Tenpenny Parks: The Game, The Expansions, & The Nifty Storage Solution

Those of you who’ve followed my writing and social media posting over the years know I have a very special place in my heart for the Disney theme parks… and, prior to becoming the guy who turns a certain shade of green on particularly twisty rollercoasters, I was happy to explore amusement parks like Cedar Point, Kings Island, and Magic Mountain. 

Parallel to that is my love of a long lineage of amusement park building computer games – the original wonder that was Rollercoaster Tycoon (plus all of the reboots and expansions), followed by the much more robust Planet Coaster and over the last year or so, the amazing Planet Coaster 2. (You do NOT want to ask me about the park I’m building – it’s the rough equivalent of asking a D&D player about their character.)

The search for a really excellent theme park board/card game has been less successful.

  • I enjoy Joe Huber’s Scream Machine – but until it gets a reprint, the graphic design of the prototype was loads better than the published version. 
  • The Rollercoaster Tycoon board game has all kinds of weird thematic issues (why are we competing for customers but working together to build the park?!) but it is a decent family game. 
  • Unfair (and the expansions) have a lot of game stuffed into the box – but it can be a particularly mean “take-that-y” experience, which isn’t always a crowd pleaser.
  • Adlung Land is clever and a very good game – but it would benefit not being shoehorned into a small card box.
  • Coney Island – despite being designed by Michael Schacht – just fell flat for me.
  • I’ve already made my irritation with Carnival very clear.
  • Dinosaur Island: Rawr’n’Write focuses on building/drawing your own Jurassic Park, which is very cool. I’ve had a lot of fun soloing the game – but it hasn’t got as many positive reactions as a multiplayer game.
  • Disney’s The Magic Kingdom Game is a family game with lovely 3D bits… and nothing more.
  • I’m still waiting for Eric Burgess to finish designing his Theme Park game. 🙂

Yes, I know there are a lot of other theme park games out there – this isn’t an exhaustive list.

The theme park game that’s most likely to get to my table right now is Tenpenny Parks – and that gets us past the proverbial Main Street of my autobiographical musings to the hub of my review. (OK, I promise to cut back on the Disneyland metaphors starting… now.)

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Dale Yu: Review of Ticket to Ride: London

 

 

Ticket to Ride: London

  • Designer: Alan R. Moon
  • Publisher: Days of Wonder
  • Players: 2-4
  • Age: 10+
  • Time: 10-15 minutes
  • Played with review copy provided by Asmodee

Ticket to Ride: London features the familiar gameplay from the Ticket to Ride game series — collect cards, claim routes, draw tickets — but on a scaled-down map of 1970s London that allows you to complete a game in no more than 15 minutes.

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Odds and Ends from TGM 26

So I didn’t attend TGM but I did manage to acquire a few games. TGM designers continue to astound me with clever designs for trick takers and shedders as well as capturing unusual themes. Here are some of the stand outs for me:

Sumidagawa Red Town, by Mashilamaru and published by Sunny Bird, is a reimplementation of a grail game, Sumida River, for those that don’t follow the TGM card game scene. You play as rival gangsters moving into your opponents territories shedding your hand of cards along the way. The first to go out wins. What makes it different from your casual shedders is that after hands are dealt, you are allowed to pass your cards to another player also interested in passing hands but you add a hitman or wild card to your hand before passing and this can be repeated as long as you have hitmen and a willing opponent.

In addition, players may play melds to one of 8 locations. Each location requires a specific meld like a pair or a run. To play, you must play a higher meld to an open location, where one of the cards played must equal or be higher than the previous meld’s highest card.This edition also comes with a nice 2 player variant. Red Town lived up to the hype.

Keeping with the gangster theme is The Four Deuces, from Geonil. The Four Deuces is the next in Geonil’s fantastic series of 2 player trick takers. You play as Al Capone or Bugs Moran. Like previous designs, Jekyll vs Hyde and The Yellow House, Geonil makes use of changing suit strength. Here the 4 suits have no ranks. Players roll 7 dice each at the beginning of the round. The first player leads a suit and assigns one of their 7 dice as the rank. It’s a must follow. If cards of the same quit are played the higher card wins. If different color suits are played, the higher ranked suit advances up the strength chart and the suit determines the winner of the trick. Each player’s hand is divided with players playing the first 4 cards and then the last 3 cards. The goal is to win exactly 4 tricks. Each of the protagonists have a special power which may be used once. Al can force a swap of cards and Bugs allows a swap of dice. This is a really interesting 2 player game giving you open information about each player’s ranks and limited knowledge of the suits. Managing the suit strength is a neat challenge.  It may be my favorite from this designer.

