Showing posts with label Gigamic. Show all posts
Showing posts with label Gigamic. Show all posts

Saturday, July 30, 2016

If you want to play with Pentominos, you need to look at Katamino

At its heart, Katamino is a set of Pentominos. 

A Pentomino is a geometric shape that is made of of combining five squares. There are twelve possible shapes you can make this way. They even have a naming convention after the letters each one resembles the most closely.

To be honest, I actually learned a lot of what I know about Pentominos from the kid mystery book Chasing Vermeer. One of the two kids carries a set around and uses them as a thinking aid. I had seen them in games like Blokus before that but that book got me thinking of them as their own idea.

For all intents and purposes, Katamino is a tool box of activities you can do with the Pentominos. It comes with a tray with a spacer so you can make different sized areas to work with. There's a book of puzzles that you can solve with the Pentominos, as well as some smaller blocks to fill in spaces for certain games.

The games include a speed puzzler, like Ubongo, and a tile-laying game kind of like Blokus. But, so far for us, where it really shines is just as a puzzle. Neither Carrie or I are that into puzzles but we've definitely enjoyed the Katamino puzzles and there's a ton we haven't done yet.

On the one hand, I have to admit that I don't think that Katamino does anything in particular special. The actual games cover ground I've seen before (and, at least in the case of Blokus, done better) The puzzles are fun but Katamino didn't invent Pentomino puzzles.

BUT, where Katamino shines is in the quality of the components. This is not the first set of Pentominos I've owned but it is by far the best made. I've had ones made put of cardboard or plastic. Katamino's are made out of chunky, thick wood. These are solid blocks.

They are easily the most durable Pentominos I've ever used by far. And, since they are so thick, you can make three-dimensional structures out of them, which is actually one of the kinds of puzzles. Our two-year-old is still too young to do the puzzles or play the games but he loves building with them.

Katamino would not be my first choice of abstract games to buy. However, as a casual solitaire puzzle and as a family activity, it really sings. It's not something I'd pull out for hardcore gamers but it's something I can see us as a family enjoying for years to come.

DISCLOSURE: I was sent a review copy of Katamino (Thanks!) but I don't have any official connections with Gigamic.

https://boardgamegeek.com/boardgame/6931/katamino

Tuesday, July 19, 2016

Climbing the pyramid of Pylos

I recently tried Pylos out for the first time through Boardgame Arena.

Which is really not the best way to try this game. Pylos is a game of stacking wooden balls in order to form a pyramid so there's clearly a strong tactile element to the Pylos experience. 

The players each have fifteen balls, just enough to make a four-story pyramid. Luckily, you get a grooved board to hold the bottom layer. It's a two-player game, by the way, so there's light and dark colored balls to tell the two players apart.

The goal is to place one of your balls on top of the pyramid. Which, structurally, has to be the last one placed. If that is all there was to the game, the second player would win every single time.

But there's a couple of twists. Instead of placing one of the balls from your reserve, you can move a non-weight-bearing ball to a higher level if there's a space for it. And, if you form a 2x2 square in your own color, you can take back up to two of your non-weight-bearing balls.

Pylos is all about managing reserves. Trying to make sure that you keep your reserves up and that your opponent can't do the same. For a game that's about blocking but not capturing, it's surprisingly vicious. Simply put, whoever runs out of balls first loses.

Pylos was interesting and I would play it again. However, it's been part of my exploration of Gigamic games on Boardgame Arena. In particular, I've played a lot of Quoridor. In comparison, Pylos has simpler patterns and choices.

That said, the real reason I don't see myself buying a game made of wooden balls is we have three cats. In a few years, our toddler will be old enough to handle Pylos. But the cats will always be cats. This wouldn't be a game. This would be an invitation to kitty madness.

Pylos delivers an abstract that you can teach in a couple minutes, still has good choices and looks beautiful. You could teach it to anyone. It's biggest failing is not being as good as other Gigamic abstracts.

https://boardgamegeek.com/boardgame/1419/pylos

The changing maze of Quoridor

Quoridor is a game that I've come back to and found out that it is a lot better than I had remembered.

There's a very simple reason for that. I first played Quoridor during my 'so many games, so little time' phase, when I would play a game once or twice and then move on to a new one to try out. Now I'm more inclined to play fewer games but over and over again. Quoridor really benefitted from a more thorough examination.

Quoridor is one of those short, simple abstracts that has a lot more depth than its simplicity or brevity would immediately imply. Played out on a nine by nine grid, your goal is to get your pawn to the other side. Where the clever bit and the name comes in is that each player also has a supply of walls. Each wall is two spaces wide and will fit in between the grooved spaces.

On your turn, you can either move your pawn one space in an orthogonal direction or place a wall. However, you aren't allowed to wall anyone in. There must always be some sort of path for them to get to the far side.

You can play the game with two players or with four players but as far as I'm concerned, Quoridor is really a two-player game. More players feels off and makes the board to cluttered.

The meat of the game is the walls. You're are fighting to give your opponent the most time-consuming path possible while making sure they don't do the same to you. Moving the pawns is just acting out the conclusions that you've come to.

Which isn't to say you build a maze and only then start moving your pawn. No, sometimes you have to move to either force a decision on your opponent or escape the trap they're setting up.

In my earliest exposure to Quoridor, I was just using my walls to try and block my opponent. However, when a friend of mine had me sit down and play game after game with him online, I started to realize that I was missing a lot of important gameplay.

The first thing that clicked in my head and I felt like an idiot for not realizing so much sooner was that I could cut a line my opponent was building by playing a wall along the same line but with a one-space gap that they couldn't fill. 

From there, I realized that cutting was at least as important as blocking and that I would have to figure out how to react to my opponent's cuts. I realized that, like Go, Quoridor is a game of patterns. You need to see what patterns are emerging from the wall placement and how to use them for your own plans.

Of course, nine walls a piece on a nine-by-nine board is a lot simpler than the kind of patterns you're going to see develop on a Go board. On the other hand, a game of Quoridor is also probably only going to take you fifteen minutes to play, as opposed to the hours of a good Go game.

If there is one serious knock I would have to say about Quoridor is that, even by abstract standards, it feels particularly unforgiving. Particularly with players of different skill levels, the game can be decided by the halfway point and the weaker player is stuck being a rat running through the other player's maze. Which isn't that much fun.

However, if I have to be that rat and end up trapped in someone else's maze, at least I am getting to see the surprising depth in this pattern of walls.