Ropecon, part three:
Husch Husch kleine Hexe is an old Heinz Meister game. It took me a longer time to decide which game to borrow from the Finnish. Board Game Society game library available in Ropecon, than to actually play this game. Not very efficient...
This is a simple game. Five witches are covered with hats. Roll a color die and lift a hat. If the color matches the color of the revealed witch, proceed one step. If you reach the end of the board with your move, you win. The sixth side of the die has an arrow, which means you swap two witches, without looking.
Sounds a lot like Geistertreppe, doesn't it, but Geistertreppe is a lot more intersting. Husch Husch kleine Hexe works well for little children, but only for little children. Geistertreppe remains interesting for older kids and to some extent for adults as well. HHkH gets an Indifferent – I'd only play this with small children that can't play better games.
Villit kuviot (Wild Patterns) is another Finnish Roll D6 release. In this game, players move tiles around on a 5x5 board, trying to form shapes on their cards to score the cards. You can also score on someone else's turn, if you see your pattern on the board.
The game started well and everybody was excited – there were plenty of chances to score and so on. Then the engine started to sputter... Once the easy cards were done, we were left with harder cards – and those were tricky, considering there were five players messing with the board.
The game might work better with two or three players. Five was too much, and the box claims the game works with six... Actually, six players migh work as a team game. Anyway, the end game is someqhat problematic, to the extent that the rulebook had suggestions how to improve it. That's not a good sign – why not make the game better in the first place, instead of offering fixes as a variant?
So, kind of fun, but with problems. Indifferent, but I'd only play with small number of players, and I'd probably want to add some house rules.
Samarkand is as old as I am – this Sid Sackson game was originally published in 1980. The Rio Grande release I got is from 1998, and looks like a good old Euro game, complete with Doris Mätthaus artwork.
This is a game of trading. On the board, there are three kinds of squares. Nomad camps let you trade cards, oases sell you cards and in cities you can sell your cards for money – the larger the set you sell, the more money you get. Money is the ultimate goal.
Movement is quite restricted, just one step of the time in the direction of arrows, so returning back to where you came from takes lots of time. You can pay to roll the die, which can get you far in no time at all, but without much control.
All in all quite a fun game. I bought this in an auction on a whim, since people whose opinions I appreciate have said good things about the game, and I wasn't disappointed: it's a good game indeed. Rating is easy Suggest.
Rest of the evening was an interesting, low-conflict game of King of Tokyo and a quick filler game of Vegas. A very good day of games, I'd say!