Mate is the pup themed trick taker I’ve been waiting for. It’s a standard must follow trick taker. The Stay Go cards which are numbered like the deck. Are shuffled separately and one is flipped over each hand. The number will be trump for the hand. Then if it is a stay card the winner of the trick will receive negative points and if it is a go card positive points can be earned by the players with the winning number and the second place player. So nothing too “tricky” here but we had fun and I enjoyed the cute little dogs on the cards.

Many Stories Mansion from Jupiters Club was high on my want list. It is a mash up of tetris like games and shedding games. It utilizes fixed hand order so your melds must come from adjacent cards. Cards that you have played then form your mansion and the cards are moved down in the order played tetris style onto your building. If you are the first to shed your hand you get a bonus roof card for your mansion. Your goal is to make shapes of adjacent cards of the same suit which complete missions and to try and have many floors in your mansion as well. Your score is equal to the number of completed missions x the number of floors in your mansion minus the number of leftover cards in hand. Love the innovation here and glad it met my expectations.

For something a little different, consider giving Cats’ Secret Night Tales in the Museum a try. Designer Asami Yamanaka has done a solo game travel series but has only recently started to have works in English as well as Japanese. I’d love to see an English version of her manga game Van Gogh and Theo. This is a solo RPG where you play as Bastet, the cat goddess, and work your way through the museum to fight the big baddie at the end. The big baddie has stolen the color from the museum’s paintings! Along the way you must gather paint and mix colors to restore color to the paintings. Help is available from the other cats in famous paintings in the museum.. Game play is easy but it’s a cute little story and you might learn about some works of art along the way.

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Dale Yu: Review of Gruntz

 

 

Gruntz

  • Designer: Carter Scott 
  • Publisher: Allplay
  • Players: 2
  • Age: 8+
  • Time: 20 minutes
  • Amazon affiliate link: https://amzn.to/4hdVNHa
  • Played with review copy provided by publisher

In Gruntz, you’ll command units like infantry, tanks, and aircraft with rock-paper-scissors-like relationships. For example, Gruntz are slow-moving and can’t defeat all enemy units, but they’re the only ones who can capture the control points at the middle of the map. Planes wreak havoc on the battlefield, but carefully placed Anti-Aircraft stop them in their tracks. When you deploy tanks and trucks, you’ll outfit them with different Magnetic attachments! Choose a cannon for extra firepower, or a cargo hold to transport troops. This flexibility creates awesome counterplay and tactical decision-making. Capture the zones in the middle of the board to gain points. First to three points wins!

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Galactic Cruise Is Dice Tower’s Game of the Year

The Dice Tower announced the winners of their Dice Tower Awards during GenCon.  Their Game of the Year award goes to Galactic Cruise, the breakout title by designers T.K. King, Dennis Northcott, and Koltin Thompson.  It’s the third significant victory for the game; earlier, it won the Golden Geek for best heavy game and was one of five games to win the Meeples Choice Awards.  It’s a tremendous success story, since prior to this, neither the designers nor the publisher were well known in the hobby.

A total of 10 titles received Game of the Year nominations.  Here they are, together with their designers and publishers. Continue reading

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Dale Yu: Review of Moytura

 

 

Moytura

  • Designers: David Thompson and Trevor Benjamin 
  • Publisher: Bitewing Games
  • Players: 2
  • Age: 12+
  • Time: 45 minutes
  • Amazon affiliate link: https://amzn.to/3T2MQ9J
  • Played with review copy provided by publisher

The battle of Moytura has begun. As a leader of the Tuatha Dé Danann, spread your influence across the land to succeed in your quest to become High Ruler of Ireland, invoking the powerful deities of the Tuatha Dé Danann to aid you in your cause with their command of water, travel, war, and creation — but the road will not be easy for in your path to legend stand the sinister Fomorians and other mythical beings hungry for battle, not to mention a rival clan with ambitions of their own. Steel yourself and prepare for a legendary struggle. Rewrite the myths of Ireland, chieftain, and take your place as the true High King!

 

Moytura features seven map set-ups for any combination of clans. The game also includes three special enemy clans that replace 1-3 of the standard Fomorian clans. These special clans introduce more challenging foes with asymmetric abilities: the Ellén Trechends (three-headed beasts) expand in all directions, the Oilliphéist (sea serpents) expand rapidly along the coast, and the Banshees invade targeted regions instead of spreading out from their largest group.

You can also enjoy a solo / cooperative variant if you prefer playing that way! Thanks to the intuitive enemy faction system built into the main game, Moytura lends itself easily to these optional variants.

 

In Moytura, you and your opponent command competing factions of the Tuatha Dé Danann, but you are not the only ones struggling for control of ancient Ireland. Three enemy clans act together as a third opponent faction that competes with the players and scores points. Points are gained by having the most influence across Ancient Ireland at the end of each era. Within each of the eleven regions, the faction with the most or second most units across all the spaces of a region will score the indicated points. After two eras, the faction with the most points wins.

 

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