Connect 4!

5 - 5 - Strike Thro

4.5 - 5

Number of Players: 2

Year of Publication: 1974

Creator(s): Milton Bradley designers, artists etc are uncredited.

The simplest and yet often the most frustrating of games!

Connect 4 is a popular game played most often by children of primary school age (7-11). It has a very simple your-turn-my-turn game play and can be quite frustrating if your opponent keeps winning.

What’s In The Box:

whats-in-the-box

  1. 1 Fold-out game grid
  2. 21 yellow and red counters

Playing The Game:

Objective: To create a line of four of your counters either horizontally, vertically or diagonally, before your opponent.

This game is incredibly simple in its original form. The yellow player takes the first turn, and places one of their counters into the top of any column on the grid, this then falls to the bottom, taking a position on the lowest line on the grid. The red player then follows suit.

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This is what a game that is about halfway through might look like.

The game continues in this manner, with players each dropping counters into whichever column they like, until either one player has succeeded in creating a line of four, or both players have run out of counters.

Winning The Game!

Winning the game is simple, and would look like this:

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Yellow player (me) has successfully created a diagonal line through the red players attempt to create a line of four!

Strategy:

This game is one of a group of games that can always be won by the first player, provided they play correctly. Strategically the best starting position for the first player is the central column, as from there they can choose to play on either side of grid whilst knowing that they’ll be connected to their other counters. I generally play to block off my opponent at every turn, whilst simultaneously trying to create a position in which I can create two lines of four, meaning that my opponent, at that point, cannot stop me from winning.

History and Interesting Things:

  1. The game was first sold under this name by Milton Bradley in February of 1974, but is also known by these names: Captain’s Mistress, Four Up, Plot Four, Find Four, Four in a Row, Four in a Line and Gravitaps (Soviet Union)
  2. The game is a Solved game, meaning that its outcome can be correctly predicted from any position, assuming that both player play perfectly.
  3. The game has been mathematically solved by several different people, the first of whom was James Dow Allen on October 1st, 1988.
  4. There are several different variations of the game; Pop Out, Pop 10, 5-in-a-Row and Power Up. They can be read about in more detail here.
  5. Hasbro produces various sized outdoor versions of the game, the largest of which is built from weather-resistant wood, and measures 120cm in width and height.
  6. A rumor that the game was created by David Bowie was started by NME broadcaster and reporter Stuart Maconie which then became an urban myth.
  7. Another version of the game, Connect 4 Twist & Turn was published by Winning Moves in 2015. This version features a game tower instead of a grid, with five rings that twist independently. The objective, to create a row of four of your colour disc, is the same, however as a player can choose to twist a ring after they’ve played a disc a new level of strategy is added to the game.

Look at that! I managed to find quite a few interesting things about this game!

To Conclude:

This game is great, as a child I loved it (and am still good at it). I rated it 4.5 instead of 5 because of the problem where the first player can always win. Although there’s not much that can be done about it in the original form of the game it doesn’t still make the game technically unfair. Aside from that though, I have nothing to complain about, the game is great for kids as it makes them think a little tactically, plus, it’s simple enough that it can be learnt in a few minutes. I’d say that this a game to have in the house if you’ve got children, especially as it’s easy to tidy up due to not having lots of tiny pieces.

Tempo, Kleine Schnecke! (or Snail’s Pace Race)

3 - 5

Number of Players: 2-6

Year of Publication: 1985

Creator(s): Alex Randolph (designer) and Dick Bruna, Hans-Günther Döring, Horst Laupheimer and Wolfgang Scheit (artists)

You’re going slower than the speed of a snail, could you hurry up!?

My parents and siblings all use this phrase when one of us is doing something stupidly slowly and they’re running out of patience. Fortunately for us the snails in this game are much speedier; like this racing snail:

neverending-story-racing-snail
The racing snail and his rider, Gluckuk from The Neverending Story, a popular fantasy story written by Michael Ende. This image is a screenshot taken from the 1984 movie adaptation.

