Sunday 23 February 2014

Board Games For... Travellers

The first shoots of spring are threatening to burst through, and with them, the first embers of the wandering spirit are kindled for the ardent traveller. The highest slopes still hold the potential for skiing, while Paris approaches its springtime. Long journeys, however, demand distractions that are both portable and sustainable. Presented here are those that return the greatest diversion in the smallest package; since they're so small, I can justify discussing five alternatives rather than my standard three.

Since these must provide the most play in the least volume, I have applied the following exclusion criteria to the list:

  • They must be small - not much bigger than a couple of decks of cards, so they can fit in and be accessible from a rucksack pocket. Regrettably, this excludes some of my favourite portables; Jaipur, Citadels, Skull & Roses, I must bid you all adieu.
  • They must be of a type which sustains repeated play. That doesn't mean that they must necessarily have great depth, merely that players can get several matches on a long journey without boredom. It is at this point that games such as Zombie Dice leave our selection.
  • Finally, they must be playable on public transport, ideally on no more than the tray of a train or aeroplane, without any pieces that would be easily dislodged by movement. This excludes anything with standing pieces, as well as games which cover fair bit of space despite coming in a small package (e.g. the excellent Hanabi).
With these restrictions in mind, my suggestions are as follows:

1. Coloretto 

 

One of the simplest card games in modern gaming is also one of the best. Less that two packs of
Picture by the author
cards produce a suprising amount of gameplay. On your turn, either draw and place a card from the deck, or pick up cards into your score piles; once you've picked up, you can't get any more until everyone has picked up. Try to collect three colours; if you collect too many different types, they score against you. The rules can be grasped in moments, and a game rarely takes more than 20 minutes. Nonetheless, for a simple game, it frequently throws tough choices; do you place cards that you want together, and risk an opponent taking them? Do you poison an opponent's well with a card they don't want, at the cost of losing it yourself? Do you cut your losses and take a part-filled row, or gamble on the turn of the next card? Simple rules, nothing but cards, but plenty of lighter gaming fun to be had.

Players: 2-5
Game duration: around 5-10 minutes per player
Best for: non-gamers, groups including children, those too tired for more demanding games.
Not so good for: serious gamers seeking tough intellectual challenges.
Recommended source for UK buyers at time of writing: I would recommending getting the anniversary edition from Amazon; the superior art of the anniversary edition is definitely worth it, and even though this version has German instructions, you can just find and print the English version.

2. Mr Jack Pocket

Picture by kdsz
The closest thing on this list to an actual board game, Mr Jack Pocket could best be described as Hide-And-Seek: The Game. Tracing its lineage back to such classics as Scotland Yard, this is an asymmetric game where one player acts as the eponymous Mr Jack, who is trying to keep his identity hidden until time runs out. The other player controls Sherlock Holmes, Dr Watson, and the ever-adorable sleuthing hound Toby, as they try to identify which suspect is really Mr Jack. Both players manipulate the nine tiles which make up the game board, as well as the positions of the detectives, trying to either see or conceal the suspects on each tile. The random factor on this game is fairly low; it is very much a game of anticipating and neutralising your opponent's move. Attractive pieces and tight battles of wits makes this a wonderful game for those who find the combination of spatial manipulation and psychological duelling compelling.


Players: 2
Game duration: 15-20 minutes
Best for: strategists needing a quick fix, fans of Victoriana, hiders, seekers
Not so good for: any more than two players, casual gamers
Recommended source for UK buyers at time of writing: Gameslore

3. Love Letter

 

One of the most successful of the new breed of so-called "microgames", Love Letter consists of
Picture by Casey Lynn
merely 16 cards, a few cubes to keep score, and a delightful velvet pouch to transport it all in. Like Coloretto, this is another easily-grasped card game; unlike Coloretto, where all information is open, Love Letter is all about concealment and bluffing. The game plays quickly and simply; you have a hand consisting of a single card, and on your turn you draw from the pile.You must then discard one of your cards to return to a single-card hand; its special power will activate when discarded. Some cards allow you to eliminate an opponent by correctly deducing the contents of their hand; others allow you to eliminate them in other ways, gain information, or protect oneself. Players are attempting to woo the Princess by getting a letter to her through the persons represented by the cards; the winner is whoever ends the round with the highest-rated card, or whoever is the last person not exposed. Each round is short, and luck of the draw is definitely a factor, but the game still delivers lots of bluffing and deduction in a small, accessible package.

