Tuesday, June 7, 2011

REVIEW: Mythbusters: Hit The Target

 Designer: n/a
Publisher: Zimzala Games
Players: 2-4
Ages: 10+
Time: 10-20 minutes
Price: $25



Mythbusters is mandatory viewing at Casa McD, so when I saw Zimzala showing a Mythbusters board game, I knew I'd have to give it a try. Hopes were not high: media tie-in games are notoriously craptacular, and media tie-in trivia games usually occupy some spot below craptacular which we'll just call Bratz Twister


So it's a pleasant surprise that Mythbusters: Hit the Target works just fine as a light, fun family game. There's a bit of trivia, a dexterity element, and a touch of science, and it all comes together just fine.


Goal
The object is to answer trivia questions and hit a series of targets with a miniature rubber crash test dummy ("Buster" from the show) flung from a tiny catapult.


Components
There's no game board, but the targets and answer dials are made of thick, sturdy cardboard. The answer dials are circular pieces with a plastic arrow that can be pointed to one of five different answers: Confirmed, Busted, A, B, or C. Targets are round pieces with a target on one side and a picture of Buster on the other. 


The Buster-pult is made of fairly sturdy plastic with a rubber band to provide tension. It's placed on a cardboard base which allows the catapult to be shifted left or right in order to alter the angle.


I can imagine the rubber bands losing their flexibility and breaking, so it's good that some spares are included. Unfortunately, it's not a standard rubber band size, so after the replacements are gone you may be out of luck. Buster himself is made of soft, flexible rubber. The game also includes a box of cards with questions and answers.


Gameplay
Two to four players or teams take turns pulling a trivia card. Questions are a mixture of show-specific and general science questions with two different formats. There are multiple choice questions with three possible answers (A, B, or C) and direct statements with a "Confirmed" (true) or "Busted" (false) answer. 


For instance, "You can use sharkskin as sandpaper" would require a reply of "Confirmed" or "Busted". (Yes, sharkskin can be used as sandpaper.) One example of a multiple choice question is "If you get sprayed by a skunk, you can get rid of the smell by using: A. Beer. B. A mixture of soap, hydrogen peroxide, and baking soda. or C. Tomato Juice. (The answer is B.) There are some simple, general science questions, but most require some familiarity with the show.


Each player or team secretly chooses an answer using their dial, then places the dial face down. When everyone has chosen, they reveal their dials.


If you got the answer wrong, nothing happens. If you got it right, you roll a die and perform the action indicated by the roll. These actions break down into three categories: target placement, catapult adjustment, and launching. 


If your die shows the target icon, you can place one of your targets anywhere on the playing surface, or move a target which you have already placed. Targets are placed with the picture of Buster facing down. 


If your die has an "aim" result, you may change the aim of the catapult by 10, 20, or 30 degrees. The catapult begins in a central position, but as the targets begin to fill the table and spread out, players may want to shift the angle in order to reach a specific target.


The final option is LAUNCH. If you decide to launch, you place the little rubber Buster on the catapult, draw it back, and let him fly. Any target he hits gets turned over and counts as a point for that target's team. For example, if you're trying to reach your blue target and hit a green target instead, then tough luck: the green team flips the target and scores the point. Three points wins the game. 


Conclusion
I'm not a fan of dexterity games, but Mythbusters: Hit the Target provides a good mix of knowledge and dexterity. Finding the right amount of force is a matter of trial and error, so players should each have an opportunity to try a few trial flings before the game begins. (Maybe agree upon a fixed number of test-flights, perhaps 5, so everyone can warm up.) 


There's a mild tactical element involved in placing your targets. Do you spread them out or run them in a fixed line? Group them together or place them near the targets of someone who's a lousy shot? Since Buster can fly pretty far, the game demands either a long table or even some floor space in order to play.


Some questions may seem absurdly easy for adults. One example is "Which scientist came up the basic laws of motion: A. Pasteur, B. Newton, C. Galileo." Obviously, any adult will know that it's Newton, but this is a family game meant for both young and old. The mixture of easy and hard answers, and the inclusion of simple binary choices like "confirmed" or "busted," increases the odds that younger gamers will get a chance at the Buster-pult, which is really what they want to do anyway. 


Along the way, a bit of knowledge is conveyed, so there's certainly an educational element to the game. The blend of trivia and dexterity is just right for mixed groups of young and old. This is an easy recommendation for fans of the show.


UPDATE: The publishers let me know that they will send replacement rubber bands upon request.

Wednesday, June 1, 2011

Small World Underground

Designer Phillipe Keyaerts and Days of Wonder are taking Small World subterranean. Small World Underground features new races, new powers, and a whole new underground map. Keyaerts has this to say about the new Small World:
Thoughts of changing the landscape of Small World have been in my head for quite some time. A land filled with Mountains seems to require running water, and so now we have Underground rivers. There is a double impact of the river: being difficult to cross, it can protect your regions... but you can also navigate the river to cross the board quickly. Mountains also begat Volcano regions that can't be conquered, which of course leads us to a race (Flames) that can exploit them!
Another important idea I had in mind were legendary artifacts which can be transferred from generation to generation. While previously powers were specific to a race, now we have new strong powers but that can be claimed by different races. Some of those artifacts didn't need to move on the board so they became magical places which opened up my mind to even more ideas on how they could be used.
Even when a game is finished and published, it's not easy to stop working on the design. I'm really happy to have the opportunity to look back at some ideas and explore the Small World universe even more deeply with Small World Underground.

SWU is now available for preorder. You can check out the official website for photos and rules.