What’s In The Box:

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  1. Game Board
  2. 6 Coloured Snails
  3. 2 6-Sided Dice
  4. Rules printed on the back of the box (technically not in the box, but still important)

Playing The Game:

Objective: To guess correctly which two snails will win and lose the race!

In this game it doesn’t matter how many people are playing, all six snails are still used. To begin the game line up the snails on their respective colours. Then each player has to place a bet on which snail they think will come first, and which will come last in the race. Players then take it in turns to roll the two dice, whichever colour is rolled, that snail is moved forward one space on the racetrack and if both dice show the same colour then that snail is moved forward two spaces. Every player does this until all the snails have crossed the finish line. The winner is then the person who guessed most accurately which snails would win and lose.

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Starting Line-Up

The game begins like this: say I bet that the Orange Snail will win, and the Blue Snail will lose and my opponent bets that the Blue Snail will win, and the Yellow Snail will lose, we then roll the dice and move the snails like this:

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No Orange Snail, why are aren’t you moving!?!?

So far the Pink Snail is in the lead and both Blue and Orange Snails are having a nap or something. But due to the erratic and unpredictable way in which each snail is allowed to move the game can also change reasonably quickly, like this:

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Please excuse the fuzzy quality of this photo…

Okay, so Orange Snail hasn’t won here, but he’s caught up pretty well after a slow start! At this point Pink Snail has won, and as no one bet on her we have to see which snail loses the race to know if anyone’s managed to win the game.

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Orange Snail loses the race. 😦

Because Orange Snail is the last to cross the line you could argue one of two things:

  1. That I lose because the Snail I bet on to be first actually lost the race, or,
  2. That no one won the race because neither of us guess winner or loser correctly.

I’m going with option number 2 on this one.

Strategy:

This is a guessing game, so I really can’t write anything about strategy except that you’ve probably got as much chance of winning the game as any of the other players.

History and Interesting Things:

  1. This game is excellent for teaching colour recognition in children, as they have to identify each snail by its colour to be able to play the game.
  2. It promotes sharing and because technically the snail wins the race, and not the player, it’s a good game for children who have issues with not coming first.
  3. The game was originally published in German – hence my dual-language title for the post (also as the version of the game I’m playing is German).

That’s about all I can get for this section, so we’ll proceed now to the conclusion!

Conclusion:

I like this game a lot, I think it’s great for children, particularly those that are very young and can’t grasp a game with lots of rules. I’ve rated it only at a three for a few reasons. The first of which is the box. All the pieces are just loose in the box. We’ve said this on a lot of posts, but it’s still true, there are very few things more satisfying than a board game with a well-designed box. For a game with this few pieces it wouldn’t have been difficult to make a plastic insert that could hold the snails and dice, would it? As it is, everything rattles around inside the box, and whilst the snails are wooden, and so quite durable, they also get scratched, and bash up the dice if the game is moved around a lot. My second reason for not rating it higher is that it’s a betting game, and although you don’t bet anything on the snails, there are some children that would insist that they get given something by the other players if their snail wins, and I could foresee this becoming an argument-starter.

That said, it’s a good, simple game that can be played in five-ten minutes. The time each player needs to take their turn is maybe 10 seconds, so the pace of the game is also good as it doesn’t allow time for the children to get bored. All in all, I would recommend it!

 

Mastermind! (again)

There’s No One More Mindful Than Me Here, You Could Even Say I’m The Mastermind!

Okay, I know that’s a bad line, but we actually already wrote a post about this game which you can read hereso I didn’t have much creativity flowing through me. So, if we’ve already reviewed this game, why are we reviewing it again, I hear you ask. Well it’s simple really, the first Mastermind post that we wrote was actually about Mastermind Junior which is the simple-for-kids version of the game. Hence my second Mastermind post.

However, as this is a follow-on post it’s going to be quite short, as the fundamental way of playing the game is exactly the same.

