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Tagline: The first game designed by Richard Garfield and released to the public, RoboRally shows the intriguing conceptual ideas and addictive game play which have since become Garfield’s stock in trade. Like so many games released by Wizards of the Coast I first picked this product up because the description just sounded too intriguing to miss. Like every product I have ever picked up from the Wizards, I was anything but disappointed.

“Like every product I have ever picked up from the Wizards, I was anything but disappointed.” Ah, 1998. How I miss ye. RoboRally remains one of my favorite games. Unfortunately, my original copy was lost in a move and later turned up in the bottom of a box that was being stored in a pole barn. Although sadly water-damaged, it is still tremendous fun. Anyone know what Richard Garfield is up to these days?

GAME CONCEPT

RoboRally - Richard GarfieldIn the future the widget factories of the world are controlled by the mightiest artificial intelligences ever created by man. Capable of solving any problem which might arise and controlling the entire factory from top to bottom to compensate for any problems and keep production right on schedule, these mighty machines suffered from only a single problem: Boredom.

Then one day a processing robot fried a circuit and went careening onto a conveyor belt, which sent him spinning through the high-powered laser systems and dropped him off just in time for his broken and decaying programming databanks to send him plummeting down a bottomless disposal bit on the factory floor.

The computers were … amused.

Immediately they created the game of RoboRally – each computer controlled a single robot and, using a limited set of data registers, was required to send the robots through a specially converted section of the factory floor.

In the boardgame RoboRally you are the computer, programming your robot to cross the factory floor and reach a set of checkpoints in a specific sequence in order to win the game. In your way are conveyor belts, bottomless pits, gears, crushers, pushers, and laser beams… not to mention the robots of your fellow players.

RULES

The game comes with six gameboards which can be played individually or arranged in any combination you want. The checkpoints you must reach are represented by six counters numbered from 1 to 6 – you can place these counters anywhere on the gameboards you want and in any order you choose. The options are practically infinite.

On each turn you are dealt nine program cards. From these you must select five cards and “program” your robot by assigning one card to each of five programming registers. When all the players have completed programming their robots the turn begins – each register is considered in order and your robot moves.

This sounds simple, but in truth you’ll find yourself making bonehead mistakes – especially when you come in contact with the board elements. “Okay, first I’ll move forward, which will put me on the conveyor belt which will move me there, then I’ll turn left, and the conveyor belt will move me again, turning me as I go, so that when I move backwards on the next phase I’ll end up…” And, of course, you can always be pushed around by the other robots on the board so that your preciously planned sequence of movements will suddenly all be off by one square … and the results cascade through the rest of the turn.

Plus, your robot can take damage and be destroyed by various game elements on the board. Plus, your robot and the robots of the other players are all outfitted with lasers – allowing you to whittle away. What can be worse than getting blasted out of existence and having to start over from the beginning (there is also a way of “archiving” a copy of your robot at certain waypoints on the board)? Well, as you take damage the number of program cards you dealt to select from are decreased. If you take enough damage some of your robot’s programming registers may become locked – meaning that the cards you have assigned to those registers will have to stay the same until you can get your robot repaired.

Finally there are ways of retrofitting your robot with special abilities.

STRENGTHS

This game is a tremendous amount of fun. If you’ve ever played Paranoia and gotten great laughs out of watching your characters getting fried you’ll already understand the appeal this game carries with it – nothing is more hilarious then when one of your fellow players suddenly groans, “Oh nooooo…” and you know he’s made a mistake in his plans and his robot is about to go cascading off-course and into jeopardy.

The game is beautifully designed by Phil Foglio – the cover illustration of a ZIP 550 looking nervously over his shoulder as he enters the factory is absolutely perfect at setting the tone of the game. Foglio also designed the miniatures which come with the game.

WEAKNESSES

The learning curve is pretty simple, but there are some rules which could so with better explanation. Wizards of the Coast has posted the complete rules and a FAQ at their website, and from what I’ve seen they have not fixed these problems.

The confusion over these rules is quickly eliminated however by some practical familiarity with the game. Play your first game on a single board and establish up front that rule interpretations could fluctuate wildly during the course of the game as you figure out some of the nuances.

