Idle Remorse

Review: Zathura

Review: Zathura
Publisher: Pressman
Year: 2005
Tagline: Adventure is Waiting

Zathura cover showing old 50's advertising type of art

how we met

This is another game that Bill brought home from a road trip somewhere. I certainly would have picked it up myself if I had found it at thrift. The cover is amazing, which is often all I need to pull the trigger. But I don’t think I had really heard of Zathura, for whatever reason. And I do mean, neither the movie nor the game.

The game itself becomes this intriguing 3-dimensional board with a puzzle that you need to protect, a weird orange die, a ROBOT and a CONSOLE that both serves as a die roll and spits out an order. I will follow that order, Zathura.

how it plays

The object of Zathura is to be the first spaceship to reach Zathura before your HOUSE is blown to bits by Zorgons. To begin play, set up the board, place DEFENSE TOKENS face down on Z spaces, place the ROBOT in the robot space, place the TSOURIS planet in its space, shuffle all cards and place them within the CONSOLE as directed.

An overview of the game board

I think you need to know how cool it looks immediately

Zathura is a spin and move game with parts of the board going 3-dimensional and resembling a roller coaster with a CONSOLE directing your activity. Gameplay is simple, but there are some nice touches to the game parts so let’s take our time here.

Your HOUSE is an 8-piece puzzle. Put the house together before play begins, because the entire object of the game is to land safely on the planet Zathura before your house is gone. Many cards and events that happen in Zathura may cause a piece of your house to be blown away, so do not take the house for granted. When the last piece is gone, you lose.

The house is a small 8 piece puzzle

Pre-game with a handsome little puzzle

The most novel part of the game is the CONSOLE, which plays a huge role in each turn. First of all, you spin the dial on the CONSOLE to determine how many spaces your ship is allowed to move. Second, you turn the key on the console and hit the GO button to receive your orders.

A close up of the purple console with pink details

The key is on the right, the GO button releases your orders and the little dial acts as the die

Orders consist of chance cards and can be a number of things like a Zorgon attack, a navigational attempt or a ROBOT attack.

    1. When getting orders to ATTEMPT TO NAVIGATE then you must throw the orange asteroid die. If it lands on a SAFE side then great, you are done. If not then you must remove a piece of the house. Certain options are available based on the color space you are on when you draw the ATTEMPT TO NAVIGATE card so refer to the rules carefully

An orange die with random shaped sides and a sticker showing SAFE on top

The captivating ATTEMPT TO NAVIGATE die

    2. When being informed of a ZORGON attack you and your fellow spaceships have the option to play a Fire or Astronaut DEFENSE TOKEN in order to defend yourself. If you or your fellow players do not have and/or play one of these DEFENSE TOKENs then a piece of the house is removed.

Defense Tokens which are small round cardboard chips that show Z on one side and various things on the other like Fire, Astronaut and Reprogram

These are those DEFENSE TOKENs we were talking about

    3. When the ROBOT is engaged then it will look for lifeforms to destroy, and if you pulled that card then you are that lucky lifeform. If you or another player uses a reprogram DEFENSE TOKEN then the ROBOT moves back to where it came from. If not then you must move back 5 spaces and the ROBOT stays on your old space. (Note: the ROBOT is not allowed in the last few spaces of the board leading up to Zathura)

As spaceships move around the board they encounter a few potential game changers:

    1. Z spaces have random DEFENSE TOKENS placed at the start of play. If you land on one of these spaces, that DEFENSE TOKEN is yours and can be used in future for yourself or another spaceship.
    2. TSOURIS-3 is the small red planet on the board. If you land on this space by exact count then you are pulled into the planet’s gravitational pull and must sit in the planet until any other player spins an even number. Then you may release your ship on your next turn by spinning the dial and then slamming on the TSOURIS-3 pedal to shoot your spaceship into space and move forward.

A small red planet with a hole in the middle and a pawn inside waiting to be freed

This image shows a small spaceship pawn trapped in TSOURIS-3

    3. SHOOTING STAR spaces let you move your spaceship all the way to the space just in front of the leader. Or, if the leader is in the final space, you can move your spaceship to that same space. These appear mostly near the end of the board and honestly don’t seem to matter that much.

Once a player’s ship lands on the last space of the board, facing the black hole/orb thing, instead of rolling they spin the black orb thing in hopes that the orange part faces them. If it does not, they take a card and continue play and try again next turn. If it does, they escape and win Zathura!

