Tuesday, 17 May 2016

FLICK 'EM UP

FLICK 'EM UP, Pretzel Games, 2015
A cowboy-themed dexterity game
8+, 2-10 players, 45 mins


Here at "Boy Got Game," we like to bring you a variety of games and there's surely nothing like Flick 'Em Up. Yes, there are dexterity games on the market, but none so beautifully conceived as Flick 'Em Up. I'm not even going to hide how I feel about this game because it's such a winner - the only question is really how well I'm going to rate it. 

We start with the box itself. There's quality here unlike anything else I've seen. This wooden box is hefty, it's weighty. It feels like the kind of box you stored your most precious toys in as a child. It's an extremely important detail because it immediately shows you the care that has gone into this game.



Inside the box is an extremely simple rule book, a scenario book, some thick quality cardboard tokens and some simple but really effective wooden pieces.













The heart tokens you need from the very beginning but the rest are only used in scenarios as the game gets more complex. What is noticeable as you open the box, though, is the lovely array of colour and the clear simplicity of the game ahead.








It's the buildings that set the scene so brilliantly. Made from very durable thick cardboard, the buildings are colourful and cartoonish without being childish. Just like the box, they cleverly take you back to earlier years, of watching Westerns on TV. And the hands on the clock move - as a time marker. Each scenario tells you when the clock should start and when it should end (high noon) but when a game tells you that the time is up and you turn to each other and say, "No, let's finish this," that's a real indicator of an excellent game.


You set up the buildings, barrels, tumbleweeds (yellow cubes) and men according to the picture on the scenario and then you're ready to play. And the rules are disturbingly simple. You activate one men at a time and choose two of the following actions - move, shoot, use tokens. Each action can be performed twice - for example, if you find yourself in a good spot then you may not want to move but shoot twice. How do you move? Replace the character with the move token and flick it to where you want to go. If you flick like a lunatic and it hits something before stopping, you don't get to move.

Okay, that shot really hurt.
How do you shoot? You put down a little bullet token by the side of the character and flick it. If you knock the opposing character over, you cause a wound - if you hit it but don't knock it over, it's a glancing shot and no damage is done. Too many wounds and the character dies. If you go into a building where an opposing character is hiding out, you have a duel where each takes a shot at the other over an ever-decreasing distance until one character is hit. If your bullet ever hits something before hitting a character, there's no damage, at least in the basic game. And you can't shoot a man when he's down.

Duels are great. It's worth running into a building just to do them. In our last game, I ran into a building with three opposing law-breakers. Pow! I shot the first one dead. The other two fired back and missed. We drew closer. Second shot I missed and they both fired back, missing. We drew closer. Blam! I nailed that villainous Old Man Cooper and sent him packing. His henchman fired and missed. We draw closer. I fired again and sent his henchman straight to hell. Three on one and I popped them all. That's what a great evening's gaming is made of.

The sheriff and some of his men see Old Man Cooper come into town.
To remember turn order, the figures on the clock have differing colours. The scenario will tell you what colour hat everyone starts with. The player with initiative activates their first character, then the opponent activates their first character, then the first player chooses another character, etc. Each time a character is activated, you turn their hat over to the other colour, which is a very convenient way to remember turns.

"This town is ours for the takin', boys..."


Each side has five characters, which means that in theory the game can take ten players, but I wouldn't recommend it for a moment because that would mean waiting an eternity for your turn. The fewer players the better for this game. Two players is ideal, three or four is possible, but I wouldn't go beyond that. Indeed, in a four-player game, even though it says that each player chooses a certain number of characters, I would play that each player takes alternate turns.



This is a surprisingly strategic game. Whom do you activate first and should they move or shoot? How certain are you of making that shot...? Is it worth the risk of running out into the open?

Two of Old Man Cooper's boys may be down
but a long-range revenge shot hurts the law.
For added atmosphere, at the start of a game put on the soundtrack to The Good, The Bad, and the Ugly. It lasts almost exactly the same length of time as an average game and creates a ridiculously atmospheric mood to the game. 

The game is rated for 8+ but there's no reason it couldn't go down to 6. Yes, the strategic element means that older players are likely to think more about turn order and even character orientation (when you move or pick up a character, you choose their exact angle, which makes a difference because when you shoot you have to put the bullet next to the side of your figure and a good choice of angle makes it harder to be shot). At the same time, though, two young players of a similar age could certainly enjoy this.






