Jumping Frogs – Using Python to Solve Puzzles

A few months ago I came across the following puzzle in a video game I was playing:

The starting position for the siz frogs puzzleThree frogs are happily hopping along a narrow board together when they meet another group of three frogs traveling in the opposite direction. These frogs can only move in the direction they are facing, and only if there is a space directly in front of them. Additionally, a frog can jump over the frog in front but only if there is clear space on the other side to land in.

How can the frogs (moving one at a time) pass each other and continue on their way?

Of course, this is a hoary old puzzle that most people come across and solve as children. It should be only a couple of minutes work with a pen and paper to confirm that it is possible to exchange both sets of frogs but I wouldn’t be much of a programmer if I used a piece of paper where hundreds of dollars of computer equipment would do just as well.

To solve a puzzle like this programatically requires three things: a representation of the current state of the problem, a way of generating every possibly legal move from a given position, and a way of figuring out when is a good time to stop.

Firstly, the representation of the board is a simple python list:

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start = [1, 1, 1, 0, -1, -1, -1]

Frogs traveling right or left are represented by “1″ and “-1″ respectively. Empty spaces that frog can move into are represented by “0″. The advantage of this representation is that you can calculate the new position of a frog by:

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newPos = pos + (representation * distance)

where pos is the current index in the array, distance is the size of the hop (either 1 or 2) and representation is either 1 or -1.

Next, we need a way of generating legal moves for a given position:

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def legalMoves(board):
	moves = []
	for pos, piece in enumerate( board ):
		jumpmove = pos + (piece * 2)
		move = pos + (piece)
		if ( piece == 0 ):
			continue
		if (not (( jumpmove < 0 ) or ( jumpmove >= len(board)))):
			if (board[jumpmove] == 0):
				t = list(board)
				t[pos] = 0
				t[jumpmove] = piece
				moves.append(t)
		if (not ((move < 0) or ( move >= len(board)))):
			if ( board[move] == 0):
				t = list(board)
				t[pos] = 0
				t[move] = piece
				moves.append(t)
	return moves

Now we need a way of keeping track of all board positions we have seen, so once we find the target we can print the states that led to the solution:

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def evalAll( current, target ):
	next = []
	for a in current:
		n = legalMoves(a[-1])
		for q in n:
			t = list(a)
			t.append(q)
			if ( q == target ):
				return t
			next.append(t)
	return next

This code keeps a list of lists, each sublist being it’s own list of the sequence of moves investigated so far. For each sequence of moves, the next legal moves are discovered and new sequences are added to be investigated the next time this function is called. Technically this is called a breadth-first search because at all of the current legal moves are investigated before moving on the next stage. This is a very simplistic way of doing the job, but in this case the puzzle is small enough that it works well enough.

Finally, a simple wrapper that we can use to set things up and return the final result.

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def solve(start):
	temp=[[start]]
	end = list(start)
	end.reverse()
	while(temp[-1] != end):
		temp = evalAll(temp, end)
	return temp

So now we can do this:

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print solve([1, 1, 1, 0, -1, -1, -1])
 
[[1, 1, 1, 0, -1, -1, -1],
 [1, 1, 0, 1, -1, -1, -1],
 [1, 1, -1, 1, 0, -1, -1],
 [1, 1, -1, 1, -1, 0, -1],
 [1, 1, -1, 0, -1, 1, -1],
 [1, 0, -1, 1, -1, 1, -1],
 [0, 1, -1, 1, -1, 1, -1],
 [-1, 1, 0, 1, -1, 1, -1],
 [-1, 1, -1, 1, 0, 1, -1],
 [-1, 1, -1, 1, -1, 1, 0],
 [-1, 1, -1, 1, -1, 0, 1],
 [-1, 1, -1, 0, -1, 1, 1],
 [-1, 0, -1, 1, -1, 1, 1],
 [-1, -1, 0, 1, -1, 1, 1],
 [-1, -1, -1, 1, 0, 1, 1],
 [-1, -1, -1, 0, 1, 1, 1]]

Success!

