He's designed more games than I am listing here, these are just the ones I have.
As the cards are put down, the paths don't have to connect. It's okay to have dead ends or cards that are not part of the ascent. The path has to start from the bottom edge of the mountain and go all the way up to the middle of the top card (the top card does not need the path exiting on the very top). A helicopter card is set aside as a one-use ability--the player can take a base camp card and put it on the bottom of the draw deck. The challenge of the game is to plan ahead in using the cards to build the path or switch things around with the abilities.
On a turn, the player flips up one Worry then proceeds down the line of worries from left to right, performing the action listed on the bottom of the card. The actions make the player move around the Steps cards, which could be beneficial or could create problems. After the Worry cards have all activated, then all the Steps that are above an active Worry card are flipped. The other side of the Step cards are the Distracted side, though throughout the game they will flip back and forth. Once the flips are done, if any Worry cards are below a Focused Step, they are removed. As a final action that is optional, the player can swap the places of two adjacent Step cards. Then a new round begins. Rounds continue until the final Worry card is flipped up. Then the player has a last round without flipping a Worry card (since they are all flipped) but doing the other actions (performing the Worry actions, flipping cards, eliminating Worries under Focused Steps, and maybe swapping two neighboring cards).
Food Chain Island
An island full of animals is the perfect place for a food pyramid scheme! The cards are laid out in a four by four grid of animals, each with a number that represents its size and a special rule on the card. The objective is to have as few animals as possible left on the island. Play stops when no animal can eat another because the numbers are too far apart or the cards are too far apart in the play area.
The animals are only allowed to eat orthogonally and only a number that is 1, 2, or 3 less than its own number. So the Rat (#5 card) can only eat the Lizard (#4), the Mouse (#3), or the Spider (#2). The predator card moves on top of the prey card, replacing it on the island. If it eats again, the stack of cards gets even bigger. Written on the bottom of each card is a special rule that must be followed after the predator eats another card. The Rat says "Move one animal 2 spaces," which could be the Rat or any other critter still on the island. The lower numbered cards have more useful abilities. The game also has cards for the Whale and the Shark that can be used at any time to help the player rearrange the other cards to maximize eating. The Whale and the Shark don't eat (poor things!).
The player wins if only one, two, or three animals (stacks of cards) are left on the island.
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| Middle of a game |
While the art is cute, I found the game not very thematic. Some of the food chains are not quite convincing (sure, the Rat is bigger than the Mouse but would it really eat a cousin?). Some abilities are thematic (the Bat can fly around to anywhere), others are just random (moving other cards or requiring certain actions to be taken). The game mechanics make you plan ahead as much as you can, so there's a little brain burning going on but nothing too tough. Occasional layouts are hard to manipulate into a successful outcome. I was never excited to come back to this game the couple of times I tried it. It isn't bad but it isn't my thing.
The game does have expansions but I don't have them and thus haven't tried them. Maybe they would spice things up.
Mildly recommended.
The Royal Limited
It's the swinging Sixties in England, where celebs are traveling in style which means they travel by train. Regular people want a chance to see them, so they get on the trains too! To support their endeavors, the player will build a train and populate it with celebrities and common folk. The game has twelve Train/Passenger cards, five VIP cards, and one Conductor card. The Conductor is used as a timer, keeping track of the four rounds of the game (the card is rotated at the end of each round). At the beginning of the game, the player draws two random VIPs and uses either side of the card.
At the beginning of a round, the player draws five cards from the Train/Passenger deck. Each card has a color (all pastels--either blue, green, or red) and a number (from 0 to 3). If a card is played as a train card, the player has to discard cards from their hand equal to the number on the card. Subsequent Train cards must not have the same number or color as the rightmost train card. That's how the train is built.
The player can also place a Passenger or VIP onto one of the train cards. The color or number of the occupant must match the Train card's color or number. VIPs only have a color, though some of them have no color and can be put in any train card. But the VIPs have special requirements, like being placed between specific values of passengers or in specific cars after the train is three cars long. So picky!
Once an occupant is placed, the special ability at the bottom of the Train card is activated and must be followed. Once the player is out of cards or doesn't (or can't) play any cards, the round is over. The Conductor card rotates (assuming it's not the end of the fourth round), any cards still in hand are discarded, and five new cards are drawn.
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| A final situation--not good! |
The score at the end adds up all unused cards (including unused VIPs) and an unoccupied Train cards. The picture above shows a score of six--five unused cards and one empty train car. Four or more is a loss, two makes you a Beginning Conductor, 0 makes you the Royal Conductor.