A ship pawn facing a black orb with orange marking the safe passage

This is what the end looks like

how it went

Zathura the game is based on the 2005 movie Zathura: A Space Adventure, so of course Bill and I watched the movie as part of this review. The plot of the movie is basically Jumanji, where some kids play a board game that ends up being all-too-real. At times the boys are unable to fend off their enemies and whole sections of their house get destroyed!

The movie was a little mind boggling. There was one scene where the astronaut character tells the Lisa character to stay with them, and he stares at her far too long – and has a stretch of light going just over his eyes like a daytime soap or something. We honestly could not tell if he hypnotized her or if she just had the hots for him. We rewound to rewatch and were both convinced he hypnotized her. Then she quickly talked about how lovely his hair is or something, so I guess she just had a crush on him. Then later *SPOILER ALERT* we learn that the astronaut is her brother, just older and from another time or dimension. This is never addressed, and it is one of many unexplained parts of the movie.

FUN FACT: if you enjoy bad movies (or as I like to say, movies that are terribly good) and do not already follow Red Letter Media check out their Best of the Worst show on YouTube. You just might love it.

Anyway the game board of the movie appears older and more metal but otherwise matches the board game exactly. It even rings a little bell when providing orders out of the console. I thought the puzzle was a clever way to recreate the house falling apart through misadventure. And the players are the same: the astronaut, the ROBOT, the ZORGONS.

Close up of the little grey robot

Did someone say robot?

I played the game a couple of times with a couple of different groups, but the gameplay was pretty similar both times. It was okay. I didn’t hate it. I didn’t love it.

The CONSOLE has a lot of issues in a lot of copies, mine included. Mine spits out the cards pretty well, but the spinner does not spin on its own. In one of our games we used dice instead, and in another we just closed our eyes and spun the spinner randomly.

It does not take too long to get around the board, which makes Zathura more tolerable than many other boring kid games. Gameplay is not too easy and not too difficult. I think my biggest complaint is a lack of diverse cards. Cards, or your orders, are the central focal point in both the movie and the game. But for the most part, you either need to ATTEMPT TO NAVIGATE, get chased by the ROBOT, get attacked by ZORGONS, move your ship, move another ship or lose a turn. Very little diversity. It would be cool if the cards were modular little narratives and created a story as you went, so that each game becomes a different story. Kids would not be required to read that part of the card, but anyone interested in storytelling or diversity in gameplay would have that option.

Example order cards showing things like Attempt to Navigate around some moons

A sampling of orders

play or pass

Pass. Zathura was just meh. If you have kiddos that are into space or cool boards then this might be worth picking up; it doesn’t go for a lot of money. I handed my copy off to a cabin where it will hopefully create some really fun memories. But if you are like me and just have an interest in weird, vintage board games, the happiest you will be is looking at the cover and perhaps the initial setup. The play itself borders on tedium – but ends pretty quickly. Which could be a lot worse (I’m looking at you, Detour! And your little gas pump too!).

If you do find a copy you would like to buy, it is best to test out the CONSOLE before purchase. You can work around the CONSOLE entirely if you want – it just acts as a die and a deck of cards you draw from – but it’s a big part of the charm.

Review: square off

Review: square off
Publisher: Parker Brothers
Year: 1972
Tagline: Parker Brothers game of quick connections

square off cover showing

how we met

There seems to be an inordinate number of old two player games with big plastic parts. They all look kind of similar in their presentation. I don’t always pick them up, but I did pick up square off. And don’t ask me why because I really do not prefer sliding puzzles.

how it plays

square off is dead simple. Your goal is to create an unbroken line between a given letter and whatever number is rolled on the die. And you must do so faster than your opponent. Best of 3 wins!

Example showing red with unbroken line from letter D to number 4

See the unbroken line from D to 4? It was all downhill from here

The slider puzzles come with a handy extra plug piece so that they do not slide in transit. Once you remove that piece from each side you are ready to play. The letters stand up in the middle of the board between players and do not need to be in any specific order. One player chooses whatever letter they like and the other player rolls a die. Then it’s a race to slide your way to victory. The winning player keeps the letter for scorekeeping.