You might say this is a waste of time since you figured out the problem in your head. Good for you, but try this on for size:

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[1, 1, 1, 1, 1, 1, 1, 1, 0, -1, -1, -1, -1, -1, -1, -1, -1]

Game Review : Wrath of Ashardalon

Things are not going well for the villagers that live near the dark volcano that dominates the landscape. The smoke and ash the billows from the inaccessible crater is only a minor problem, far worse are the horrible creatures that dwell in the crevices that split the mountain’s flanks. And lurking somewhere deep within the lava-fulled depths – Ashardalon awaits!

First things first – Wrath of Ashardalon is an official Dungeons and Dragons game, played like you would a D&D adventure with simplified combat with the game mechanics taking the place of the DM. Still reading? Very well, let us continue…

Up to 5 adventures can play, each selecting a different pre-defined character but choosing a subset of the available abilities to start with. Each turn, the a player moves his character around the board and possibly attacks a monster if one is in range. At the start of the game, the board consists of a single 4*4 tile but if a player ends his move on an edge then pick a random tile and place it on the board, exposing a new part of the dungeon. At least one monster is placed on each new tile. Usually an encounter card is drawn as well, these have effects (almost always bad) ranging from the current player being hit by an arrow from the shadows to everyone taking damage from poison gas.

Then it is the monsters turn to move, the current player does that before ending his turn. The monsters all behave slightly differently, but the cards carefully explain what to do. Combat is very simple – roll a 20 sided dice and add the attack value to see if it meets the armour class of the defender. Most monsters can be dispatched with one or two hits so bookkeeping is kept to a minimum.

The ultimate goal changes depending on the scenario chosen at the start of the game. In our most recent game we had to fight our way through the random tunnels to find a special tile that opened into a large chamber filled with monsters led by a special “villain” monster with extra abilities. Our first attempt failed utterly but we got there in the end.

One word best describes Wrath of Ashardalon – hardcore! The box contains a vast amount of cards, tokens, thick cardboard map tiles, and 42 unpainted plastic figurines. The figurines are different from the normal D&D figures but detailed and suitable monstrous. The map tiles are very heavy card-stock and the art in nice throughout; full marks for presentation. The rulebook looks good but has a uphill battle trying to explain things, especially since many of the rules only apply during certain scenarios. It was only on our second game that we felt we were playing things correctly and even then we had problems.

The closest thing I could compare Wrath of Ashardalon to is the old Gauntlet arcade game from the 80s. The game forces you to move fast, uncovering the dungeon quickly to reach your goal. The clock is ticking since horrible events befall your party nearly every turn. Trying to mop up every single monster before continuing only leads to defeat; far better to keep moving and conserve your meagre resources as long as possible.

Wrath of Asgardalon certainly can be fun, but is really only for experienced players. The game balance is brutally stacked against the players, so everyone has to be making the most of their abilities all the time. Even then blind chance can completely screw you (and everyone else) over with no chance to counter it.

Recommended only if you have a group of friends who really like Dungeons and Dragons and Losing and Restarting.

Minecraft Creeper Shirt

The minecraft creeper face textureI don’t use my computer for games much these days, but I have been playing a bit of Minecraft lately. Minecraft is a strange beast, more of a pastime than an actual game, but well worth the money. I have tried online games before, and although I like shooting things, the first person shooters all look the same after a while, and the MMOs are tedious. A huge, multiplayer lego set turns out to be just what I wanted. Besides, I find the lo-fi graphics and even the obvious bugs in the game charming.

As I was invited to a fancy dress party recently, I decided I needed a Minecarft creeper shirt. The creepers are the most terrifying creatures in the game, and I knew I needed to do them justice. 4 pots of fabric paint and many hours gave this result:Me in my creeper teeshirt

SsssssSSSSS – kabooom!

Not too bad, if I say so myself.

