Nuketown

Board Game Reviews

Can you survive the Betrayal at the House on the Hill?

Posted in by Kenneth Newquist on Sat, 07/18/2009 - 4:30am
  • Betrayal at the House on the Hill
  • Players: 3-6 players
  • Play time: 60-90 minutes
  • Publisher: Avalon Hill
  • MSRP: $39.99
  • Style: Semi-cooperative
  • Official web site

Betrayal at the House on the Hill is a collaborative board game in which players explore an ancient house on a lonely hill, seeking to unlock its secrets ... and its horrors.

It’s a dynamic game whose map is randomly generated each game using a series of tiles representing the basement, first floor and second floor of the house, with a new tile drawn every time a player enters a new room. Players take on the role of one of several adventurers tasked with exploring this haunted house. Each adventurer is represented by a stat card representing key abilities such as speed, strength and will. Different adventurers have different strengths -- the preacher is strong in will but weak in physical abilities, while the boy explorer has a high speed, but low willpower.

Ticket to Ride wins on Xbox Live

The Xbox Live version of Ticket to Ride is a faithful port of the popular board game, recreating the train-themed game on Microsoft's game console. The game board features a map of the continental United States with its major cities connected by different colored train routes.

Players draw different colored tickets from a deck each turn, which can be used to complete the corresponding routes. Most routes require one to six tickets to complete, though a few are grey, and can be completed by any color tickets (though you still need the right number of said tickets).

Completing routes scores points, but that's just the short game. The long game involves completing completing enough routes to reach a destination. At the start of the game, players draw three destination cards -- e.g. Seattle to New York, Los Angelos to Miami -- and then pick two. The rest of the game sees players vying to complete these destinations. Each destination is worth a certain number of points; relatively short-haul ones might only score six or eight, but long ones -- like the Los Angeles/New York run -- can yield upwards of 20.

Expand Your Game with Cities and Knights of Catan

Posted in by Kenneth Newquist on Fri, 12/30/2005 - 2:00am

Cities and Knights of Catan Game CoverThe game began like most: frenzied trading for resources, roads hastily built toward valued cashes, towns and cities rising to dominate the forests and plains around them.

And the barbarians attacked, razing all but one city and sending the island of Catan to a post-apocalyptic Stone Age it would take years (or a half-dozen turns or so) to recover from. Eventually the mighty herds of evolved sheep rose up and founded a new empire of Sheeple, caring deep within in their wood-obsessed minds a healthy respect for the barbarians looming over the horizon.

Carcassonne: Hunters and Gatherers

Posted in by Kenneth Newquist on Wed, 11/03/2004 - 2:00am

Book CoverCarcassonne: Hunters and Gatherers is a tile-based board game in which players assume the roles of hunters and gatherers attempting to glean resources from a prehistoric landscape. It's a great game for geeks, but it's even better for families.

The game uses a mechanic similar to the original Carcassonne game. The game "board" consists of 79 random land tiles, each of which can contain up to four kinds of terrain: forest, plain, river or lake. Players randomly draw a tile and then place it on an ever-growing board, always seeking to match up like terrains (forest with forest, river with river, etc.)

Players can exploit the resources on these tiles by placing hunters (which stalk the plains for deer, mammoths and aurochs) gatherers (who collect food from forests and rivers) and huts (which are placed on rivers or lakes and gather fish from an entire river systems).

Vie for Colonial Domination with Settlers of Catan

Posted in by Kenneth Newquist on Mon, 05/17/2004 - 2:00am

Book Cover Settlers of Catan is one of those games you hear people talk about for years, but somehow never get around to playing. Then when you finally do play it, you wonder why you wasted all that time on sleeping when you could have been playing Settlers.

The premise of the game is simple. Two to four colonists are attempting to settle the virgin land of Catan. They use the natural resources of the island -- wood, grain, wool, bricks and iron -- to forge roads, towns and cities. Each town is worth 1 point, each city is worth 2. The first person to 10 points wins the game.

Can the Galaxy be Spared the Fate of the Vanished Planet?

Posted in by Kenneth Newquist on Sat, 02/28/2004 - 2:00am

Vanished Planet is a cooperative board game in which players struggle to prevent an ever-growing, inky-black entity from enveloping the galaxy.

At the start of the game the Earth has been consumed by the entity, and has apparently been transferred to another dimension. The creature has already begun expanding beyond the Sol system, and it is only a matter of time until it envelops all of Earth's allies as well. But all is not lost -- the Earth may be gone, but she hasn't been destroyed. Her scientists have discovered a way to communicate with those remaining in our galaxy, and have come up with a plan to defeat the entity and return Earth to normal space. Now all the allies have to do is complete Earth's missions before their own worlds are consumed by the entity.

Risk 2210 reimagines a classic board game

Posted in by Kenneth Newquist on Sat, 01/12/2002 - 2:00am

Risk 2210 Cover Every once in a while, our regular Friday night RPG session falls apart. It might be because of sick kids, weddings, extended business trips or just bad luck, but only a handful of our players can make it. If it's a night when the party really needed the resources of the missing players, we ditch the RPG game in favor of one of the board games in my closet. And our favorite one to date is Risk 2210.

Avalon Hill's Risk 2210 is the successor to the classic board game Risk, greatly expanded for a far future age. In this version of Risk, up to four countries have been nuked off the globe, and dozens of new ones have formed in the wake of 21st century conflicts. Armies can once again wage war for control of continents, but they can also seize sea and moon colonies.