Playing The Game And The Differences Between The Two Versions:

Adult Mastermind is exactly the same as Mastermind Junior in that one player makes a pattern or code using the colours and hides it from their opponent. The opponent then uses the remaining colours to try and crack the code. The first player indicates whether or not their guess is correct using the (in this game) black and white pegs. A white peg means a colour is right but in the wrong place, and a black peg means a colour is right and in the right place. This the where the difference between the two games comes in; in Mastermind Junior the first player indicates which colour is right by the placement of the pegs, but in regular Mastermind the second player doesn’t know which of the colours they’ve chosen is correct, only that one of them is.

So here you can see how correct colours/placements are indicated in Mastermind Junior:

IMAG2557
The white animals indicate correct colour and placement.

And here how they’re indicated in regular Mastermind:

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I apologise for the weird angle of the photo, WordPress refuses to let make the photo vertical so that it looks less strange. But here black pegs indicate correct colour and place, and white correct colour but wrong place. You can see that there’s no way to tell which of your colours is correct with this layout.

There’s a slight difference. The first difference between the games is that in the adult version you play with one extra colour in the code, making it that little bit harder to crack. In addition to that your opponent doesn’t indicate to you which of your colours is correct, so you have more guessing to do.

Winning The Game:

Traditionally this game is played in rounds; the players decide before starting how many rounds are going to be played (always and even number) with the roles of code-maker and code-breaker alternating every round. The winner is the player with the most points at the end of this. Points are scored by the code-maker. S/he gets one point for each guess the code-breaker makes, and is given an extra point if the code-breaker doesn’t manage to accurately guess the entire code in their last move. Points are kept track of across the rounds and added up at the end.

Strategy:

In the Junior version of the game, not much strategy is required, as the code is only three pegs rather than four. In the adult version my preferred strategy is the one seen in the photo above. I like to start with four of one colour and see if any of them are right. This does seem pointless to some people but it’s a very quick and useful way of knowing, is this colour in the pattern. From that first one you simply continue in a similar pattern with other colours until you have the code. Though this strategy doesn’t crack the code in the optimal 5 moves most of the time I will say that I’ve never lost a game playing that way.

History and Interesting Things:

  1. The modern game, played with pegs, closely resembles a pen and paper game called Bulls and Cows that may be over a century old.
  2. The rights to the game have been held by Invicta Plastics since 1971, initially they manufactured it themselves, but have since licensed it to Hasbro, Pressman Toys and Orda Industries for production across the world.
  3. The 1973 edition of the game features a well-dressed white man sitting in the foreground with an attractive Asian woman standing behind him. Bill Woodward and Cecilia Fung reunited in 2003 after 30 years to pose for another publicity photo.
  4. In a standard set of the game, allowing a four-peg code, with six colour options, there are 1,296 different possible code patterns (including, and allowing for duplicates).
  5. In 1977 Donald Knuth showed that the code-breaker can solve in a maximum of five moves, using this algorithm.
  6. There have been computer versions of the game produced, as well as multiple different editions released.
  7. The difficulty level of the game is altered simply by changing the number of pegs allowed for the code, or the way in which the code-maker indicates a correct or incorrect guess.

Conclusion:

To conclude, I have to reaffirm how much I like this game. In both the child and adult forms. I think it’s a great game for kids because it’s quick, it’s easy to understand, and it promotes logic, problem-solving thinking. I think it’s a must-have if you have kids, or if you like quick games.

P.S. I know I borrowed the History section (and the winning section) from the previous Mastermind post, by they were still applicable, so please don’t be grumpy!

Blokus!

4.5 - 5

Number of Players: 2-4

Year of Publication: 2000

Creator(s):  Bernard Tavitian (designer) and Alan D. Hoch (artist)

If The Piece Doesn’t Fit, Get A Bigger Hammer!