Update: I have been asked how the tee shirt was made. This was my first experience with this type of craft, so perhaps a better way exists, but the following steps seemed to work OK:

Materials

  • Plain white tee shirt (I brought mine from the Warehouse for the princely sum of $8. If I was going to do it again I might spring for a better quality shirt since the one I got was made from rather thin fabric.)
  • Long straight edge ruler
  • A dark pencil (2B or similar), dress makers chalk would probably be better
  • Textile Ink – I used Fastex Textile Ink which I found in the craft section of Warehouse Stationary. The colours I used for the Creeper design were Black, White, Leaf and Green.
  • Some brushes
  • Water
  • Small containers for mixing colours (I used yogurt pottles)
  • Lots of newspaper to protect the table top
  • Lots of copier paper for stencils
  • Baking paper
  • An Iron
  • Some scissors

Method

First I ironed the shirt until it was as smooth as I could make it. Then with the ruler and pencil I divided the shirt into squares of equal size. Because the design I wanted extends all around the shirt, some of the squares wrap around across seams.

Don’t make the squares too small! Large areas are much quicker to paint than small ones.

I started at the centre line for both the front and marched the squares towards the edges. It doesn’t matter that the squares the wrap around over the seams are slightly different widths, being symmetrical is more important.

With the dining table covered in newspaper, I laid out the tee shirt as flat as I could. Then I inserted the glossy insert magazines that came with the paper into the tee shirt to keep the inside surfaces from touching. This is to stop the ink from bleeding through to the reverse surface when you brush it on.

I used a purpose-bought Weekend Herald for this, because I knew it came with a lot of glossy paper inserts that will not absorb ink or fall apart when damp like newsprint will. If you follow my lead, it is vitally important not to accidentally glance at any of the editorials, regular columns, or especially the letters to the editor. You need to maintain your calm for applying the ink.

To get really straight edges on the design it is best to mask out the fabric with masking tape. I found the really cheap off-brand sello-tape works even better, as the adhesive sticks just well enough to do the job but comes off very easily. However, I had far to many square to paint, so I just used bits of copier paper cut more or less straight with scissors. Holding down the paper against the fabric with one hand, I quickly brushed on the int with the other, taking particular care with the corners. Working this way I found I could do a square every couple of minutes.

I needed a lot a shades of green, so I was continuously mixing colours. Some very vivid colours can be created, but mixing in too much black or white just results in a muddy mess. Some of the squares are supposed to be white – I just left them unpainted.

The squares that wrap around from front to back across the seams were the hardest. I carefully folded the sides of the shirt up to reach the hidden side, then placed bits of baking paper over the wet ink before I laid the fabric flat against the newsprint. The prevented the ink from smearing if the shirt moved around, the baking paper doesn’t get stuck to the ink as it dries.

Once the front was done and completely dry, I fixed the ink (see below) before completing the other side. Remember the wash and dry your brushes.

Fixing the ink (so it doesn’t run when damp) is done with a hot iron. Iron each part of the shirt for 3-5 minutes to make sure that the ink stay where it is supposed to. I thought I did a pretty good job, but found the the black areas still ran a little when I washed the shirt, so you might like to pay particular attention to dark colours.

Go forth and impress people* with your custom, one-of-a-kind shirt.

* results may vary

TrapIt

My friend Aaron has been working on an iPhone game for ages, and now it has finally been released. It is well worth the NZ$1.29 being charged (there is no demo version available).

TrapIt Title Page

You can see more about the game at the TrapIt official site, or jump straight to the App Store page.

I must say I am a little envious. I have been an Apple Registered iPhone developer for 3 years and haven’t managed to produce anything.

Game Review : Fury of Dracula

Some time after the events of the eponymous novel Dracula returns, and he is furious! No longer content to lurk in London, the count spreads his evil throughout Europe, pursued by 4 hunters hot on his trail.

Fury of Dracula figures

Fury of Dracula is an odd board game that reminds me a lot of the old Scotland Yard game familiar to anybody that grew up the the 80s. One player takes the role of Dracula – their goal is to stay alive for long enough to see their nefarious plans come to fruition. All the remaining players take the roles of one or more hunters determined to bring Dracula down for good (there are always 4 hunters so a given player may be playing more than one – we only had 2 players so one person played all 4 hunters.) Each turn the players move around a stylised map of 19th century Europe, the hunters move openly on the board but Dracula’s position is hidden from the other players.