The sharpshooting villains strike again...
Everything about this game is classy. The wood is simple yet effective, weighty yet capable of being flicked over. Where earlier scenarios involve just killing certain people (the first scenario has the victory condition of killing 3 opposing characters while the second has you having to kill one specific lead character), later ones get more complex, involving dynamite, rifles, bags of money and much more. Each scenario builds up nicely, allowing for a gradual increase in complexity. At the same time, though, the core mechanic is extremely simple - flick a bullet at another cowboy to kill him. I've seen reviews of this game that express real frustration because sometimes it gets a little fiddly - a building might get in the way, the angle may be horrible or you may miss every shot in a round. But that's what makes this game great, because when you hit it feels GREAT. And that's the joy of dexterity games. You don't have to be a great military strategist, you just need to be able to flick a token.



Two can play at that game, varmint!

I'll call the undertaker...






This picture is from scenario 2, where the sheriff is carrying two guns and can fire twice with each shoot action (giving him the possibility of shooting four times and round). It makes him a monster but all Old Man Cooper's men have to do is kill him to win. This is where strategy comes in. I decided to keep him as far back as possible and let my men bring Cooper's henchmen down to as little health as possible before bringing in the Sheriff....

Clearing out the henchmen...
Flanking fire!

The Sheriff dispenses some justice - two kills with two shots!

Old Man Cooper is down, hiding behind his henchman. I'll just gun him down first then...
Old Man Cooper's last stand

It's not often I'll mainly show photos of a game but the pictures really say it all. With Flick 'Em Up, you turn your dining room table into the Wild West. You're taking the shots, you're gasping as bullets whistle past, you're cheering as opponents go down. You're hiding behind barrels, running into the saloon all guns blazing, you're taking the sniper shot that stories are made of. Yes, it's more expensive than your average game but that's because of the quality of the pieces, which is extremely high.

It's a competitive game but casually so. Some games rely on the exact measurement of millimetres. Not this. This game just oozes fun. You pick up and put down your characters in roughly the same place they were before because it's not about the pick up, it's about the flick up. Or something.

To the ratings, then!
Accessibility: 4/5 - The rules are extremely short but not always clear. House rules are definitely needed throughout but the tone of the game is such that these are always created quickly and easily.
Design: 4/5 - This game oozes class. It feels like classic Westerns and puts you right in the action. There's nothing fancy but the combination of wooden figures and cardboard buildings works perfectly.
Depth: 3/5 - The scenarios improve in depth but at its core this is a dexterity game where you flick tokens, so depth isn't really the aim here.
Replayability: 4/5 - The simplicity of the game means that this is a perfect family game to pull out on a rainy afternoon. Set up the buildings as you want, create a scenario (or use one from the book) and then go!
Availability: 5/5 - Available online and in good stockists.

Final Score: 75%. It's simple, it's fun, it's engaging. If you're looking for in-depth strategy you won't find it here. If you're looking for something totally different to your average board or card game, this is it. More expensive than many other games but totally worth every penny.


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Wednesday, 4 May 2016

RED NOVEMBER

RED NOVEMBER (Revised Ed.), Fantasy Flight Games, 2011
"A Frantic Game of Survival On a Gnomish Submarine"


Imagine the scene.... you are your life partner sit down for a nice evening of board games. You play a few games and one of you wins all the games and the other person loses all the games. One person is happy, one is unhappy. Slowly, the relationship disintegrates, lawyers are brought in, children are traumatised.... it's just not necessary. Thankfully, a good number of decent co-op games are now on the market that don't shatter relationships and therefore ensure that little Tommy only sees Daddy at the weekends. Where most board games pit players against each other, or a team of players against one player (usually the evil overlord of some sort (e.g. Fury of Dracula, Heroquest, etc.)), cooperative games pit all the players together against the game itself. The most common way of achieving this is by having some sort of time limit and a task or set of tasks that need to be achieved before time is reached. 

How is this achieved in Red November? "Bad times have hit the experimental gnomish submarine BFGS Red November." [I have to interrupt here to say that I genuinely don't know what BFGS stands for. They never say. It's certainly not Big F'ing Gnomish Submarine, as we'll see shortly."] The sub has gone crazy, and everything is going wrong all at once. Fires are burning, the sub is leaking, and critical systems keep failing. Help is on the way, but the gnomish sailors must work together to survive until the rescuers arrive."

In other words, this game follows the totally standard format of co-op games, in having a task and a time to achieve it. Given that it follows the standard formula so tightly, how does Red November do it in a way that makes it different and exciting?