Is what my mum and grandma used to say to me when I was small and doing puzzles (I love puzzles, for the record, but I wasn’t a particularly patient child) and the piece I wanted to put in a certain place didn’t fit and I’d just stubbornly push it, trying to bend it to my will. Eventually one of them would intervene though, to stop me from destroying the puzzle.
Fortunately, Blokus isn’t a puzzle in that way. But it is a rather good, simple abstract strategy game.

What’s In The Box:

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  1. Grid-Patterned Game Board
  2. Game Rules
  3. Four-Coloured Game Tiles

Playing The Game:

Objective: To play all your tiles onto the board.

Blokus is a very straightforward game. Every player chooses a colour and takes all those pieces. Players then take it in turns to place one of their coloured pieces onto the board starting from the corner closest to them. However, pieces cannot be placed with the flat edges touching, but must be places point to point, as you can see in the picture below:

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It may be noted that I’m using German rules for the game currently – that’s because I’m in Austria, so any photos of rules posted may not be in English.

The idea is simply to manage to play all your pieces without getting blocked in by other players. With less than four players this game is very easy. Everyone usually manages to play all their tiles without any problems. However, with four people it does get more challenging, especially when you get closer to the end of the game.

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I realize that the above is a pretty bad picture, but you can clearly see that the green and blue players have managed to create a kind of blockade in the middle of the board. I don’t have a picture, but this was quite problematic for the green player later in the game as they effectively sealed themselves off from one part of the board.

Strategy!

This game does require you to think a few steps ahead, as the further into the game you get, the harder to have to think about where you’re putting your pieces, and which way around is the best to place them. In my opinion the best strategy is to get rid of the biggest, most awkward-shaped pieces as quickly as possible, as these are the pieces that will really be difficult to get rid of when the board is fuller. On top of that if you can manage to get through to every section of the board then you’re doing very well. The more places you can reach, the more likely you are to be able to put down every tile. The best way to develop a tactic for this game is to just go for it. Play, watch your opponents, and give a reasonable amount of consideration to each of your moves.

Winning The Game!

It is possible for every player to win this game, so it may not be as appealing to some people, but to be honest I consider it more of a personal challenge to get all my pieces down. However, if no player is able to lay all their tiles then the player with the fewest squares (once counted up from their remaining pieces) left not on the board is declared the winner.

History and Interesting Things:

  1. Blokus was first published in 2000, the inspiration for it was most likely the very popular retro game Tetris.
  2. Between 2002 – 2005 it won five awards and was nominated for two others.
  3. There is also a Solitaire version of the game where one player tries to get rid of all the pieces in one sitting.

To Conclude:

I rated the game 4.5 because although it’s very well thought-out and easy to understand and play, I think the 3/2- player variations are too easy. If I were developing the game I would add some kind of additional “2-3 Player Challenge!” to the game, so that it could be played in the original form, or with, for instance, white tiles randomly placed around the board in a few places that add an extra dimension of challenge to the game. Something like that. It seems to me that there’s room for improvement.
Having said that, I recommend this game. It’s quick, it’s easy, it’s good, old-fashioned fun!

Kids Games – Teddy Memory

5 - 5

Number of Players: 2-4

Year of Publication: Unknown

Creator(s): Ravensburger

How’s Your Memory?

In this classic variation of Pairs, the simple memory game Teddy Memory is a cute and child-appealing version of the game, with adorable teddy cards.

What’s In The Box?

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  1. Multi-lingual rulebook
  2. 24 Teddy cards (12 pairs)

Playing The Game:

Objective: To have the best memory and so collect the most pairs before the end of the game.

In normal Pairs there is only one way to play the game: you shuffle the cards and lay them all out face-down on the table. You then take it in turns to flip over two cards. If they match you can keep them and take another turn. If they don’t match you have to turn them over again and it is the next players turn. In Teddy Memory Ravensburger have suggested two additional ways to play this game, which are both interesting.