Feed Card from Fury of Dracula

Dracula moves by placing location cards face down on a track, leaving a trail of old locations behind, each one possibly containing a surprise that the count has prepared to harry his pursuers. If one of the hunters stumbles across the trail, the surprise is revealed – usually some sort of combat ensues (Dracula has allies) or something else bad. On the bright side, at least the hunter knows they are on the right track.

If Dracula manages to leave a long enough trail, the oldest card drops off and the encounter “matures”, often helping Dracula come closer to his goal. It is in the hunter’s interests to keep on Dracula’s coat tails once they see any sign of him.

Once the hunters have found Dracula, they can engage him in combat to weaken or hopefully kill him using any of the items they may have picked up on their journey. However Dracula has terrifying powers and combat is dangerous, 3 out of every 6 turns occur at night when Dracula is especially powerful! Timing is everything when trying to kill a vampire.

Fury of Dracula is an enjoyable romp with excellent atmosphere – Dracula is outnumbered and constantly on the run during daylight hours, but may brave a frontal assault during the nighttimes. Combat is done with dice and cards, and works very well once you figure it out. Dracula starts off with a large advantage, but this slowly wears away as the hunters gather items to use against him. The game seems fairly well balanced overall, although in our game Dracula went down early under the weight of a series of terrible dice rolls (or that is my excuse anyway.)

The main flaw of the game is it’s complexity. There are 5 different decks to take care of, and a plethora of counters and tokens. I can’t say I didn’t get my money’s worth, but there is an awful lot of stuff to keep track of. Many of the rules have odd exceptions that apply only at certain times or to certain characters, exceptions that are only found scattered around the rule book not on the cards themselves. The rule book is pretty good, but the rules do not lend themselves to easy explanation – this is not the kind of game you just pull out and play.

Having said that, Fury of Dracula is a fun game assuming that you want to put the effort to learn something new.

Game Review : Light Speed

A lone asteroid tumbles slowly through the inky vastness of darkness of deep space, as it has for millions of years. Suddenly a ship winks into existence just a couple of hundred metres away – emerging from hyperspace in a purple flash. Milliseconds later it is joined by another, and another, completely surrounding the lonely rock. The Empire has sent a fleet to liberate the rare ores that are urgently need for the war effort. But the purple bursts have been interspersed with bright blue flares – the Federation has also sent a fleet. Lasers flare, this will all be over in seconds…

Light Speed describes itself as a real-time space combat table top game – sounds impossible but this simple little game manages to fit a lot into a very small package. Each player (up to 4) starts with a deck of cards, each representing a particular class of ship. Each ship has a number of lasers, a hull rating (life points), a speed rating and possibly some shielding to protect it. The battle begins by all players drawing a ship from their deck and placing it on the table in a hopefully advantageous position where its lasers will do the most damage to either the asteroid or to an opposing ship. Once a ship has been played it cannot be moved. Once a player has placed a ship they can draw and place another one as quickly as they like without waiting – the game ends when the first player has warped in his entire fleet so everyone needs to be paying attention. If a player still has cards in hand the un-played ships do not take part in the battle.

Once the ships have popped out of hyperspace (this takes about 30 seconds), a huge battle commences. This constitutes the scoring and takes a lot longer than actually playing the game. The smaller, speedier ships fire their lasers first but tend to have less powerful weapons and little shielding. The more powerful ships have massive armament and are well protected, but only get to shoot at the end of the battle meaning that they might already be fatally damaged before firing a shot. Space battles are not for the careless, friendly fire is a distinct possibility. Players get points for destroying enemy ships and mining ore from the asteroid (with the multipurpose lasers).

Light Speed is well named, being both light and speedy. The rules are simple and the play fast-paced. Even the scoring, a purely mechanical process, is quite fun as the battle turns on a few well placed (or misplaced) cards. There is certainly an element of luck, but quick thinking and cunning rules the day with plenty of opportunity for table talk.

