Showing posts with label Sushi. Show all posts
Showing posts with label Sushi. Show all posts

Wednesday, March 29, 2017

Go Sushi, Go Sushi Go! (Sushi Go)

♪All around the Conveyor Belt, 
the Chopsticks chased the Sushi.
The sushi thought twas all in fun.  
Sushi Go in my mouth now.♪



GAME DESCRIPTION:  Sushi Go is a card game for 2-5 players, and was published by Gamewright.  The players are standing at a Sushi Restaurant, and can only take one dish at a time, so each player wants the tastiest combination of Sushi that they can get.

SET-UP:  Each player is dealt an set amount of cards, depending on the number of players.  2 players get 10 cards, whereas 5 players get 7 cards.  Set the deck aside, until the 2nd round starts.  Assign 1 player as the designated score-keeper.

TURNS:  Each turn, a player takes 1 card from their hand, and places it face-down in front of them.  Once all players have chosen a card, reveal them all.  Then, pass your hand to the next player.



CARDS:  Each card has a point value depending on specific circumstances, such as:

  • Chopsticks:  If you have played this, you may call out "Sushi Go!", and place a 2nd card face-down.  Then, place this back in your hand.
  • Tempura/Sashimi:  To score, you need a set of 2 Tempura or 3 Sashimi.  If you only have 1 Tempura, or 1-2 Sashimi, you score 0 points.  You may also have multiple sets of these cards for more points.
  • Nigiri and Wasabi:  Each flavor of Nigiri scores a set amount of points. If you flip a Nigiri after you have a Wasabi face-up, you may place it on the Wasabi, and earn triple points on the Nigiri card.  The Wasabi is now used up, meaning you cannot use that Wasabi card to earn anymore points.
  • Dumplings:  Dumplings give you points depending on the amount you have.  Once you reach 5, you can no longer gain points for Dumplings.
  • Maki Roll:  The player with the most amount of Maki scores 6 points, with the player with the 2nd most scores 3.  Split any ties, rounded down, between those players who tied.
  • Pudding:  The player with the most pudding scores 6 points, again splitting and rounding points between all players who may have tied.
WINNING:  Once all players have no cards, the round is over, and the cards points calculated, save for Puddings.  Then, discard all cards face-up next to the deck, again save for Puddings.  Each player is dealt a new hand, and the 2nd Round begins.  Once the 3rd round is over, score Puddings with all other points.  The player with the most points wins.  In case of ties, the player with the most Pudding cards wins.

CONCLUSION:  Sushi Go is a deceptively simple game.  The rules are simple, easy to learn, and the game plays fairly fast.  However, the fact remains that you can only play 1 card a turn, and you need to plan extremely carefully.  On top of this, there's the fact that this is a card game, meaning every hand is left up to chance.  If that sounds too stressful for you, and you don't like a lot of RNG and chance based games, pass on this one.  But, if you can accept the fact that you may get ridiculous sets of cards, and can work your strategy around that, then Sushi Go is one of the best card games I can recommend.

Wednesday, August 17, 2016

They Come to Play, but They'll Never Last (Pokemon: Master Trainer 2005)

So, you think you've become a Pokemon master?  You've collected all 16 badges, and managed to defeat two versions of the Elite Four?  You've managed to capture all 256 from both the Kanto and Johto regions?  Well, my friend, there's a whole new world for you to explore, with a brand new group of Legendaries and new ways to battle.  Now, let's see how you do in the Hoenn region, and see if you are truly a Master Trainer.



BACKGROUND:  In 1996, a set of Japanese RPG video games, titled Pokemon Red and Blue. were released and later translated to English.  It instantly became a huge success, and spawned a cartoon series, a Trading Card Game, a few various spin-off games, as well as various direct sequels to the game.  In time, the cartoon itself grew and had the main character travel to the new locations from the games.  Pokemon Master Trainer is set within the Advanced generation of the cartoon series, which focuses on the Hoenn region

GAME DESCRIPTION:  Pokemon Master Trainer was developed in 2005 for 2 to 4 players.  The object is to move along the board, collecting various cards and Pokemon Chips.

SET-UP:  Each player is represented by a trainer token, with characters from the cartoon.  Then, each player begins with 3 Pokemon cards and 3 items cards.  Finally, each player is given Pokemon Chips, or PC's.  The object of the game is to collect the most amount of PC.

