(image by rsolow @ BGG)
When Fantasy Flight puts out a new game there's usually lots of fanfare leading up to its release. They love announcing games in advance, giving lots of previews and even making the rules available prior to the game's availability. Android was a complete departure for their marketing department as they went with an ARG-style viral campaign and no major hype machine.
To be honest, this approach had me hesitant on the game (why the deviation?) but the Blade Runner-esque theme really had me interested. Players are private detectives in a gritty future trying to find evidence to incriminate who they believe is guilty while struggling with their personal lives. At a glance the game seems to have everything a science fiction geek like myself should love: androids, flying cars, space elevators, a moon base, rival corporations... it's all there.
Unfortunately the game mechanics felt extremely clunky. There are really three games going on simultaneously:
(image by kilroy_locke @ BGG)
Discovering the conspiracy - There's a jigsaw puzzle in the corner of the game board that allows you to play puzzle pieces that link up different pieces of the conspiracy behind the murder. Ultimately these links influence end-game scoring. Again, it is a very cool idea but in some ways it feels like too much of a distraction and makes it hard to really plan properly for scoring victory points as some links may not get finished until near the end.
Dealing with your storyline - Each detective will work through two plot lines that result in a variety of good or bad things happening depending on how they resolve. The stories themselves are pretty cool; I played an android that had to follow three Asimov-style rules of robotics but my plots allowed me to break free of those if I was willing to take the risks. As you play you collect good and bad baggage which determine how your plots play out. Other players often are responsible for taking actions that give you baggage and it was very difficult to keep track of how everyone collected baggage and what impact it would have for them.
(image by Grimwold @ BGG)
(image by @ Dottor_Destino BGG)
All hail the 2010 Spiel des Jares! I've heard lots of great things about Dixit and after looking at some of the artwork online I simply could not pass it up. We finally got to table the game the other week and it is well worthy of the award.
Dixit is essentially a more creative version of Apples to Apples. Players are dealt a hand of tarot-like cards covered with gorgeous, bizarre artwork. One player is the storyteller and selects a card from their hand to describe with a word, phrase, quote... anything is fair game. Everyone else picks a card from their hand they think matches that, then all the cards are shuffled and displayed. Finally, players secretly vote on which piece of art they think the storyteller was originally describing.
(image by Magdalicious @ BGG)
It's a simple twist but the scoring mechanism forces the storyteller to really be creative with their description and also possibly play off of their knowledge of the other players at the table. If you are too specific then everyone will be able to guess correctly but if you are too vague nobody will guess it. You need to find that middle ground and that really forces you to think creatively.
Which is awesome. The artwork is very abstract and surreal; you'll be amazed at how often two, three or more pieces of art all seem like perfectly viable options for the original storyteller's description. It's fun to find out what the original piece of art was, why the storyteller chose their description and how everyone interpreted the different pieces of art. The art also makes it very easy to draw inspiration as the storyteller.
(image by Toynan @ BGG)
If you don't own a copy yet, get one. Previously Balderdash was my party game of choice; Dixit may now take that place of honor.