"Red November is a cooperative survival game for 1-8 players playable in 1-2 hours...."

Wait! 1-8 players? That's interesting. Not only can this game apparently be played solo but it can conversely take twice the number of people that your regular board game can take. The game expects you to play with at least three people, which is why there are starting places for 3-5 players, 6 players, 7 players and 8 players. What they don't indicate on the board is where you start if you're playing solo or with 2 players. Despite the fact that you can take a fairly educated guess, that's a little oversight. But let's open the box and see if there's anything else creative and exciting inside...


Board and rules. Nothing spectacular here. Let's go further...


And here you find the standard FFG (Fantasy Flight Games) box set-up, with a gap in the middle for the actual game contents and two large dividers to fill up the rest of the box space. And here's the first item of concern with Red November. It's clearly designed to be deliberately small to suggest a cramped submarine, but I find it's impossible to escape the thought that FFG was just trying to save money by providing the smallest possible game tokens and cards. Yes, there are eight figurines, but each one is only just larger than a thumbnail, and I have small fingers. No, really, I had to have an oboe made specially for me because my hands are so small.

How small? This small.
The same feeling of being cramped could have been achieved with a normal sized board and significantly larger gnome figures. And since we're talking about the gnome figures, I must mention that they all look exactly the same. Yes, FFG have just created one figure and mass produced it in a wide range of colours. So the figures aren't exciting at all. They're tiny and fiddly and no-one playing the game really pays any attention to them. In theory, they could be painted to make them more interesting (leaving the bases the original colour), but they're so small I don't fancy trying that any time soon. FFG get points for a novel idea but loses them instantly in the implementation.

Perhaps the game play is more novel. Players start in randomly determined rooms and the first turn, particularly for the very first player, is always spent not really knowing what to do because there are no crises to deal with, so most people head to the Captain's Cabin, where there is Grog hidden, or to the Equipment Store (room 8) where you can pick up tools that might help you in the future.


Perhaps the most unique feature about the game is the fact that there is no set turn order. A time track exists round the edge of the board and each player places their marker on the time track. Once all pieces move clockwise round the track, the game is won. But there are three measures on the board that need constant attention because they keep increasing - the asphyxiation level, the heat level and the pressure level, three tracks that are on the top left of the board and whose token is an extremely simple coloured wooden block. As in really cheap, wooden blocks. 



If any one of the three cubes reaches the end of their line, the game is over and all the gnomes die. If any cube passes the star midway along the line, then a successful reset by a gnome only takes it back as far as the star. If a gnome resets the track when the cube is still on the star, it resets back to zero. This is a very simple but effective mechanic that makes you afraid of drawing event cards (see below) because you don't want to move the cubes further along the tracks. In the two games we've played so far, we've had tracks reach one space from the end and stay there for a few turns, threatening game over. That makes for a really good amount of tension. This is the mechanic that really makes the game fun.

"I want you to create a really clever token for these tracks."
"How about a cheap, small wooden cube?
(*sigh*)


The time track is perhaps the most interesting and novel element of the game. In a rush against time, the designers realised that what's important isn't who is next, but who is last. Here's what I mean. Everyone starts with their time marker on the same space on the time chart...

... but then as they progress their markers move along the time line. The person who is at the back of the time line always takes the next turn. Why? Well, it's quite clever. Let's say your gnome decides to spent ten minutes trying to put out a fire. At the same time, another gnome takes four minutes to fix a leak. The gnome who has spent less time can then go and try to address a situation elsewhere on the sub, so the person at the back of the timeline, whoever it may be, always goes next. In the picture below, for example, yellow took an extremely long time to perform an action and so progressed furthest along the time chart. Green goes next because they're furthest back. What we know for sure is that Green, Orange and Red will all get a turn before Yellow, and that can be very useful for planning. This is perhaps the most novel part about the entire game.

As you move along the timeline, your marker crosses spaces with stars on them. Usually these signify drawing an event card (which is always either negative or neutral, never positive) but sometimes they allow you to draw an item card. 


Unfortunately, there's a problem. The board is so small that when your marker moves along the timeline, especially if you cross another person's marker, you often can't see if you've crossed or landed on a space that has a star on it. So, while the above configuration is how the game is meant to be played, it's better when those pieces are put next to the timeline but off the board. That surely was not the idea in design. This means that you're left playing a game where your pieces have to be off the board and where you cannot bump the board otherwise the pieces will go flying and you'll forget where you were. This is undoubtedly the most frustrating part of the game.