Picture showing a black piece with a hole in the middle to fill the gap in the sliding puzzle

I thought you might want a picture of the plug

The rules include a couple of variants. One is that instead of slamming your puzzle around as quickly as you can each player makes one move at a time, like chess or something. The other is a solo variant that gives you a challenge with six possible solutions.

how it went

I liked square off okay. Bill won, but I did get one point in there. A lot of the ratings say that Rubik’s Race is a better version of a sliding puzzle game. I have not played it, so I can’t comment. But I would probably not care for that one either. As I mentioned, sliding puzzles aren’t really my favorite.

Close up of the letter pieces

A close up of the letters. Not a very photogenic game if I’m being honest

I like the fact that the combination of letters and numbers is random, so you can end up with a very short trail, a very long one or somewhere in between. I think the short and long ones introduce more challenging play unless you happen to get very lucky.

But I do think this is an example of a game that is less of a game and more of a talent or strength. Players can be mismatched because a brain works well that way or it doesn’t. That can be said for tons of games and game types, but I think it is more apparent in some games than others. And certainly moreso in a 2 player game.

A brain that doesn’t work well at this puzzle will get better, but the people working on their weaknesses will never bypass the people who have natural strengths in a thing. I don’t see that as an issue in the grand scheme of things, but it definitely keeps certain people away from certain games. Me personally, if I go to the Renaissance Festival and watch a kid play five people at Chess simultaneously and beat them mightily, it does not inspire me to practice so I can come back and beat the kid. It causes me to not really want to play Chess. Because I’m not great at it, and I’m okay with that. I’ll spend that money to see the unicorn. Every time.

play or pass

Pass. square off was not my thing, personally, but it does have a lot going for it. It’s quick and simple. It’s random. It’s challenging (to many of us). I can see it being really great between two well-matched players, but it is terribly unbalanced between ill-matched players. The scales are tipped more toward puzzle and less toward game on this one.

Review: Loser!

Review: Loser!
Publisher: Cococo Games
Year: 2004
Tagline: The hilarious game that encourages finger pointing!

Cover is light green and just says Loser! in different back-colored letters

how we met

I stumbled upon Loser! during a particularly bountiful thrift harvest. It was a warm Friday that I had off work and spent cruising the greater Milwaukee area in search of games I don’t need. Loser! does not have the type of cover that I am normally attracted to, but you never know when you will find a diamond in the rough.

The back of the box indicates that this game will spice up any gathering and allow me to ask my friends questions like, “Do you own leather pants?” Sold.

how it plays

The object of Loser! is to NOT collect letters to spell out the word Loser! The first person to spell it out is the first loser, and you can decide if you want to continue play or not. This is a roll and move game where most of the spaces are letters from the word Loser! (the exclamation point counting as though it is one of the letters). Landing on one of these letters causes you to draw a card from the deck, read it aloud and take the letter or not depending upon which answer you give. If you land on a letter you already have, it is a safe space and nothing happens.

Overview of the board with cards in the middle

The board and our play

Other spaces on the board are CHALLENGE which allow you to draw a card, read it silently and choose another player to ask the question. If they lose then they must take any one letter they do not already have. If they win, nothing happens.

Letters spelling out Loser!

What the end looks like

Also SERVICE requires you to ask your fellow players if they need a beverage and fetch it immediately if they do.

Also ALL PLAY allows you to read the card aloud and all players must join you in answering the question and take any letter they don’t already have if required.

Play continues until one player is left without the word Loser! or you meet some other win criteria that you create, such as until the first loser happens.

how it went

I think a few eyes were rolled when we pulled out Loser! But judging this game by its cover is really just pre-gaming. Loser! is an inherently judgmental game. It lists out a thing and then calls you a loser or not based on your response. It is interesting to see where judgment is applied in 2004. Loser! takes a harsh view of the poor, the non-traditional, the unsafe, the cowardly, the messy, the drinkers, the junk food eaters, the list goes on and on. Let’s take a look at some of the cards.

Cards that say things like If you don't have internet access at home take a loser letter

I’m not sure if this is technophobe or elder shaming

Cards like if you've ever had a monster hickey also called a rosy then take a loser letter

Be honest, did you know that was called a Rosy?