MOVEMENT:  Each player spins the spinner and moves that many spaces, then applies the space they landed on. However, if you spin a 0, you do not move nor do you get the effect of the space you landed on.  Spaces can gain or lose CP, encounter Pokemon or events, draw item cards, and battle various players.



ITEMS:  Item cards are used to enhance your Pokemon's BP, or Battle Points, or increase your spinners number for movement or capturing Pokemon.  You cannot use Pokeballs when you directly battle another player or a Gym Leader. Also, you are only allowed the use of 1 item per turn.

CAPTURE:  In certain spaces and events, you can encounter and capture various Pokemon from the past 3 generations, from Bulbasaur to Salamence.  You select a Pokemon from your team, and have it battle a random Pokemon from the deck, or one from the discard pile.  Then, after playing a card, you and the player to your left spin.  You add your number to your Pokemon, the opposing player adds it to the one your attempting to capture.  In the case of ties, both players spin and compare.  If your number is higher, or you spin a 10, it is yours.  If it's lower, or you spin a 0, it is placed face up in the discard pile.



BATTLE:  Battling other trainers have similar rules to Capturing Pokemon.  Both players choose 1 of their Pokemon, then they play an item.  Afterwards, both players spin.  Any 10 is an instant win for that player, and 0 an instant loss. Compare the total numbers to see who wins.  The player who won gets to take the opposing players Pokemon they battled.  If they only have 1, the player then gives up 20 PC.

GYM BATTLE:  There are also Battle Gym Leader Spaces.  Again, battling is similar to Capturing a Pokemon, with the challenging player choosing a Pokemon, and may play an item.  Both players spin and see who wins.  10 is an automatic win, 0 an automatic loss.  If you win, gain 2 Pokemon cards, and the gym leader goes out of play.  If you lose, you give up 20 PC to the bank, and the Gym Leader is put at the bottom of the deck.



LEGENDARY:  If you draw or land on a Ruins, you then draw a Pokemon from the Rare Pokemon Pile.  These are usually the Legendary Pokemon from the games, such as Mewtwo, Suicune, or Rayquaza.  In this case, you do not battle with one of your Pokemon, and you cannot use items.  You spin, and if you land on a 6 or 10, you capture that Pokemon. If you spin any other number, the Pokemon goes back into the deck and is shuffled.

CP & GOAL:  If you ever run out of CP, you must draw a Smile Loan card.  This gives you 100 CP, but you lose 120 CP once you reach the goal.  Each player ends up with a set amount of bonus CP depending on when they reached the goal.

CONCLUSION: Regardless of the seemingly complex and intricate detail of the rules, this plays rather simply.  But, is it any fun?  Well, if you want a simple, quick Pokemon themed game, then this game works.  It plays a bit like Game of Life, but with enough differences to make the game stand out, and be it's own thing rather than feel like a re-skin.  It works thematically because it tries to add more than just a different board with different words but the same effects.  The Capturing and Battling system is different, and they work.  Now, is it compelling?  Not really.  The reason why the first Master Trainer works so well is that it feels like you're traveling around and collecting Pokemon to build a strong team and fight the Elite Four.  Sure, it needs some slight polishing, but the length just adds to the experience.  This one just feels like they cut out too much to make it streamlined.  It's not bad, but it lacks in depth the previous one had.  Still, it's nice to pull this one out for a quicker Pokemon themed experience, and this is a must have for every up and coming Pokemon Master.

AFTERTHOUGHTS:  One final thought before I wrap this up is the name.  If you've read this blog before, you'll notice that I reviewed Pokemon: Master Trainer already, but that was a different game.  This version is actually the 3rd of Pokemon: Master Trainer named games.  Now, this is a problem, as that makes it difficult to actually find both this version of the game, as well as the previous version.  This may sound like common knowledge, but DO NOT NAME YOUR GAMES THE SAME THING!  This could have easily been solved with subtitles, such as "Master Trainer: Hoenn Version" or "Master Trainer Advanced".  Imagine if all versions of Munchkin were just called Munchkin.  Yeah, not a good idea.  Even if you only sold a half dozen copies of your game because it was an awful game, you should still title the name slightly different, so this doesn't happen.  It's silly, it's dumb, and it's rude.