Players: 2-4
Game duration: around 20 minutes
Best for: honestly, pretty much anyone you would want to play a game with. I've yet to find someone who didn't find it accessible and fun, with its easily-grasped but compelling psychological gameplay.
Not so good for: Killjoys who find the theme off-putting or the game "too dependent on luck". These people just don't know how to have a good time.
Recommended source for UK buyers at time of writing: boardgameguru

4. Hive Pocket

Picture by Markus A
Back to more serious strategy games now. Hive, and it's travel-friendly Hive Pocket version (which is the same game with smaller pieces and convenient travel pouch), is a serious game which clearly shows chess in its DNA. Unusually for an abstract game based on pieces, rather than cards, there is no board; instead, the lovely ceramic tiles are both pieces and board. On each turn, a player either places or moves one of his/her pieces. The aim of the game is to surround the opponent's queen bee, while protecting one's own. The game is smaller and quicker than chess (due partly to the much more fluid piece movement), but many of the same tactics are present; play is heavily reliant on trapping the opponent's pieces to prevent their movement, while keeping one's own pieces in play and jockeying for openings to move them into aggressive positions. Personally, I'm not a fan of chess, but I find Hive's more rapid pace and tighter spatial elements much more enjoyable.
Players: 2
Game duration: 20-30 minutes
Best for: Strategists; reformed chess-players; entomologists; anyone who would enjoy beautiful, ceramic tiles.
Not so good for: Casual gamers, arachnophobics.
Recommended source for UK buyers at time of writing: Amazon; German version again, so you will need English rules again if you get that version.

5. The Resistance/The Resistance Avalon

 

And finally, we head into social gaming for our last pick. Derived from the classic "Werewolf" (and
Picture by Nuno Sentieiro
designed to evade that game's player elimination and narrator requirements), The Resistance is a game of bluff and misdirection for entire groups of people, with gameplay focused on social interaction rather than cards or pieces. Players represent a resistance cell fighting valiantly against an oppressive regime in a totalitarian future; however, some of the players are secretly spies, doing their best to serve the government and maintain order in the face of anarchist extremists. Spies know who other are, but genuine members of the cell have no idea who anyone is. Players take turns to try to form mission teams; if their team is voted acceptable by the group, those on the mission then perform a secret ballot regarding the mission's success. If the team pulls together and all vote for success, then the mission will indeed succeed; however, if a viper in the nest votes for failure, the mission is a loss. The teams race to win best three of five, with player's roles only definitively revealed at the end.
The result is a game of bluff, deduction, and above all, wild accusation. If a mission fails, the saboteur could be anyone. Do you the trust the team leader? Or do you think they are genuine, but you don't trust their proposed team. Is the team leader choosing his companions so as to frame them in the case of a failure? Why is that person so determined to accuse you of being a spy? Is it because they're the real spy? Or are they a fellow spy, trying accuse you to either gain the trust of the group, or make the group trust you instead? Half an hour of debate, accusations and lies ensue. Well, no lies from me. I'm telling the truth. You're the one who's lying because YOU'RE A FILTHY SPY GET HIM EVERYBODY

(There is also The Resistance: Avalon, which is the same underlying game with the addition that players receive Arthurian roles with special powers, as in most versions of Werewolf. I haven't played it, so can't comment directly, but if I had a choice, I would by the Avalon version.)
Players: 5-10
Game duration: around 30 minutes (relatively unaffected by player number, as the game has a 5-turn limit irrespective of player number)
Best for: Friends travelling together, social gamers, dirty-dealers
Not so good for: The compulsively honest, the quiet carriage of the train
Recommended source for UK buyers at time of writing: The Resistance at boardgameguru, and the Avalon version at iguk.


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