Cards like if you currently belong to a cd club take a letter

If those last two did not indicate current they would be a guaranteed two letters for people our age

Cards that include one with smaller font saying if you need glasses or contacts to read it take a letter

That top one is just kind of mean

Cards like if you've ever been divorced take a letter

Some of these cards are definitely channeling Dr. Laura

The game is actually pretty similar to Family Reunion the game, but it plays better since you are using clear facts that may prompt you to tell stories from your life rather than someone else’s family photo. We did learn a bit about each other. A lot of it was from younger, sillier days when rock concerts and public indecency were more the norm. We learned that Bill was amongst a group that was asked to leave a venue once. Keri can still do the Macarena. John sometimes gets shooshed by strangers. I revealed myself to have had a ham radio license back in the day. We were all surprisingly able to come up with $20 cash. None of us have ever dumped anyone or been dumped via mail, email or fax.

Card saying if you ever dumped someone via mail fax or email then take a letter

Lest you doubt it was a question

The board and roll and move mechanic are unnecessary in this game. Sure it introduces an element of luck and may allow you to stay in the game longer by landing on safe spaces. But the game is fun because of the cards. After playing through once (Keri won) we played once more doing all ALL PLAYs. But even that led to a lot of rolling with nothing happening. John’s suggestion is to play it like HORSE and just take turns reading cards and take a letter if you are a loser. That is a much better way to play the game. If you want it to take longer, take turns being on the hot seat. For a shorter game just do ALL PLAY.

I looked up Loser! on Amazon just out of curiosity. Is it still being sold? How much? To my surprise I found a different, but almost exact same, game called Loser. This game is also a product of JM Games Inc. but is copyright 2001. I assume the questions are the same. Which makes sense because a lot of the technophobe questions are a better fit for 2001 than 2004. This Loser version states that you move ahead if you are deemed a loser, and the object is to be the last person to the end. So it’s an even worse version.

One of the sites I looked at listed Loser as 2004 also, which was just so confusing and led us to speculation around divorces and spite-publishing. But it appears Cococo Games licensed Loser from JM Games to take another pass at it a few years later. Based on their website, Cococo Games is now focused solely on Kings Cribbage, the King of all Cribbage games. No word on what happened to JM Games.

play or pass

Pass. Lately Bill has been encouraging me to separate the experience from the gameplay, which is difficult. But he’s right. You know I love my party games. Loser is a fun, simple party game. We played a couple of times because we enjoyed it, but it’s not really a special party game. And it is truly dated.

The only limit to the number of players is the amount of letters available, so if you use pencil and paper you can really open it up to a bigger group. If you are into that kind of thing.

Review: Detour!

Review: Detour!
Publisher: DeMert Company
Year: 1999
Tagline: The Ultimate Vacation Game Where Getting There Is Half The Fun!

Cover showing a cartoonish family in a yellow car

how we met

Yep, I bought this kids game at a thrift store for a couple of bucks recently. And then I made my friends play it. It was big and heavy, and I liked the idea of a board game that is based on a road trip where you collect small postcards.

If I’m being honest, I’m not sure why I bought this game. I was probably in a fugue state.

how it plays

Each player pawn is a small “Woodie” – a term I had not heard before. Detour! is basically a roll and move set collection game, but instead of dice rolling you press the button on a small, electronic gas pump that will light up a number between 1 and 6 or will light up with Detour. We’ll talk about what happens with a Detour shortly.

Close up of yellow woodie pawn

One of our Woodie pawns

The game board is large and shows roads with postcards at various points in between as well as four houses in each of the corners. The really interesting thing about the board is four different raised cylinders in four different spots that contain roads too, but can be turned so that the road goes somewhere else. In some cases this creates a loop that you can’t escape, sometimes a big one and sometimes a small one. When you press the button on the gas pump and it lands on Detour, you must turn one of the roads of your choosing.

Overhead shot of the board showing a mess of roads

This is what the board looks like from heaven

Each Woodie starts out at their respective house. The object is to make your way around the board, pull into parking spaces (does not need to be exact count) and collect each of the eight unique postcards then return to the safety of your house. Then you win!

A shot of play showing pawns on the board

A shot of our play

how it went

Props to my friends for all the dumb games they agree to play. This one was a hell of a grind. The game begins okay, but then you have been playing for 40 minutes and look down and you only have 3 postcards. So you want to move more quickly but you can’t roll a die, you have to let the dumb gas pump go beep-beep-beep-beep-beep-beep-4.

Small red electronic gas pump with numbers

My Detour! enemy, the gas pump. If it hits Detour the top lights up and it honks at you

We didn’t let the tediousness bring us down, or stop us from fucking each other over with those turning roads whenever we could. Keri spent about a quarter of the game trapped in that small loop. Three of us were trapped in there at one point.

