with will condone the rule-tweaking!

Great for Learning:
Geography, strategy, patterns, matching

Tuesday, March 3, 2020

Stratego

Today's board game is Stratego. This is an older game, first created in the 1940s. I have to thank my dad for introducing us to this game. It quickly became one of our favorites.

Beware - in case you didn't figure it out based on the name, this game involves a lot of strategy. It's the type of game you really need to play multiple times to figure out what strategy is going to work best in your favor!

The Point:
Find your opponent's flag.

Gameplay:
Place the game in between players and choose a side and a color. Each player gets an army of 40 pieces. This consists of the following pieces:

(Number on the piece / Title of the piece / Quantity of piece):

1/Marshal/1
2/General/1
3/Colonels/2
4/Majors/3
5/Captains/4
6/Lieutenants/4
7/Sergeants/4
8/Miners/5
9/Scouts/8
S/Spy/1

There are also 6 bombs and 1 flag which cannot be moved after the game begins.



The Marshal (#1) is the highest rank. The lowest rank is the Spy (S), although he has a special move (see "Rules for Striking").

Fill your side of the board with 10 pieces, 4 rows deep. Make sure the pictures are facing you so your opponent has no idea where your pieces are located.

In this game, players alternate turns. You may move one piece to one square on each turn (the exception is the "Scout"), and may move forward, backward, or sideways (NOT DIAGONALLY).

You may not move onto the lakes in the middle of the board.

You may not move onto a space that has a piece on it or jump a piece (this ain't Checkers, y'all).

You may NOT move the "flag" or "bomb" pieces.

The "Scout" (#9) may move any number of spaces in a straight line (as long as the squares are open), but beware - this clues in your opponent that this piece is a Scout, and he may come after you! The Scout can be very valuable for scoping out the other side of the board, so you may just want to move it one square at a time. (But don't take my word for it - try a different strategy every time you play!)

Pieces may not be moved back and forth between the same two squares in 3 consecutive turns. Come on, buddy, make up your mind and take a risk!

You MUST move or "strike" in your turn.



Rules for "Striking":

When your piece is in an adjoining square to your opponent's piece, you may strike (back to back, side to side, or face to face - not diagonal). You do not HAVE to strike just because you are adjoining an opponent's piece.

You may move on your turn or strike on your turn. You may not do both.

To "strike" (attack), the player whose turn it is picks up his piece and lightly taps the opponent's piece and says out loud the piece's rank (the number on the piece). The opponent answers by naming the rank of the tapped piece. The piece with the lower rank is removed from the board. If the attacked piece is higher, it stays in place. If the attacker's piece is higher, it moves into the now empty spot of the opponent's piece.

If you strike and both pieces are the same rank, both pieces are removed from the board.

A Marshal (#1) beats a #2-9, a General (#2) beats a #3-9, a Colonel (#3) beats a #4-9, and so on down to the Spy, which is the lowest ranking piece.

The Spy is special because it is the only piece that can remove the Marshal (#1) - IF he strikes first! If the Marshal finds the Spy first, the Spy must be removed from the playing board. The Spy loses to every other piece, no matter who attacks first.

When any piece (except a #8) strikes a bomb, that piece is removed from the board. The bomb does not move. When a Miner (#8) strikes a bomb, the bomb is removed from the board and the #8 piece moves into that position.

Remember that the bombs and flag cannot be moved.



As soon as a player "strikes" his opponent's flag the game is over and he is the winner.

If it's your turn and you realize you've boxed yourself in and can't make a move (been there, done that!) you forfeit the game.

Verdict:
This is such a great game, because you can try a different strategy every time. Then again... so is your opponent! It's a really quiet, thought-provoking game for two people, which I really enjoy. I like seeing my mistakes in strategy so I can improve the next time I play!

Great for Learning:
Strategizing, Critical Thinking, Resource Management