Highly recommended, especially since it only costs US$5.00!

Game Review : Citadels

Citadels is an easy but fun card game where the players compete to construct the most impressive city by amassing wealth to spend building various districts (docks, university, cathedrals, etc). The game ends when a player plays an eighth district then everyone’s city is scored (and certain bonuses added) to determine the winner. Simple.

Or not so simple. There are 8 role cards, each player will get one of these each turn which will enable certain actions. For instance, the Magician role can swap hands with another player, the Architect can build more in a turn, the King gets first choice of roles for next turn, etc. Because there are more roles than players and the roles are chosen secretly in turn, the way to win lies in choosing the correct role at the correct time. Some of the more expensive districts also confer additional bonuses apart for score such as more money or protection from certain attacks so thinking several turns ahead is required.

Citadels can be quite a sneaky game – many of the roles allow you to ruin your opponents plans by stealing cards or money, or even destroying their hard won districts from under them. But it is hard to get an unassailable lead and the way the roles work means that no player can really feel ganged-up on. It is also one of the few games I have played that actually works better as a 4 or 5 player game (haven’t tried 6 or more) without leaving some players in an unwinnable position.

The game itself is attractive and the cards are well designed. The one flaw is that the role cards get constantly handled and can get bent or scuffed up, which is a problem since they are supposed to remain identical to maintain the secrecy required. The basic game is flexible, the official website has a whole bunch of alternate rules to turn it into a children’s party game or a drinking game (although hopefully not at the same time). With 4 or 5 players the game takes about an hour to play.

Highly recommended.

Card Game Review : The Spoils

I think it is best to say two things right up front : firstly, The Spoils is a collectable card game just like Magic the Gathering. If you are not familiar with this form of gaming the rest of this review is going to be impenetrable, but in short each player builds a deck of cards from a much larger pool and then plays this against the opponent’s deck. Different cards have different effects, the skill in deck building lies in picking cards that compliment each other. The collectable part comes from the method of acquiring these cards, instead of just buying a full set you typically purchase small packs containing a random selection of cards, so each player is building decks from a different subset. Vast secondary markets exist for players wanting to trade surplus cards with others, sometimes for surprising sums of money since some card are deliberately printed in small numbers.

Secondly, The Spoils is a collectable card game just like Magic the Gathering. Seriously, it is basically Magic with a quick paint job and the VIN ground off. This is not necessarily a bad thing – I like Magic the Gathering, but the similarities are pretty blatant. I can almost imagine playing a Spoils deck against a Magic deck in the same game, most of the rules work in exactly the same way, only with different keywords (cards don’t get tapped, they become “depleted”, etc.)

Having said that, Spoils does differ in a few interesting ways which seem to be designed to make the decks play more consistently. A common problem with Magic is that sometimes you just don’t draw enough land cards of the correct type to play your hand full of spells. In The Spoils, you start the game with two staple resources (basic land) cards of your choice already in play – this hugely helps if you are running a 2 colour deck since you can ensure that you have both colours available.

Additionally, the costs for all cards are colourless – you can tap (sorry, deplete) any colour to pay for them. However, most cards have a “threshold”. A certain character (creature) might have a threshold of 3 rage (red) with a cost of 4 – to put this creature into play you must deplete 4 resources (of any colour) but you can only do so if you have at least 3 red resources out (depleted or not). Along with the staple resources there are special resource cards that still produce a single mana but count for double when calculating threshold, as a special bonus the card art for these special resources features scantily clad ladies for no particular reason.

You can play any card in your hand as a resource by playing it face down. These work just like regular resources but do not count towards threshold at all. Although you can usually only play a single resource a turn, you can deplete 3 resources to put another resource into play at any time.

Combat works much the same as it does in Magic, the big difference is that characters have an extra Speed statistic. This works much the same as first strike but with multiple levels, the faster character hits first and suffers no damage if it kills the other character outright.