I found the game very fiddly and arbitrary. I was constantly scoring two to four points after spending a lot of time thinking about moves and rewinding moves that turned into impossible situations. For me, there are too many arbitrary requirements. Having VIPs restricted to certain colors and placing a train car with a different number and color created a lot of unfun tension. I just don't enjoy playing the game. I looked at some strategy tips online and they helped a little with scores but I still haven't gotten a zero score.
The game does have expansions but I don't have them and thus haven't tried them. Maybe they would get the engine running better.
Not recommended.
Unsurmountable
I previously reviewed this game here. Below is a cut-and-paste of parts of the review!
Unsurmountable challenges the player to build a continuous path up a mountain. Play starts with a "base camp" which is a row of five face-up cards. The rules are simple. The player can either place the leftmost card of the base camp on the mountain or use an ability listed on the base camp cards (the card with the ability gets discarded, so use wisely). The mountain is built up as a triangle--cards can only go on higher levels if there are two adjacent cards beneath it. The bottom row has a limit of four cards, the next a limit of three, the next a limit of two, and only one on the top.
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| A completed mountain with base camp |
As the cards are put down, the paths don't have to connect. It's okay to have dead ends or cards that are not part of the ascent. The path has to start from the bottom edge of the mountain and go all the way up to the middle of the top card (the top card does not need the path exiting on the very top). A helicopter card is set aside as a one-use ability--the player can take a base camp card and put it on the bottom of the draw deck. The challenge of the game is to plan ahead in using the cards to build the path or switch things around with the abilities.
The game plays quickly (in about ten minutes) and is a lot of fun, especially trying to plan ahead with the cards. Making a trail isn't too hard until you start using the other limitations (like only one type of card per level or per side), adding more things to plan ahead for. I found myself not using the helicopter. It's nice thematically but the base camp would have to have be a bad combination to make it feel necessary.
The game does have expansions and I have enjoyed playing with them. See my review for more details.
Recommended.
A Nice Cuppa
The player is just trying to relax and make a cup of tea to soothe away the worries of everyday living. It's a simple seven-step process, from selecting a flavor of tea to the enjoyment of said tea. But the worries are ready to make trouble for you.
Seven cards represent the Steps to make tea. The player shuffles these and plays them out in a random order, with the Focused side up (more about the other, Distracted side later). Seven of the ten Worry cards are shuffled and placed face down under the seven Steps.
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| An initial set-up |
On a turn, the player flips up one Worry then proceeds down the line of worries from left to right, performing the action listed on the bottom of the card. The actions make the player move around the Steps cards, which could be beneficial or could create problems. After the Worry cards have all activated, then all the Steps that are above an active Worry card are flipped. The other side of the Step cards are the Distracted side, though throughout the game they will flip back and forth. Once the flips are done, if any Worry cards are below a Focused Step, they are removed. As a final action that is optional, the player can swap the places of two adjacent Step cards. Then a new round begins. Rounds continue until the final Worry card is flipped up. Then the player has a last round without flipping a Worry card (since they are all flipped) but doing the other actions (performing the Worry actions, flipping cards, eliminating Worries under Focused Steps, and maybe swapping two neighboring cards).
For a score, all cards to the left of Step 1 are discarded (hopefully none if Step 1 is the leftmost card!). All the cards in ascending order from 1 are kept until there is a number lower than the previous one. The rest of the Steps cards after that are discarded. The player scores two points for every Focused Step card, one point for every Distracted one, and loses one point for every remaining Worry card.
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| Final scoring situation |
The game moves smoothly and it is easy to see how you have to manipulate the card order. Planning to get the cards in proper order, flipped to the Focused side while removing Worry cards is the challenge. The slow build up of greater complications creates more tension, especially if the player gets all seven cards in the right order before the game is done. I found the challenge interesting and not overly taxing. The Worry cards are usually in different orders and the player doesn't see all the same cards every game, making for a lot of replayability.
The game does have expansions and I do have them but haven't tried them. I haven't played the base game enough to move on to more complicated Worries!
Recommended.
So it's tough for me to say whether I like Unsurmountable or A Nice Cuppa more. They both provide interesting puzzles that are not overly complicated or overly restricted. They give a nice brain-burn without brain-melt. I will definitely keep playing them both.