The first is this: Reaction Memory
I’m going to write here exactly what they wrote in the rulebook. “Shuffle all of the cards and place them face down in the same direction. The first player turns over one of the cards and leaves it face up. The next player then does the same, and the game continues in this manner until two matching cards are revealed. Then it’s up to the players to react – the first one to call out what the picture on these cards is takes them as his or her own. The game then carries on as before. The game is over when only two cards are left on the table. The player with the highest number of pairs is the winner.”

The second variation is: Describing Pictures
“The Memory cards are shuffled well and placed face up on the table. One player chooses a card, describes it and then passes it on to the next player. The second player chooses the matching card from the table and keeps the pair. This player then chooses a new card and describes it before passing it on to the next player. The game is over when all the cards have been collected. There is no winner in this game.”

These are all simple and I don’t think they really need any extra explanation, so I’m going to go straight to the next part of the post.

Strategy!

Well, this is a game for children aged 2 and a half – 5 so there’s not much in the way of strategy. For the classic version of the game the best way to play is really to concentrate on what other people are turning over. I find that to collect a lot of pairs you should first turn over a card that you haven’t seen the other side of, and then try and remember if its pair has already been turned over somewhere. If it has, pick that one out, and if it hasn’t, turn over another random one to see if you can get lucky.
That’s basically it. Concentrate hard and you might be able to win. But also maybe not, that’s the beauty of simple games.

History and Other Interesting Things:

To be totally honest, this game is really old but it’s almost impossible to date it or to know anything interesting about it except that there’s hundreds of variations of it, with Bears, Disney Princesses, Barbie, Happy Families, Farm Animals… The list goes on.

Further Reading and Other Editions of the Game:

This is possibly the easiest game to find variations of ever. Online there are regular memory games, number memory games, letter memory games… Some more challenging and obviously educational than others, but fundamentally all the same.

Conclusion:

This game is great for kids, and for adults. It’s so simple that the rules have no ambiguity to them, and you can even make your own version of this game at home using paper and pens if you don’t have a properly published version. It’s also quick and straightforward, so although it’s always possible to get frustrated at a game I believe that this one generally remains fun and light-hearted. If you’ve got kids and you haven’t played this game with them you should get a copy, especially as it really helps them focus, therefore improving their concentration and memory skills from an early age.

Memoir ’44 – 04 – Pointe-Du-Hoc

4 - 5

Winner: David

Full Scenario

History:

The rules of the game tell us a brief history of this battle; June 6th, 1944.

It was felt by the Allies that the position the Germans held on top of the cliffs at Pointe-Du-Hoc was too strong. They had guns with them that could, from the top of the 100 foot cliff, accurately hit anything attempting to land on the beach.

The Second Rangers (an American unit formed specifically for this mission), under the command of Colonel James E. Rudder were assigned to stop them. After a difficult landing, under heavy fire from the Germans they managed to reach the top of cliffs. Here they found that the guns had been withdrawn from their stations several days beforehand and only dummies left in their casements. One Ranger patrol went south searching for the missing guns.

Two concentrations of Germans had remained; one in the south-west antiaircraft bunker, the other in the observation bunker. Despite repeated attacks these resisted and were the most dangerous of the German forces in the area.

The single Ranger unit finally found the guns sitting quietly, unguarded, in an apple orchard inland. They placed incendiary devices inside them and completed their mission.

Pointe-Du-Hoc

Pointe-Du-Hoc
The Steup.

Strategy:

Allies:

Landing on the beach puts you at a fairly strong disadvantage to the Axis player; you’re in the sea, which gives you movement restrictions, and retreat penalties, but you get six command cards and you move first, so it’s not all bad.