There are several handy reference sheets and the rulebook is laid out in such a fashion that information is easy to find when you need it. This is not an overwhelming problem, merely one of having to play the game first before you can see what some rules mean.

CONCLUSION

This game is great. The idea is great, the carry-through is great, the rules are great, the entertainment value is great. You simply can’t go wrong.

There are also several expansion sets for the game (Armed and Dangerous, Grand Prix, and (coming later in 1998) Radioactive). I hope to own and review both these and the second make of this game in the near future here on RPGNet.

Style: 5 (Excellent!)
Substance: 5 (Excellent!)

Author: Richard Garfield
Company/Publisher: Wizards of the Coast
Cost: $34.95
Page count: n/a
ISBN: 1-57530-088-5
Originally Published: 1998/06/19

[ This is a review of the first make of the RoboRally game. The second make of the game (which I do not yet own), slightly altered the lay-out of the rules and changed the design of the miniatures included with the game. However, to my knowledge, game play was not affected to any serious degree. The ISBN product code above refers to the second make of RoboRally, as that is the one which you can still order from Wizards of the Coast. ]

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Ex-RPGNet Reviews – Twitch

November 24th, 2011

Tagline: Wizards of the Coast and the Bourbaki card game design team strike again in this surprisingly fascinating and addictive card game, the first in a line of non-collectible games meant to provide competition with games like Uno and Skip-Bo.

Thirteen years later, Twitch remains one of my favorite card games. My review speaks highly of it, but a game with that kind of staying power deserves special attention. Sadly, it is long out of print and virtually unattainable as I write this. If you get a chance, though, I recommend you grab a copy ASAP.

Twitch - Wizards of the CoastThe premise of the game is simple: Someone plays a card. The cards tells you who goes next. If it’s you, you’ve got to play another card before someone challenges you and you have to take the entire stack of cards. If it’s not you, you’ve got to figure out who it is and challenge them before they can play. Be careful, if you play or challenge wrong you’ll end up taking those cards.

Simple, right? Right.

Until you start playing the game, that is. Then what seems so simple on the surface suddenly seems to be the most complicated thing you’ve ever done.

The basic game centers around eight different cards. The four basic cards are Left, Right, 2 Left and 2 Right. These cards tell you who goes next (the player to your left, your right, two seats to your left, and two seats to your right – respectively). In addition the card Ditto means that the last card’s effect is repeated, the card Back At Ya! sends the turn back to the last player to play a card. The last trick is that all players are given a color card, and a duplicate of this card is place in the play deck. When that color card is played the person to who it belongs must play next. Finally there are the challenge cards – these cards are keyed to the colors of the players. If a player is too slow or if they make a mistake, you can challenge them with the challenge card corresponding to their color.

The name of the game is speed, and once you’re into the heat of the chase you’re going to find that these simple rules are more than challenge enough.

Now let’s take another step, into the Advanced Game. At this point we add three more cards: Pick a Color, Rotate Colors, and Left to Right. These are called “Pause Cards”, when they are played gameplay temporarily stops while their results are gauged. Pick a Color means that the person who just played the card picks the color of another player, and then that player plays a card (resuming play). Rotate colors means that everyone takes their color card (indicating what color they are) and hand them to the player on their left – this causes confusion regarding what color to use to challenge which players and what color you are when the color cards come up during gameplay. Finally, Left to Right means that all cards referring to a particular direction mean exactly the opposite – left means right and right means left. Conveniently there are exactly two of these cards, meaning that once play is reversed, it will eventually turn back the other way.

Twitch is the first in a line of games Wizards of the Coast is producing in order to apparently attempt to compete with traditional family games. On the strength of this product I intend to go out of my way to also purchase Pivot, Alpha Blitz, and GoWild! — the other products in this line-up.

At seven bucks you can’t lose with this game. It won’t be put on the shelf next to your Magic cards or your Doomtown cards, but I think it more than amply deserves a place alongside such classic games as Uno and Skip-Bo.