Showing road with open and closed loop

Keri’s favorite loop

It probably would have paid off for us to be more strategic in a game that did not appear to require any strategy. The larger loops are harder to notice, but no less of a struggle if you need to get out of one. But why set yourself up for success when you can set up one of your friends for failure?

Detour! took us over an hour. In all that time I only collected five of the postcards. 🙁 I would normally say it would be a decent game for kids, but I think it’s too long and they would lose focus. That is an easy solve by, say, collecting any four postcards.

Eight postcards, four showing front and four backs with facts

The postcards have cute fun facts on the backs of them. You can read them while the gas pump beeps

I talk occasionally about John’s bad luck in our games. It’s a real thing and it’s fascinating. Let me tell you how it manifested during our play of Detour! He collected all eight of his postcards and got to the last space before the edge of his driveway, meaning he just had to roll 1 or more to win the game. Then he got Detour for his roll three times in a row. THREE TIMES!

Orange Woodie pawn at edge of driveway for orange house

John at the edge of his driveway, beep beep beep

Fourth time was the charm though, and John won Detour!

I like the idea of a road trip game with adorable postcards containing fun facts. The spinning roads were a very cool idea. But it was just too much, took too long and beep-beep-beep-beep-beep.

play or pass

Pass. The clever roadways didn’t make up for the monotony of game play. The gas pump was cute for a turn or two and then caused irritation by contributing to longer-than-necessary play. A good children’s game can usually be enjoyable to adults, especially if it’s just for one play through. But I would detour the whole family right around this one.

Review: War of the Networks

Review: War of the Networks
Publisher: Hasbro
Year: 1979
Tagline: Where you sign big name stars… buy and schedule hit TV shows like the GODMOTHER and win Big Bucks!

Cover of War of the Networks showing a cartoon grandma with a gun

how we met

I had heard of War of the Networks quite a long time ago and it has been on my wish list. I never thought I’d find it, though. Bill found it at an estate sale somewhere in SE Wisconsin. I was pretty excited when he brought it home after paying only a couple of bucks, and even more happy when it was complete!

FUN FACT: I have a homemade game called Movie Mogul created by a friend of mine in probably 2004/2005 or so. The premise of Movie Mogul is somewhat similar to War of the Networks, and I think that is one reason I had always wanted to try this one. Movie Mogul is amazing but relies on too much IP to ever be made.

how it plays

In War of the Networks players take on the roles of competing television networks that are fighting to create the best shows with the best stars in order to get the best ratings during a given time slot.

The middle of the board shows three separate nights Friday, Saturday and Sunday. Players travel around the board three times: once for Friday, once for Saturday and once for Sunday. These nights each contain half hour segments from 8:00pm to 11:00pm, with columns for each network.

Overhead of the board showing Friday, Saturday, Sunday

Overhead of the board showing Friday, Saturday, Sunday

Players begin the game with $20 million. The network pawns roll and move around the board landing on various spaces that may allow them to purchase a specific show, purchase a star (sight unseen, always $2 million each) or draw a FLASH card. The corner spaces do different things like move your pawn or allow you to steal a star. If a player rolls doubles, they may move ahead the entire roll or backward one die.

Paper money with black backgrounds and light detail showing 200k, 1 million and 5 million

I no longer believe in more than 3 denominations

FLASH cards are chance cards. They can be good, bad or neutral.

Example FLASH cards showing that your show is canceled or you get $2 million from each player or reshuffle all the lineups

Example FLASH cards

The shows are of different physical lengths depending on whether they are half hour, one hour or one and a half hour. The shows also contain numbers that indicate their ratings. When a show is purchased, it is placed onto that network’s column for the current night in whatever time slot(s) they choose. If you have purchased enough shows to overfill your night then one show gets bumped to the next night.

Half hour shows are short, hour shows are medium and 90 minute shows are 3x longer than 30 minute shows

Note the visual difference in show length. Note also the rating number showing that show’s draw

If you land on one of the BUY A STAR spaces, you can pay $2 million to purchase a star. If you have any show in the current evening you must place your star in one of your shows, and the star rating is added to the show ratings for a new total rating. Stars can’t leave shows once they are cast unless they are stolen.