  • You have to factor in that you cannot scale the cliffs in one move, the special rules for this scenario state that you must use two moves, to scale a cliff from the beach side.
  • However, your units are Rangers, so they can all move two hexes and still battle, which is a big advantage, and makes life much harder for the Germans.
  • The victory condition is four medals; we found that the most promising way to achieve this was to storm straight up the middle and try and take out the units in the sandbags, plus the left-hand one in the bunker. Then capture medals at the back to win. You should also try and do this as quickly as possible.
  • In this scenario I would say that keeping your units pretty close together was probably a better bet than spreading them thin, simply because the victory condition in not so high as in other scenarios, and it’s easier to outgun a unit if you’ve several of your units attacking them.
Axis:

You get the fun of defending in this one. Dave and I did have a bit of a debate about whether or not it was more advantageous to stay in the bunkers and let the Allied player come to you, or to go out and meet them. We played it both ways.

  • You’ve got a bit of an interesting set up, on the top of the cliff. You’re position is very good defensively, but a little annoying until the Allied player has moved a fair few of their units.
  • You’ll probably find that although you can attack maybe on or two of their units, you can probably only do so with one battle die, which is an incredibly tedious (although completely acceptable, and sometimes necessary) way of destroying a unit
  • My main comment for this one is to not (if possible) let your enemy destroy your artillery. Because of its range this unit is incredibly useful, but annoyingly, also fairly easy to obliterate if an enemy unit gets close enough. PROTECT IT. That’s what your unit in the bunker on the point is for – to stop anything getting to your artillery.

General strategy point: be aware of the spread of your units in relation to your command cards. It’s very unwise to bunch all your units in one section of the board, as there may come a time when you have no command cards relevant to that section, which renders your turn useless and gives your opponent the upper hand.

 

Running Score:

David: 11

Miriam: 5

 

Cambio

4 - 5

Number of Players: 2 – 3

Year of Publication: 1996

Creator(s): Maureen Hiron

IMAG3069

 

Video:

Cambio, similarly to Quarto!, is a complicated or ‘thinking mans version’ of Tic-Tac-Toe (Naughts and Crosses).  For this review we’ve done another video. The video covers all our normal sections except ‘History and Interesting Things’ so check it out below:

History and Interesting Things:

There are only a couple of notable things about this game and they are:

  1. The game was invented by Maureen Hiron in 1996. She is a very successful game inventor and know for inventing several other games including: 7 Ate 9, Continuo and Qwitch.
  2. The word Cambio means exchange.

To Conclude:

Like we say in the video we like this game, the design of our specific issue of it could be better but apart from that its a fun and fairly simple strategy game thats not too long to play but not so fast you miss what just happened.

Quarto!

4.5 - 5

Number of Players: 2

Year of Publication: 1991

Creator(s): Blaise Muller

 Video:

Quarto! is complicated Connect Four and for this review we’ve done a video, our first real video review! The video covers all our normal sections except ‘History and Interesting Things’ so check it out below:

History and Interesting Things:

There are only a couple of notable things about this game and they are:

  1. The game was invented in 1991 by Swiss mathematician Blaise Müller.
  2. It has won the following awards:

To Conclude:

Like we say in the video, we like this game a lot! My only issue with it is retaining enough concentration to keep in check all of the eight different piece attributes that could create a line. However I would highly recommend this game and if you like games that range from Connect Four to Chess then you will most probably love this game.

Memoir ’44 – 01 – Pegasus Bridge

3 - 5

Winner: Draw

Full Scenario

History:

Set on the night of June 5th, 1944  this scenario recreates the brief battle for Pegasus Bridge. Or Bénouville Bridge, as it was known at the time, in Normandy, France. Major John Howard led the men of the Oxford and Buckinghamshire Light Infantry in the first airborne assault of D-Day, his objective being to capture both Pegasus Bridge and Orne Bridge. At a few minutes past midnight the Horsa Gliders land in a patch of field only yards away from their objective. The men stream out of the gliders totally surprising the German forces, there’s a brief and furious fight involving a machine gun in a sandbag nest right by the Pegasus Bridge. The British forces secure the Bridge, and the Orne equally as quickly, losing only two men in the process.

Full set up

The bulk of British troops here start behind the impassable pond, meaning that they must be maneuvered around it to get involved in the battle. The Allied player has the natural advantage in this scenario; they have more men to begin with, receive more Command Cards, and play first.