Style: 4
Substance: 5

Author: Richard Garfield, Skaff Elias, Jim Lin, and Dave Pettey
Company/Publisher: Wizards of the Coast
Cost: $6.95
Page count: n/a
ISBN: 1-57530-581-X
Originally Posted: 1998/05/30

Tagline: “Chess will never be the same!” This innocent looking pack of 80 cards completely alters the game of Chess – from a static strategic puzzle to a dynamic tactical conflict. Moody and evocative art by Rogerio Vilela. Translated from the original French.

I actually have quite vivid memories of writing this review. It was the first time I really became aware of how thoroughly I’d been bitten by the reviewing “bug” because I started thinking about how I would write the review of the game as I was playing the game.

Knightmare ChessThe tagline of Knightmare Chess is, “Move a piece. Play a Card. Chess will never be the same…”

There you have the whole game. In the elegant box in which Knightmare Chess comes you will find 80 cards – each of which subtly alters the rules of Chess in different ways. These cards let you do all the things you always wish you could do in a tight moment during a game of Chess – resurrect a piece which has been captured, move a piece out of the way, take not one piece, but many on a single move. On each of your turns you can play one card.

When first approaching this game I was both anticipatory and doubtful. Anticipatory because it sounded like a fun thing to do once or twice. Doubtful because chess is an ancient game – its grace and its beauty come from the fact that its rules are carefully balanced, all the pieces are known, and the challenge comes from manipulating a known set of variables in a strategic way to overcome your opponent.

The premise of Knightmare Chess, while seemingly innocuous, actually radically alters the very basic appeal and structure of the game. The rules are no longer balanced, they are in constant flux. The pieces are not known, they can be altered and rearranged. There is no known set of variables, the variables are unknown and changing.

At first glance, therefore, Knightmare Chess has the potential to completely screw the only appeal chess has – its strategic component.

After playing the game awhile I realized I was wrong. Knightmare Chess transformed Chess into a radically different game, but it did not destroy it. Where Chess is a static strategic puzzle (with its elements known and the possible interactions between pieces completely proscribed), Knightmare Chess is a dynamic tactical conflict. Just because the rules are always changing, doesn’t mean that Knightmare Chess is an inferior game. It does mean, however, that it appeals to an entirely different aesthetic than Chess.

Chess has often been described as a wargame. Indeed, in some ways it is – if you are willing to accept a certain degree of abstraction. Nonetheless, it is an odd one – one in which you have only a certain number of troops, in which both sides are equal, and in which everything is ultimately predictable. If Knightmare Chess is similarly a wargame carried to an extreme degree of abstraction, then it presents a model of modern warfare – where the sides can quickly become unequal, where reinforcement is conceivable, and where combat is anything but predictable.

Knightmare Chess is a fascinating game. If you are a chess player, approach it with an open mind. If you have no taste for chess, then it is entirely conceivable that this game will appeal to you nonetheless.

It should be noted that I am using a copy of the Second Edition for the purposes of this review. The differences between the first and second editions are extremely subtle and largely inconsequential to the overall gameplay and assessment of this game. For a list of differences you can check Steve Jackson Game’s website.

Style: 4
Substance: 5

Author: Pierre Clequin and Bruno Faidutti
Company/Publisher: Steve Jackson Games
Cost: $14.95
Page count: n/a
ISBN: 1-55634-319-1
Originally Posted: 1998/05/30

A Silly Little Dice Game

February 20th, 2011

Betrayal at House on the Hill - DiceFor Christmas I got a copy of Betrayal at House on the Hill. It’s a great little game. I don’t really have much to say about it at the moment, but I bring it up because the game ships with eight 6-sided dice which are marked as 1d3-1 (generating results of 0, 1, or 2 pips). At one point during the holidays we had the game half set-up when everyone got distracted by some other bit of family business, which left a couple of people mucking about with the dice.

In the process, I was struck with the idea for a silly little dice game that proved amusing enough that I present it here:

  1. The first player rolls all 8 dice from Betrayal at House on the Hill.
  2. The target number is 6. If you fail to roll 6 pips on your dice, you have lost and the other player scores a point.
  3. If you have rolled more than 6 pips, you are allowed to remove a number of dice from the pool equal to the number of extra pips you rolled. (Example: If you roll an 8, you can remove 2 dice from the pool.)
  4. Hand the remaining dice to the other player to roll. The target number remains 6.
  5. When a player scores a point, the other player rolls all 8 dice and play continues.

