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About Me
Playing games is definitely a hobby, with over 2000 games I never run out of something to play. My preference is based on my company at hand, though my favorites are the Uwe Rosenberg's tetralogy. Hoping to make all my games available to others as a library soon, and continue with large monthly game nights. Founded the nonprofit Spielbound (see Website below on Facebook) in hopes of making this game library a reality. My claim to fame is being mentioned on Saturday Night Live in 2012 for my collection (and for being lousy at the game of Life ;-) ).
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River Dragons
In brief: great, simple, and gorgeous game to play with up to 6 players with social, family, and even some strategy gamer archetypes. Lasts about 30 minutes and usually has some frustrating as well as hilarious moments. May be a good game to teach young-at-hearts good sportsmanship as well as some basic strategy.
Not in brief: In River Dragons (not Delta Dragons), you’ll first notice how strikingly beautiful the artwork and the quality of the game board, pieces, and cards are. Like Chinese checkers, your job is to get your color meeple (marble) from your island (corner) to the other side’s island (corner) while using the spaces and other player’s pieces along the way in between. Like Robo Rally, you have to “pre-program” your actions in advance using 5 of 13 unique action cards. The order of actions is based on clockwise turn order, and you tend to have more flexibility than the more logical/rigid Robo Rally. Lastly, it’s similar to Mother Sheep in that you use colorful wooden planks and some fine (or in my case, not-so-fine) finger motor skills to create a 2-D grid of pathways connecting the various islands.
Gameplay. See above. There are some details not mentioned above that make this a bit more strategic. When placing a plank, you can’t take it back to try another, so you need to choose carefully. Stones are not to be nudged or moved after being placed. When you remove a plank, not only must it be a number you don’t have in reserve (so you’re encouraged to play more planks than you remove), you can’t have more than two colors in reserve so this limits you further on your opportunities for destruction. You can place pieces anywhere on the board, even if they are far from where you are. Each stone can only have up to 3 planks connect to it, so sometimes you should add a useless plank only to stop others from using those same stones.
Quality. The game board is very large and double-sided (beginner and advanced sides). We didn’t have space to set our cards out on our tables, so we stacked them on top of each other. You lose a little information for strategy this way, but it speeds up the game a bit. Everything is top quality – the updated artwork, the board, planks, and cards. The only item we wish we could improve were the stones. Having them made of something heavier so they wouldn’t be so easy to accidentally move would be very helpful, especially on the advanced board that isn’t restricted to islands.
Experience. Depending on your experience, it’s possible to have a winner on the second full turn (each turn has 5 actions/rounds). This happened with us, and our second game was much slower as everyone worked to prevent anyone else from winning. The ability to place and remove planks and stones anywhere while being very slow to actually move the meeple makes the theme somewhat hard to relate to (questions like:”If I could magically drop a stone over here, why can’t I magically get to the other island? And why does my guy need to be limited to 5 pre-programmed actions?”). There were several times where our meeples, planks, and stones fell over and we had to replace everything – usually after we stopped laughing. The chaos that comes from pre-planning usually results in inefficiencies, inaction, and jumping in the river only to start over again. Winning often just feels like you got lucky with the right card played while others didn’t negate you by playing a dragon of your color. There are only 2 direct ways of moving forward and 1 additional requiring a jump, so it’s often a slow pace wins the race. The first one to their island wins immediately, which prevents any ties even if they would have also won on the same round of the turn.
Still, this is a gem for social and family players – easy to learn and play, and often results in feigned frustration and laughter.