Event cards range from Leak to Fire to Fire Spreading and much more... and those are just the normal events you have to deal with. An attack of the Kraken (for which you need an aqualung and need to swim outside), missiles potentially launching and much more form potential grave dangers to the crew. 


There are definitely some cute dynamics when it comes to the events. If you have a flood in a room, for example, it fills up quite quickly...


If you open a hatch to a room with high water, the waters flows instantly between the two rooms, making low water in both. Low water slows you down but at least it's not impassable like high water. This attention to detail on how water and fire spread in a submarine adds real depth, as it were, to the game. 


Fire is the worst, though. Fire can spread very quickly and if you're caught in it, can be deadly. If you're lucky, a fire will start on a space where there's already water, which means that fire doesn't really start. But if it does start, not only can it spread but it adds to the Asphyxiation Track because it starts to burn up your oxygen.



I am reliably informed that fires don't just use up oxygen when they start but also while they continue to burn. As a former scientist with a crippling combination of OCD and pedantry, the fact that in this game oxygen does not continue to be consumed while fires rage annoys me. If it did, I appreciate that the game would be totally unbalanced, but the truth is that sometimes you just leave fires to burn while dealing with other things, and that does not seem to be sensible behaviour to me on a small submarine. You should be rushing to put out every fire and you don't.

Another challenge which can sometimes be fixed are blocked doors. If a fire is raging and you have to get it out, sometimes you have to spend time just getting the door opening, and that can be very challenging. Fixing things takes an action and takes time. You choose how much time you want to spend fixing the problem (1-10 minutes) and then roll the die. Imagine you decide to spend nine minutes fixing something. You roll the d10 and so long as you roll 1-9 then you are successful. Staggeringly, I have played this game twice and seen two differing players choose nine minutes but roll a 10. And that is actually really annoying because when that happens you realise that the core of this game is basic management of statistics and odds. You can help those odds with cards, like a fire extinguisher which adds +3 to your roll, meaning you only have to take 7 minutes to be certain of putting out a fire. Nonetheless, you're playing a numbers game and sometimes it seems a little stale because of this.

The room on the left has low water. Room 4 is on fire. It would be nice if you could open the door between them and have the water put out the fire, but the rules don't allow that. And anyway, this door is blocked so there are two reasons your plan won't work.
No review of this game can do it justice without mentioning one key element - Grog. No gnome may enter a room on fire until he takes a swig of Grog. But when he does so, he increases his intoxication level by one (to a maximum of four). At the end of a turn where you've had a swig of Grog, you're forced to check to see if you pass out. And that is a lot of fun. The gnomes gradually get more and more drunk which significantly increases their chance of passing out which, in turn, significantly decreases your chances of success. And if you're really lucky, you'll find some Coffee which will reduce your intoxication level.

It's actually things like this that save this game. Turning it into an actual drinking game where you have to take a serious drink every time your gnome consumes Grog makes the game especially fun, although the success of a game shouldn't really be dependent on how drunk the players are. As events build up, gnomes start passing out, they start stumbling and dropping items, the Kraken attacks at the same time that the missiles are about to go off and the chaos is fun. By the end of the game, your board might look a little something like this...



And then the designers add a clever twist near the end of the game. The sub is almost destroyed and you're all starting to panic. If there are fewer than ten game minutes left, any player with an aqualung can go outside, swim away and abandon their colleagues. That's right! It's co-op until you decide it's a totally lost cause and leave your friends to die. If that happens, you win if they do die, and you lose if they don't. That's a really nice twist for a co-op game.... "It's okay, I'll hold onto the Aqualung in case the Kraken attacks." "No, no, it's fine, I've got it...."

So, there are definitely some really nice touches to this game, particularly the intoxication rules, the sense of chaos and the clever way that turns are determined. What stops this from being a top game, in my opinion, is the annoyingly small board and the need to constantly perform a statistical analysis of likely rolls. 

We played this game twice and won twice. The first game had three players and was ridiculously easy, the second had four and was clearly harder. This makes sense because each player can only perform one action but may end up drawing anywhere between 2-5 events in each turn, meaning there's much more to deal with. So, if I were to recommend this game, it would be with a minimum of 4 players.

To the ratings, then...