These changes do make for a smooth game – it is almost impossible to imagine getting screwed by a bad starting hand in Spoils (especially since the mulligan rule is very forgiving.) On the other hand, one of the things I like about Magic is the unpredictability that forces you to have backup options in your deck if you don’t get what you want, Spoils is more forgiving but I think less flavourful. You could get much the same effect in Magic with a couple of house rules.

The card design is good without being brilliant, the art is perfectly OK if sometimes a little tacky. It may seem like I am damning The Spoils with faint praise, but there is actually a lot to like. It is just that The Spoils has little reason to exist in a world that already contains Magic the Gathering.

TV Theme Quiz II : The Themes Strike Back

It was bound to happen. People seemed to enjoy the first TV Theme Quiz so I fired up Audacity and created another 30 seconds of familiar ditties. Things were solved pretty quickly last time so I tried to make this one just a smidgeon harder – we will see if I succeeded.

Start TV Theme Quiz II

This quiz works in much the same way as the last one but I have tweaked the Javascript a little. I never thought that anyone would bother reversing the hash used to hide the answers on the first quiz but one of my friends admitted that they had done just that. A little salt should clear that problem right up.

This is the post you should comment on for hints and bragging. I only ask that you refrain from posting the actual answers, at least for the first few days. I think it is better to let people work things out for themselves.

Game Review : Cutthroat Caverns

A motley band of adventurers descends into the inky darkness of the caverns in the quest for the fabulous artefact rumoured to lie somewhere deep within. Working together they should be more than a match for the terrifying creatures that wait in the shadows, but each member knows that only the most glorious amongst them will be able to claim the prize; perhaps a little backstabbing may help things along.

Cutthroat Caverns (boardgamegeek, publishers site) is a clever little game where players fight monsters as a team to gain “prestige”, the player at the end of game (usually 10 encounters) with the most prestige wins. Combat is handled by cards (there is no board), during each round the players each play one (or sometimes more) attack cards face down. These are then revealed to determine how much damage the current creature has suffered. If the creature is still alive, it gets a chance to retaliate in kind, usually striking a random player for some damage of its own.

The fighting continues until the creature’s health is reduced to zero – the twist being that only the player that struck the killing blow gets all the prestige regardless of how much damage they did over the course of the rumble. This scoring system provides the tension in the game; you usually have a range of attacks in your hand but there is no point playing your strongest cards unless you are sure that you are going to be the one who makes the kill. On the other hand, someone is going to have to do some damage to the monster or else it will make mincemeat out of party.

In addition to attack cards, there are also “items” that can be picked up along the way (representing potions and magical amulets, etc) which confer certain benefits. There are also “action” cards that can be played at certain times to aid or disrupt attacks, hopefully in ways that will be of benefit.

So far so good, Cutthroat Caverns neatly encapsulates the cheesy DnD hack-n-slash games without all the bother. What really makes the game fun is the variety of the monsters, each one is almost a different game. Some attack randomly, some can not be damaged by certain attacks, some attack the players that attacked for the most damage (or least damage, or simply who hit first) last turn, others damage everybody equally at the end of each turn. It is this randomness (10 creatures are drawn each game out of a larger pool) that ensures that each game is totally different.

Although the game has a high random component, it seems remarkably well balanced. Most of our games have ended with the party very nearly dead at the end of the 10 creatures, which leads to some very tense final encounters. It is possible to get killed, which removes that player from the game, but this will normally only happen towards end so it is not too unfair.

Cutthroat Caverns is obviously aimed at players who enjoy the trappings of role playing, but the game is simple and fast-paced enough to appeal to nearly everyone. If anything, playing it reminds me of Magic the Gathering, it is a much easier game but supports the same fast paced shifting of strategies and crazy reversals. 3 to 6 players are able to play, the more the merrier.

Highly recommended.

An Ad in The Economist

Being an Important Publication, The Economist has Important Ads for Important Job Openings or Important Services used by Important People.

danddlawyers

“Hello, D&D Lawyers. How may we help you today?”
“My 3rd level fighter was dissolved by a Gelatinous Cube because the cleric wouldn’t use his last healing potion on me. My damages include 1 blue gem, a +1 dagger and monetary losses of over 3 plat. How soon can we bring this to trial?”