We either played to 6 points or swapped in new players in a tag-team style.

Not exactly a high-strategy game, but a strangely satisfying combination of Horse with the random rote of War. Plus dice. (Dice are cool.)

Castle RavenloftI wasn’t planning on doing this, but almost immediately after writing about my first set of rulebook woes with Castle Ravenloft I ended up playing the solo scenario “Adventure: Impossible” and running headlong into two particularly egregious problems.

First, a quick description of the “Adventure: Impossible” scenario: In the scenario you play each of the five Heroes in the game sequentially as they enter Castle Ravenloft’s dungeons in order to defeat 3 of Strahd’s powerful lieutenants. (Which three is randomly determined before the game begins and revealed as you play.) When one hero dies, the next hero arrives.

(Minor problem: The scenario doesn’t specify what happens to the dead Hero’s treasure. It also doesn’t specify what happens to the monsters which were controlled by the dead Hero. I arbitrarily ruled that the dead Hero’s treasure disappeared, but that their monster control cards and traps transferred to the new character.)

The scenario wasn’t going too badly for me until I got an Alarm trap. These traps generate a new monster every single turn until they’re disabled… and I could never get the damn thing disabled. My fighter failed to disable it twice and was then killed. He was replaced by the rogue, who has a +5 bonus to disabling traps (and thus has an 80% chance of success). The rogue failed three times, but was then fortunate enough to get teleported to the far side of the dungeon by an Encounter card. A few turns later, this was my predicament:

Castle Ravenloft - Adventure: Impossible

The Alarm trap was still spitting out monsters, all of which were pouring across the dungeon towards me. At this point I had killed one of Strahd’s lieutenants and was now engaging Klak. Klak’s appearance was actually quite lucky in some respects because he would cause unexplored tiles to flip over, which gave me room to continue moving away from the monsters pursuing me and, thus, enough time to kill Klak before they reached me.

PLACING MONSTERS

Here, however, we run into our first rulebook woe. The rule for placing Monsters reads:

When you have to “place a Monster” this is shorthand for draw a Monster Card and place the corresponding Monster figure on the bone pile that’s on the Dungeon Tile you just placed. If you already have the same Monster Card in play in front of you, discard that Monster Card and draw again. Note, however, that it’s okay to draw a Monster Card if another player has the same Monster in play.

(Minor problem: You will often be told to “place a Monster” in situations where you haven’t just placed a Dungeon Tile, so the first sentence is actually misleading in addition to being ungrammatical. But that’s just a quibble, really.)

The question becomes: What happens when you already have one copy of every single Monster Card in the game? Should multiple Monsters now be allowed? Or is it now impossible for new Monsters to appear? And if it’s impossible for new Monsters to appear, should I cycle through the entire deck?

I ask that last question, because the game is also unclear on what you should do when you get to the bottom of a deck of cards. Should you reshuffle the discards? Or have you simply depleted the dungeon of Monsters? (I think the answer here is pretty obviously “reshuffle”, but once again we’re seeing the sloppiness of the rulebook.)

In terms of whether or not Monsters should be drawn when you already have one copy of each Monster Control card, I see three possibillities:

(1) You don’t draw any additional monsters. (This is the most literal interpretation of the rules; it is also the most favorable to the players.)

(2) Draw an additional control card to determine what type of monster to place, place it, but then place the extra control card under the existing control card. The new monster will still be activated by the control card already in your hand. If one of these monsters is killed, remove one control card to your XP pile normally while leaving the other in play. (This allows new monsters to continue entering play, but doesn’t result in a single player activating the same monster multiple times on their turn.)

(3) Draw an additional control card, place the monster, and resolve the additional control card normally. (This is the most punitive possibility, since it means that the active player will be activating those monsters twice.)

I decided to go with the first possibility in thie scenario, largely because the alternative was pretty much certain death. In the future, however, I might actually use a house rule in which scenario #2 is always used when a duplicate control card is drawn. It might make the game slightly more difficult, but in a way that I feel would be more enjoyable and universally consistent.

