Because setting yourself up for failure is fun, I’m going to take a shot at getting a post up each weekend in 2020. They might not all be strictly gaming related … but what the heck – it’s my blog and I suppose I can do what I want with it!
To kick 2020 off, I’ll do some “timely” game reviews. I had some time off this Christmas season, so the family had time for a couple family game nights. We had a few games recently purchased and un-played, so we gave them a twirl.
First up is Charlie’s Angels, published in 1977 by Milton Bradley. I’m a total sucker for any board game involving a 1970’s or 1980’s TV property (well, almost all of them), so when we saw this baby priced $20 in an antique shop, it was a shoo-in.
I instantly called Sabrina when we got the game home, but we soon discovered that each player takes control of their own team of Angels for the game, so no fighting over the individual Angels is required. The game concept is kinda cool. You have a board that is a sort of a modified grid. Onto this grid you place the Villain. The Villain moves one space on each player’s turn, the direction of the move chosen by the player in question. The player then rolls two dice and can move one of his or her angels each with each dice. If you can’t move the entire number on the dice with an Angel, you give up your move.
The goal is to trap the Villain – sort of a Charlie’s Angels checkmate. Each Angel that is in on the trapping is worth one point for their player. You play three games, total the points, and determine the winner. There are some cards that can be helpful … or harmful … so you take a risk pulling one. You also have to think a bit about how you want to move the Villain – you don’t want to be left out of the capture, so sometimes you’re really on the Villain’s side in the game. We had a good time with Charlie’s Angels, with the game ending in a three-way tie – not a bad ending for a family game.
One issue – I noted that the rules did not specifically disallow moving back on your path on your turn. They probably should have, because this seemed to make the game too easy, and it just didn’t feel right.
Next up was a funny little dice game – really a packaged version of old dice rules – called Skunk. Simple concept – you have two dice to roll. The dice replace the “1” with a skunk. On their turn, a player takes the dice and can roll them as often as they like, totaling the points rolled. If they roll a skunk, they get no points for this turn and have to pay a penalty (1 chip, or 2 if you rolled a skunk and a “2”). If you roll two skunks, you lose all the points you’ve acquired and pay a 4 chip penalty. To win, a player must get his total above 100 – she can go as high above 100 as she dares. Once a player goes over 100, the other players have to try to beat them on their next turn. The chips in the pot do to the winner of each round.
The game is really all about risk – how daring are you, and how lucky?
In our first game, I managed to zero-out midway through. When my daughter went over 100, I needed something like 60 points to beat her. I started rolling, got hot, and actually won the game. On our third game, I decided to do exactly that each turn, figuring I might eventually get hot again … and wound up rolling a skunk every time on my first or second roll.
We had a fun time with Skunk, and since up to 8 people can play it would probably make a fun party game. To make it more “grown up” you could turn it into a drinking game, with a drink taken on every skunk or double skunk. I suppose you could also play Strip Skunk … but then again, maybe not.
Finally, we have Buffy the Vampire Slayer: The Game, published in 2000, also by Milton Bradley. We bought this one for my daughter for Christmas, and she was raring to play it. It took a while to read the rules, but they weren’t too complicated and we had a good time playing it.
I took control of the bad guys, while my wife had to play Oz and Xander and my daughter got Buffy and Willow. The game is fun, pretty fast paced, and pretty easy to figure out. Evil sure looked like it was going to win this one – in short order, two of the goodies were out of the game and Evil had all the magic items. In the end, though, Buffy and Willow knocked off the evil minions and then teamed up on the Evil vampire and snuffed him out. Fortunately for them, the main villain doesn’t automatically get to move every turn. My guy spent three turns in a row not moving while they beat the crap out of him. C’est la vie.
So there you have it – three fun games for the family. All were purchased in antique stores for low prices and all were well worth it.
I have had a d6 with a skunk face for decades, and never knew where it was from. This post is educational!
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And as a crack anti-terrorism unit I know always says, “Knowing is half the battle!”
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I had an Indiana Jones board game as a kid. I feel certain, in retrospect, that my sister and I were playing it incorrectly, but we did have fun.
I actually held onto a Return of the Jedi game about being trained in the swamp by Yoda, but after playing it a few times last year, I’ve already forgotten it.
There’s also a He-Man game that’s essentially a “chase” where you win by outrunning the other players to the finish line. But if you land on certain spaces, the clear-plastic board the pawns are standing on rotates 90 degrees, while the printed board showing the spaces remains in place. It’s still just a chase game, no more complicated than Candy Land, but that one element adds a much-needed shot of novelty and unpredictability to the premise.
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Yeah, games for me are mostly an excuse to get people together to have fun with them – the game is a sort of “MacGuffin”, to use a Hichcockism. Simple games work great for that – you don’t have to put too much attention on the game, leaving time for chatting and joking and all that good stuff.
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