Accessibility: 4/5 - The rules are short but, weirdly, can be confusing because a couple of differing pages may talk about different aspects of fires, for example. You can easily run a game with only one person knowing the rules and quickly explaining them to the others, though, and that's good.
Design: 2/5 - I've got to go low on this one. The board is nicely drawn but way too small and everything in this game just seems a little cheap.
Depth: 3/5 - Not a particularly deep game, more a game of balancing statistics and placement to minimise damage.
Replayability: 4/5 - It's fun and because much of what happens is dependent on which card you draw or what dice you rolled every game will be different.
Availability: 5/5 - easily available online or in local friendly game stores.

Final Score: 65%. This could have been much better had FFG thought more about how the board works, or doesn't in this case. Unless they actually wanted us to get annoyed at how small the sub was, in which case they lose points for trying to annoy us. A good amount of tension, a lovely possible twist near the end to add to the tension but the downsides to the game, such as the board size and the overdependence of just playing odds, means that while fun, I have to say that there are much better co-op games on the market. If you can get it for free (as if we're somehow all playtesters for FFG getting rewards or something!) or reduced then it's worth picking up. But at full price I would be inclined to say that there are better co-op games on the market and it might be worth spending a little more to get one of them instead. But since I haven't reviewed them yet, I definitely won't tell you what they are, and certainly won't mention Dead of Winter, Pandemic, Flash Point, Mice and Mystics or any other game.

Friday, 22 April 2016

JAILBREAK

JAILBREAK, by Waddingtons, 1982
"A Spaghetti Junction Game of Cops & Robbers"


We are starting this blog 'old skool.' Waddingtons was a UK-based game distributor in the 1980s, producing a wide variety of games, including the continually-played Monopoly, Sorry! and Subbuteo. Two of those games will probably feature in future posts. Waddingtons was bought out by Hasbro in 1994.

I've had Jailbreak for over thirty years and I still enjoy playing it. You can play it as a 2-player game or as teams for a 4-player game. The rules are insanely simple, covering both sides of this tiny little brochure, and that includes hints for both sides that cover most of the back page.

The rules to this game are so simple that a 5-year old could play it. Wait! That gives me an idea...
There are 55 cards in the game. Of those 55 cards, one is the jail, which is the starting card that always goes in the centre of the table...

See how happy they are in jail? It's all a facade because the game is based on them breaking out.
I wonder if they're wearing shiny shoes...?
Players then choose to be the convicts or the police. Bear in mind that this isn't a life choice, it's merely a preference for the duration of the game. Nonetheless, it's worth remembering that crime doesn't pay...unless you don't get caught, of course. Still, the assumption in this game is that you will get caught but that nonetheless the security at Her Majesty's Pleasure is such that being caught is not as problematic as you might have originally thought.

Each player takes four cards from the pile but does not show their opponent. This reflects the gritty realism of law enforcement in which criminals and police rarely cooperate. Unless someone's a snitch, of course, but there are no snitches in this game. The cards have a wide variety of road layouts on them and the fun of the game is in working out how to use your cards best.

The convicts start by placing a card next to the jail, either to the side, above or below. The convicts want to create as many routes from the jail as they can while the police want to limit the potential number of routes out. You can place your card in one of two directions and although some cards are the same either way, the choice of direction of the card can be crucial...


Here, for example, the convicts have placed a card to the left of the jail as a starting move. One of the routes out of the jail just continues, but one splits into two. That's the kind of card that the convicts want as close to the jail as possible.







If the person playing the convicts were a total buffoon, though, they could play exactly the same card upside down with a completely different result. While one of the routes out of the jail is still doubled as before, one of them is blocked. This is stupid. As stupid as crime. Except crimes of passion, which may not be stupid as much as evidence of the raw emotions that people sometimes have to face in extreme circumstances that we never expect to face. But I digress...


Players then take it in turns to place cards and when both players have emptied their hand, they pick up four more cards and play them until the deck is empty and the game is over. In the example below, the police play a very average card to the right of the jail. Either they have a terrible hand or they have a cunning plan. But then something interesting happens. There are 12 uniquely marked cards hidden somewhere in the deck - 6 with a red triangle and 6 with a blue triangle. Either player may end up drawing one or more of those cards because they're randomly shuffled into the deck. In my last game, totally randomly, I drew four of these cards in the first turn, something I had never done before. I still lost, although on reflection because I was playing the police I could at least claim a moral victory. When a card with a blue triangle is put down, the police must immediately put down a blue car to set up a roadblock. When a card with a red triangle is put down, the convicts must immediately place a car on a road. The aim of the game is simple. For the convicts to win, they have to get more than three cars to the edge of the cards. That means they have to have a direct route from the jail to four differing cars and then a direct route from each of those four cars to the edge of the cards. For the police to win, they have to stop more than three cars from reaching the edge. One of the exciting elements of the game is that you don't know where the edge of the cards will be - all you know is that it must be eight cards wide and seven cards deep. Good strategy will allow you to use this information to direct cars towards or away from the edge.