Space Ace

Remember Space Ace? The massive machine at the back of the greasy arcade you used to frequent? The one that played a cartoon that you had to react to? The one that cost twice as much as any other game? Of course you do. Well now it is back, and it’s just as bad as it was back then.

Space Ace

Space Ace (like its older brother, Dragon’s Lair) was/is on the very edge of the graphics/gameplay scale. The graphics were amazing, consisting of several minutes of action packed hand-drawn animation. But all it was really doing was playing video clips straight from a laser disk which meant that interaction was limited. Every few seconds something on the screen would flash, which was your cue to move the joystick in that direction. React too late and the hero would die in some amusing way. There was nothing quite like it.

Space Ace has just appeared in the iTunes store, and I felt oddly compelled to shell out the $6.50 asking price and suffer through the 280Mb(!) download. The animation is just as I remember it, unfortunately so is the gameplay. It is basically Guitar Hero, but “controlling” the beats of action on screen rather than beats in a musical score. This is not in itself a terrible idea, but there is only so much video you can fit on a laser disk circa 1982 so the plot is very short and once you have learnt the patterns the game is very easy. The onscreen joystick works OK, but is quite picky so you have to be exact with your fingers.

Space Ace

Despite these limitations, Space Ace is in its heart an imaginative and silly game. I find myself enjoying revisiting it even though I will probably finish it in the next few days.

View Space Ace attract sequence on Youtube.

Game Review : Battlestar Galactica

BSG Box ArtIf you are getting a bunch of guys together to play a board game, you may as well make it a nerdy one. Battlestar Gallactica (BSG) is the board game version of the recent TV show of the same name, and is the best game tie-ins that I have ever seen in terms of capturing the flavor of the original work. This has a downside; of the 5 players we had, one was unfamiliar with the show and was initially quite lost as to what was going on.

On the show, humanity has been all but destroyed by surprise attacks on the 12 colony planets by killer robots (the cylons), some of which look human. Luckily a small fraction of the population happened to be aboard various space craft at the time of the attack. Unluckily, it was the whiniest and most depressing fraction but on the plus side they managed to get away with the one remaining military vessel and a bunch of smaller craft. Now they travel the galaxy in this ragtag fleet looking for a shining planet known as Earth and arguing with their fathers. The cylon fleet (which is much cooler) is hot on their trail and if that wasn’t bad enough the humans have been infiltrated by human-looking cylons that cannot be detected. Some of the traitors don’t even know they aren’t human until they are activated!
Continue reading

Game Review: Twilight Imperium

Another Sunday, another board game – this time something a bit more ambitious. Various ancient and powerful races are vying for control of the galaxy, some through aggressive conquest while others have more subtle methods. Vast fleets push their way through the inky voids between stars while each race uses whatever means it has at its disposal to further its secret ends.

Twilight Imperium has a fairly fearsome reputation as a ridiculously involved game. That reputation is well deserved – this game has everything. We had five players, and just setting up the board at the start of the game took as nearly an hour. Nearly every gameplay mechanic I have ever played or heard of crops up in TI – the board is created at the start of the game like Settlers Of Catan, each player picks a new role each round just like Puerto Rico, there is a technology tree like Civilization, both secret (like Risk) and public objectives, a political model, formal trade agreements, random action cards, both fleet and ground combat, etc, etc.

The sheer amount of stuff in Twilight Imperium is very impressive, and surprisingly the game is fairly easy to play. The instructions are the best I have ever seen, with clear explanations of what everything does. The core of the game is the stack of command counters that you spend during a round to make various actions. How you allocate these and what you spend them on makes up the bulk of your strategy. Each round took us between 60 and 90 minutes, but there is plenty for everyone to do at any stage so we did not get bored. That said, after the 4th round none of the races were particularly near the 10 points needed to claim victory so we called it a day.

Because of its complexity and sheer size, I could not recommend Twilight Imperium to anyone except those who have a few board-games under their belt and have the time and inclination to try something bigger. Those people (and they know who they are) are going to love it.