Strategy and Tactics:

The Allied player here has the upper hand, but if they play badly that’s going to be completely irrelevant. In this game a certain amount of your success as a player is determined by which Command Cards you draw, as on some occasions you may need to give orders to a section of the board that you don’t have the Command Card for, and so can’t. How quickly and efficiently you kill enemy units is also determined by the roll of the battle dice. So some amount is down to luck and chance. But aside from that we’ve found so far that once you’ve found a decent defensive position (for example in a patch of trees) it’s ideal to stay there for as long as possible, all the while you can fire on your enemy from there you should stay as the woods reduce the chances that you’re going to lose men when the enemy fires on you.

In  this scenario the German forces have barbed wire and sandbags. These are inconvenient, for an Infantry unit to be able to remove them they have to move into the space that the barbed wire is in, and then remove it instead of battling. So it can be completely suicidal to remove them as you end up adjacent to you enemies units and unable to attack them. Leaving you as a clear target. It’s also important to remember that the rive does not effect line of sight. You can fire on an enemy unit across a river provided that they are within range and no other terrain restrictions that would prevent you attacking them apply.

I found, when playing as the Allied forces, that trying to take the patch of wood on the right flank of the board, by the Orne Bridge, was a strong position to be in. That bridge is under defended and so the woods is a good position from which to either attack the lone German unit at the top of the board there, or to swoosh down and take the bridge from the other German unit. The blue medals on the two bridges count as victory points if the bridges are held by British forces. Meaning that that player has to destroy less of the Axis units to win the scenario.

For Axis forces it’s tactically ideal to get you lonely unit in the top of the right flank down into the patch of woodland before anyone else can, this is a good defensive position to be in, to prevent anyone trying to take the Orne Bridge. Your second unit there could then be on the bridge, between them they’ll put up a good fight against any optimistic British forces.

When we played this scenario we left the Axis units mostly where they were in the center and on the left flank, only really moving the one in the top left corner to bring it closer to the action. On reflection it would probably have been a good idea to shift the unit in the town right next to Pegasus Bridge further down the river to attack the British, because we didn’t actually use it that much.

To Conclude:

This is the starter scenario, so it’s been simplified from the original battle. The Germans has a machine gun in their sandbag nest by Pegasus Bridge that’s been replaced with regular Infantry in this one. But as starters go it’s very good, it’s an easy board to navigate, and the use of only one type of unit allows you to completely get to grips with how they move and battle. It would’ve rated higher, but that it’s been deliberately simplified for learning purposes, so the scenario doesn’t have as much going for it as some of the later, more complex ones do. It’s well designed as an introduction though, and sets you up in good stead for future scenarios.

Running Score:

David: 2

Miriam: 2

Memoir ’44

5 - 5 - Strike Thro

4 - 5

Number of Players: 2

Year of Publication: 2004

Creator(s): Richard Borg (designer), Cyrille DaujeanJulien DelvalDon Perrin and Claude Rica (artists)

Right. Well. I think we played that wrong….

We should really include that in all the titles/opening paragraphs for this blog, since I can’t immediately think of any game that we haven’t played wrong at least once. Memoir ’44as has been stated at least once now, is a fantastic game. I don’t think we’re likely to ever get bored of it. Based on real scenarios from the Second World War it’s not only interesting for its historical accuracy, but also as a strategic game.

What’s In The Box:

IMAG2834
The Stuff

 

Countryside side of the board
Countryside side of the board
The board beach side
Beach side
The Rules
The Rules
  1. 14 Special Forces Badges
  2. 3 Blue and 3 Green Command Card Holders
  3. 44 Double-Sided Terrain Hex Pieces
  4. 60 Command Cards
  5. 1 Double-Sided Obstacle Summary Card and 1 Double-Sided Unit Summary Card
  6. 7 Terrain Cards
  7. 8 Battle Dice
  8. 2 Sets of Army Miniatures; Green = Allied Forces, Blue-Grey = German/Axis Forces
  9. 4 Double-Sided Bunker and Bridge Tiles
  10. 10 Double-Sided Victory Medals
  11. 1 Double-Sided Battlefield Board Map
  12. 1 Rules and Scenario Booklet

Playing The Game:

Objective: To fulfill the scenario’s victory conditions before your opponent and score more points after you’ve switched sides.