Example stars showing Harry Hotrock worth 3, Lena Bluejeana worth 4 and Sally Halterpack worth 3

Example stars

When you purchase a TV show, you place a chip in your network’s color on that space. Then if another network lands on that space in future they owe you the fee amount listed on the space. If you purchase a star and place it in one of your TV shows then you add a second chip of your network’s color on that show’s space. If your TV show has two chips on it and another player lands there, they owe you the cost amount instead of fees, which is higher. If you can’t afford to pay any money you owe then you auction off any show or star you own to the highest bidder.

Green chips

My chips

When players make it around the board they stop at the START space. Once all players have landed at START, that is the end of that particular night. Players look at that night’s shows, time slot by time slot, and each winner of the time slot with the most ratings gets $4 million. Two-way ties each get $2 million, three-way ties each get $1 million. Four-way ties get nothing.

Play continues in this way until all players land on START for the third time, indicating the end of Sunday night. At this point the Sunday night time slots pay out like any other night. But then, an additional scoring event happens across all three nights for each time slot, awarding an additional $4 million per time slot. Why would you buy an hour and a half show worth only 8 rating? This is why.

The network with the most money wins!

how it went

War of the Networks was the first game we played during an all-day fourth of July gaming extravaganza. The game looks interesting and the humor is evident, and when I told my fellow game group that we only had to circle the board three times their eyes lit up.

Instructions showing paragraphs broken out into time slots

They even made the instructions look like a TV guide

Unfortunately those three revolutions around the board took much longer than I anticipated. But it was definitely not all bad.

I love the look of this game. The star names were pretty great. The shows are a lot of fun too. We had a good time, and a challenge, trying to figure out which TV shows the fake ones were based on. Many of them are easy, but a few we puzzled over. A game within a game.

A lot of people complain about paper money in board games. I agree that it’s often a bad sign, but I play a lot of these vintage games so paper money doesn’t bother me like it bothers many gamers. But I do give props to War of the Networks for using only three different denominations. It was so much simpler than getting tangled up in small bills.

Another interesting thing about War of the Networks is that they seem to have attached a piece of paper to the back of the box instead of printing directly onto the box, something I had not encountered before and – as you can well imagine – does not age well. I wonder what the reasoning behind that was.

Back of the box showing peeling paper that was glued on

My box is not in great shape, but this is on you Hasbro

Our play varied wildly. Towards the end of the game I was down to $400,000. I could not afford a show or a star, so I was just delicately making my way around the board. Fortunately I did not land on anyone else’s shows in that period, so I was not forced to auction off my stuff to continue. Keri was rolling in money the entire time, and John mostly was too. But Keri was rich because she was building a network empire while John was rich because he did not happen to land on anything that cost him money, but he also didn’t land on spaces to help him too often. Bill was doing decently, but none of us were competing well with Keri in our shows.

Overview of our game play

Our play showing TV shows facing both directions. You know by now that we aren’t that considerate

In the end Keri won with $37.8 million, John had $35 million, Bill had around $20 million and I had $4.4 million. When we play, our group is always competitive. But none of us really care whether we win. Good thing too because this one was a bloodbath for me.

FUN FACT: The rules seem unclear on whether a network can reshuffle their programs on their turn for the night in play. We played like that was an action they can do on their turn. I asked someone on FB Board Game Geek that posted an image of the game how he plays, 3 generations in (which is awesome!). He played that a network can only change their lineup if they buy something that doesn’t fit as is. I don’t think it’s clear so I am bringing it up.

The rule saying if you are on START waiting for your fellow players you can reshuffle your programming on your turn

This is one reason we played the way we did. This implies it is an action on their turn OR that it is a benefit of being stuck there

None of the rules actually note actions possible on a turn. So idk.

FUN FACT: I get rules wrong quite often. I rarely prepare in advance for play so I am reading for 5 minutes before we start. My game group lovingly calls this erring “Burking it up” based on my name. Aren’t we adorable?

play or pass

Pass. It’s fun to schedule your shows, the stars in particular have some great names, and the play is simple without being too dumb. It’s possible my disappointment was due to my high hopes of obtaining and enjoying War of the Networks. But at the end of the day, this is a very thematic Monopoly. I don’t hate Monopoly, but I’m not going to recommend you go and hunt one down.

It is worth noting that the rest of my game group was surprised I assigned War of the Networks a pass rating as they thought it should be play. It is also worth noting we didn’t play a single good game that day. I am probably ruining them, the poor dears.

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