Games Session
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|
| Date: |
7th May 2004 |
| Game Played: |
Treasure Island |
|
|
| Players |
Result |
Win |
Ratings |
| Mark G |
47 |
P |
7 |
| Garry |
30 |
|
6 |
| John |
23 |
|
6 |
| Mark K |
13 |
|
6 |
| Nige |
7 |
|
5 |
Mark K had recently received some
copies of a new game by Peter Burley, the author of the excellent Take It
Easy. This looked firmly in the family game camp and so we didn't have too
great an expectation for the game but, on reflection, there are some
interesting strategy aspects to the game and we all had fun with it.
The
board represents an island where treasure has been buried by all the great
pirates and the aim of the game is to find the treasure hoards and end up
with the most valuable collection of gold and gems. Your expeditions start
on the yellow anchor spaces, each of which has a number on it. By rolling
two standard dice, if one of these has a number matching the space you
want to embark from, you place a marker on the space and can then expand
from there on subsequent turns. Only one marker is allowed on a space and
the island has rivers and lakes that restrict expansion and it is,
therefore, possible to cut off areas from the other players. Sometimes the
dice can be unlucky for you and you can't roll a number allowing you to
expand (although with two dice you usually have a choice of two numbers to
use), but this is part of the game and by positioning your markers well,
you should minimise the chances of having dice rolls that are ineffective.
If you expand into a black space you discover a treasure chest and this
brings you a number of treasure cards or cannons. There are fifteen types
of treasure and only the person with the most cards of each type scores
victory points at the end of the game, and the more cards of a type that
person has the more VPs. Also different treasures generate different VPs
so if the person with the most diamonds has 4 cards he scores 16 points
whereas the same number of Pearls only gives 8 VPs. The cannons add an
element of piracy to the game, enabling players to steal cards of a type
they are collecting, or helping protect the player's treasures from
attack. Once the board has been filled with markers, the game ends and the
player who has managed to play the most markers receives the treasure from
Davy Jones' chest. These cards could drastically change the relative
positions in some of the treasure types and any cannons inevitably will
lead to a final skirmish. The person who then emerges with the most VPs
after all the scoring wins.
In our game, people tried to establish themselves in
different regions of the island. John, however, managed a couple of
unlucky die rolls early on and nearly got boxed in to just one area with
the possibility of being cut off and ending his game very quickly. Through
skillful die-rolling, however, he managed to escape. I was at the other
extreme and had too many expeditions going on. The other players saw this
as bad and set about blocking some of these off. Later on, I suffered by
having four consecutive turns when I was unable to expand - ouch! Mark G
managed to get into a relatively uncontested area in the South East of the
island and was freely able to expand. He also mastered the art of rolling
doubles (which entitles you to an extra turn) and it was no surprise to
find him getting away with Davy Jones' treasure at the end. The extra
cards this gave him cemented his position and he won quite comfortably.
Treasure Island has had very little publicity but is a
nice family game with some strategy. Some people will not enjoy it because
it is all die-rolling and sometimes luck will play its part. However,
those who are able to accept the game for what it is should enjoy it. We
certainly got into the spirit of the game and had fun with it. More
details can be found on Peter Burley's website: www.burleygames.com
.