Sunday, May 12, 2013

Guest post - First play of Factory Fun....


We played this last night. It's a game of machine building, input and output power sources, and pipe laying. Vaguely reminiscent of the old school Waterworks, only way more technical. It doesn't sound like a lot of fun, and it definitely isn't one of the prettier board games I've seen, so I wasn't sure what to think.  I don't know if it was the "post-birthday" sugar coma or the after effects of a house full of shrieking 5-year-old girls... but this one was a bumbling, brain fogging, head scratcher!  

It took us about 90 minutes to play from set-up to completion. Two of us have never played it before so the initial rules and strategy explanation was slow and overwhelming.  My husband caught onto the concept quicker than I, although he hit a major stumbling block when he cleared his factory floor completely and then couldn't reassemble all his machines the same way.  His blunder, however, game me a good half hour to leisurely peruse the rules while he tried to lay his pieces again. I can't say that by the end of play, I had completely caught on, but I was taking more risks in grabbing machines. 

We discovered a significant error on my board about halfway through the game, as well, where I had inputted into an output piece, or something like that.  A few hastily purchased pieces of pipe fixed it right up, though.  By the end I was letting my husband tell me what pieces to play where.   In other board games, his habit of "helping" pisses me off.  Last night, I actually found myself asking for his advice.  From a fluke of luck, or my lack of impulsivity in the grabbing pieces round, I didn't come in dead last.  The engineer at the table won, actually, so of course I accused him of stacking the odds in his favour.  He insisted, "No, no, I normally lose," and "I'm not that kind of engineer!"  Hmm... maybe he's a Ticket to Ride engineer ...  but I digress.  

Factory Fun is a puzzle game (I'd venture to say a very complicated puzzle game) and I love puzzle games.  I'm generally quite good at them.  And I did find myself wishing it was a few rounds longer as it started to make more sense to meBut I'm not going to judge it by my virgin experience... it was awkward, messy, and frustrating. It left me feeling unsatisfied and wishing it had lasted just a little longer.  But I can already tell that it'll get easier, so it's definitely a game that deserves a second play.  

- Laura Freeman, mother of 4, social worker, soon-to-be-published author, and all-around great sister

Monday, May 6, 2013

"Go directly to hell, do not pass go, do not collect 200 souls..."

Clive Barker has always been one of my favourite authors, although I know his particular brand of gruesome ain't for everyone.  He has quite the library of fiction and film and you can tell he loves his fans because he is always featuring their artwork on his Facebook page.  And some of it is pretty cool, like a recent post about this wicked Hellraiser Monopoly board made by fan Brian Sharp.

Click to embiggen
If you've read The Hellbound Heart or seen Hellraiser, then check out the original post to see more of the awesome handmade Cenobite pieces.

Saturday, May 4, 2013

A love letter to Love Letter.....

I'm starting to believe there is a bit of a renaissance occurring in board game circles, a rejection of the new and shiny and complex.  The complexity of modern games has left a lot of us with a sour taste in our mouths.  What happened to the simple, elegant brilliance of Modern Art or Ticket To Ride or even Power Grid?  Or even short games like the excellent Coloretto or For Sale?

Okay, maybe it's just me.  But still, I gotta think people are looking for more simplicity when gamers keep mentioning Love Letter in every second post and article I read.  If you haven't heard of Love Letter, then you probably don't read too many board game blogs.  So why is a game that costs $7, plays in about 5 minutes, and uses 16 cards and a few red cubes suddenly the darling of the game world?  Well, maybe that's just it.  Simpilcity.  10 seconds of rules explanation which yields, I daresay, a great half hour of fun, albeit very light fun.

So how does Love Letter work and how can it play so well with only 16 cards? (The cubes are really extraneous and serve only as scoring markers.)  The rules are dead simple.  You hold one card and on your turn you pick up a second card.  Then you have to play one of your cards face up and do what it says.  That's pretty much it.  The goal?  Be the last player left in the round or be the player holding the highest card when the draw pile empties.

It's overly simple but what makes the game interesting are the card powers.  Cards are numbered 1-8 and the different values all have different actions.  One lets you look at another player's card, some let you guess an opponent's card and eliminate that player if you're right, one makes you discard your other card of a certain type, and so on.  Each option is simple but the interplay of the actions is what creates such an enjoyable little round.  It's entirely possible to be eliminated on the first turn but when rounds can run under 2 minutes this doesn't really bother anyone.  Shuffle 'em up, deal another one! 


Yes, Love Letter has a hefty dose of luck but I've never seen so much fun packed into such a short, simple package.  Do yourself a favour and pick this lovely little filler up - anyone can learn it and anyone can play it and everyone will love it.  And for 7 bucks, that's a pretty awesome deal.