In this picture, the convicts are lucky and get to place one of their own cars. They put the card above the jail and place the car on that road. They could choose any road that's on the card but once it's placed you can't change the road it's on. In this case, they've put it on a road that splits as it leaves the jail. This gives them two options to escape towards the edge. If they wanted, they could have put it on the left-hand road that goes under the main road on the card and then hope to connect it up with the bottom-left route out of the jail. That's perfectly possible, but even a mildly competent police player would see that instantly and would place a card that would divert the route away from the car, rendering it useless.

What can be fun is playing one of your opponent's cards and forcing them to put down a car somewhere totally out of the way. What is even more fun is being forced to put down a car and then connecting the roads up so that what seemed like a useless car in fact becomes crucial to the game. That's immensely satisfying, actually.

Anyway, the convicts here are sitting pretty - they've doubled one of their routes to the left and they've doubled the route up from the jail and got a car there, which means it can try to escape in one of two directions.

Dear convicts, I have a new plan and you're not going to like it.
I am not concerned how upset you might be over this because
I disapprove of your life choices.
But wait! What's this? The police also have one of their own blue roadblock cards! What fortune! It's almost as though that were set up purely for the purposes of this blog! The police place the card in such a way as to block off one of the convict's exits by bending it into a dead end and they place a roadblock over another route out of jail. Take that, vile criminals!

And that's really the game. From an immensely simple concept, this can be a highly strategic game. Kids can play and enjoy the roads looping around and trying to get out, while adults can really sit and think strategically about what cards their opponent might have, and can even plan three or four cards ahead to create a complex road pattern that helps them. But even when you sit and try to plan turns ahead, it's not a mentally taxing game because you have a diminishing hand of a maximum of four cards at a time.

I mentioned earlier that in my last game in my very first hand I had four marked cards and yet still lost. How did this happen? Well, there is one card that if the convicts get their hands on early enough, it is almost impossible to stop them. And it is this card....

Dear police, I hope you don't mind but I'm going to place
one of my red cars next to this roundabout and then have
a ridiculous number of potential routes to safety.
Actually, I don't care if you do mind because I am a bad
person who turned to crime.

...the roundabout! In America this would be a four-way Stop sign and people would all stop and go based on who they thought had reached the Stop sign first and then occasionally they would get it wrong and would all go at the same time and it would clearly be a demonstration of why roundabouts are necessary but the Americans would stubbornly refuse to accept them and would continue with their crazy road layout. Probably.

But this is an English game and this is a 6-exit roundabout. Place this above or below the jail and the police are on the back foot for the entire rest of the game because you have nearly doubled the number of potential exits on the very first turn. If you're the police, though, and you get to place this as far away from the jail as possible, it can be more challenging for the convicts.

There is clearly a luck element to this game but it's hard to get upset at that because it's so simple and fun. If you do get a bad hand or two, you laugh and try to make do with the challenge, assured that a game can turn on good (or bad) placement of one or two cards. As I said at the beginning, I've been playing this game for over thirty years and still love it and I'm not sure I could think of another game about which I could say that. The game play is quick, perhaps half an hour at most, the card design is bright, engaging and fun, the cars are clear and simple, and it's accessible to players from a very early age. There's really nothing to dislike about this game. It's not an all-evening game but doesn't pretend to be. It's a simple one-on-one game of strategy and chance, not a complex assessment of why people turn to crime in the first place, or of the tactics of some members of the police force in apprehending convicts.

So now the rating system. I've decided on a few different factors to rate games in the future:

Accessibility: 5/5 - Ridiculously short rules, play starts in minutes and the skill level is low.
Design: 3/5 - The cards are bright and fun and the cars are simple and wooden.
Depth: 2/5 - If you want, you can be really quite strategic with this game but you don't have to be.
Replayability: 5/5 - I've been playing this for thirty years. That says it all.
Availability: 0/5 - Indiana Jones himself would struggle to find a copy of this game today.

Final Score: 78%. This is a very high score because it's a game that doesn't need complex rules, expensive miniatures or anything flashy. It's fun, it's cute, it's fairly quick and its strategic without being difficult. Frankly, I could see myself playing this game into old age.