When you read the rules for this game you’ll see that the first scenario it recommends you play uses only the Infantry Units available to each side. This is very good, as the game builds you up to a thorough understanding of each of the different types of unit available to you in different scenarios by introducing them one at a time into gameplay.

You start by setting up the board, as directed in the instructions for the scenario you’re playing. You change the look and layout of the board by using the terrain hexes to put in woods, hills, villages, rivers etc.

The starting set up of the first scenario in the rulebook
The starting set up of the first scenario in the rule book

Once you’ve set the board up for the scenario you then decide who’s playing as who. In the rule book the scenario instructions will tell you which side plays first, and how many Command Cards each player is dealt to begin with.  Players then take turns. There will be a preset condition for victory in each scenario.

The Command Cards contain an array of  things a player can do on their turn, standard orders or special commands. These mostly look like this:

an example of the Command Cards most commonly in play
an example of the Command Cards most commonly in play

The special command cards look like this, but are all different:

A special command card
A special command card

Winning The Game:

There is no time limit to the scenarios, players continue taking turns until someone manages to destroy enough enemy units to fulfill the victory conditions for the scenario. Then the board is reset and players switch sides. A note is kept of the score from the first round, for example, if the victory condition was that someone needed to have completely destroyed 4 of their enemy units and the other player had destroyed 2 when this happened you would then make a note, and at the end of the following round the victorious players score would have to be the highest total number of units destroyed.

Strategy:

We realized fairly early into the playing stages of this that the scenarios are usually relatively heavily weighted towards one player, they may have an advantage in the number of Command Cards they have, or in having bunkers or sandbags. But despite this, if you play reasonably tactically, all the scenarios we’ve played so far could go either way.

We started out just playing the most obviously useful card we had in our hand at the start of each turn, and seeing where it got us. Because the destruction of a unit is determined by a combination of the card you played, the position of your units, the terrain around you and the rolling of battle dice it can be unreasonably hard, on occasion, to annihilate a unit that should have been wiped out the first time you attack it. This is both true to the slightly unpredictable nature of a battle, and completely inaccurate as an Armour unit fighting Infantry at what is more or less to be considered point-blank range should not somehow manage to miss all of them. But that aside, it is possible, tactically, surround and destroy units, using terrain disadvantages to your advantage.

There is a lot to be said about strategy on this game, but we’ve decided that in the interest of keeping you interested, we’ll go into much more detail on tactics and strategy, as well as historical overview and other exciting things like that as we write about each scenario individually.

History and Interesting Things:

  1. The game was designed to commemorate the men and women of WW2 and the sacrifices they made.
  2. It was published in collaboration with the Mission for the 60th Anniversary of the D-day Landings and Liberation of France.
  3. In 2004 it was awarded the International Gamers Award for the General Strategy: 2-Player category.
  4. There are eleven expansions for this game, all of them require the original to play.
  5. The game can be played with up to six people, playing in teams of three, each commanding a different section of the board.

There is more to write, but we want to look at the history of each scenario in greater detail over the course of the month, as we’re doing with our Strategy section of each post.

To Conclude:

As is evident, we love this game. We hope that over the course of the month these posts will show us gaining a better understanding of the game, and knowledge of the historical associations of each scenario. As well as actually letting us play a game more than once, which will make a nice change to our usual style of review. If you can get a copy of this game and a friend or two who might be interested, do it. Otherwise, stay tuned for our upcoming post of the first scenario of the game Pegasus Bridge!