TACTICAL FAIL

In any case, I’d managed to kill Klak, but the monsters were still coming.

Castle Ravenloft - Monster Pursuit

oh shit…

I had them strung out pretty well so that I could take them one at a time, but the problem was that as soon as I killed one of them the Alarm trap would immediately respawn them. And I couldn’t keep that up indefinitely because the encounters would slowly whittle me away.

But then I got lucky and pulled a treasure that would let me teleport all the way back to the other side of the board where I could deactivate the Alarm trap.

… instead I missed the die roll three more times.

(If you’re keeping track at home, I have now missed the die roll seven times. One of these had a 55% chance of success and the others all had an 80% chance of success, meaning that there’s only a 0.002% chance that something like this could happen.)

I’m now down to 1 hp and the monsters are closing in, but I have a clever scheme which will allow me to circle around a corridor loop in the randomly generated dungeon, pull the monsters away from the Alarm trap, and give me one more shot at disabling the thing.

… except for the encounter card which teleported a spider right next to me for a guaranteed kill.

At this point, the cleric — my last Hero in the scenario — teleports in and makes a beeline for the Alarm trap. Once there, he proceeds to blow his disarm roll three more times. (I am officially done calculating the probability on this one.)

With more monsters closing in, the cleric fled down the hall, where he promptly discovered the Zombie Dragon (Strahd’s third lieutenant) lurking in a the Rotting Nook:

Castle Ravenloft - This Does Not Look Good

This does not look good.

And here, as the Zombie Dragon pins me in the corner, we reach our second rulebook woe. When a monster activates, you are supposed to check the Monster Tactics listed on their control card. The rules for this are:

  • The Monster’s tactics are presented as a list. Each possible maneuver for the Monster starts with a statement. If that statement is true, the Monster follows the resulting tactics.
  • If the statement is not true, go on to the next statement. If that statement is true, the Monster follows the resulting tactics.
  • Once a Monster has selected and followed one set of tactics, the Monster’s turn ends. Do not continue to check its remaining tactics that turn.

What these rules fail to address is a situation in which a tactics statement is true, but the resulting tactics cannot be executed. For example, in the picture above my cleric is boxed into the corner by a skeleton and the Zombie Dragon. As a result, there are no adjacent spaces open next to the cleric. You can see just beyond the Zombie Dragon that there is a wolf and a spider waiting to pounce me. The wolf’s tactics read:

  • If the Wolf is adjacent to a Hero, it attacks that Hero with a bite.
  • If the Wolf is within 2 tiles of a Hero, it moves adjacent to the closest Hero and attacks that Hero with a pounce.
  • Otherwise, the Wolf moves 2 tiles toward the closest Hero.

The first line doesn’t apply since the Wolf isn’t adjacent. The second line does apply (the Wolf is within 2 tiles of the cleric), but it can’t move adjacent. Does that mean it doesn’t attack at all? And, if so, should I instead execute the third line of the Wolf’s tactics? What if this wasn’t a solo scenario and the closest Hero was boxed in but there was another Hero within range who wasn’t? Should the Wolf attack the available target or freeze-up on the unavailable target?

Then consider that the spider’s tactics unambiguously trigger a web attack. (“If the Spider is within 1 tile of a Hero, it attacks the closest Hero with an acidic web.”) But the spider’s web attack is a +11 attack with the effect, “1 [damage] and Slowed. Place the Spider adjacent to the Hero.” Should the spider deal damage and then not move? Or is the entire effect canceled since part of it can’t apply?

What would probably be useful is a general rule for handling occupied spaces. Maybe something like, “If a Monster must move to or appear in a particular space and all possible spaces are occupied, the monster instead moves to an adjacent space.” This doesn’t necessarily clear up the question of whether or not the Wolf would be allowed to attack even though they didn’t get adjacent to their target, but it would help.

It would also clear up another issue with the “place a Monster” rules: What happens if the bone pile is already occupied by another monster? (Since many monsters won’t move when they appear and several encounters spawn multiple monsters, this situation actually crops up quite frequently.) We’ve been playing with the “place them in an adjacent space” rule since it obviously makes the most sense.

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