Category Archives: 2-player games

Transamerica

transamerica box

For a while I was active on a real time board-gamer’s web site called Bretspielwelt (a great site, which I will discuss in a different post), and my favorite game to play there was Transamerica (Winning Moves, 2002). Transamerica is quick, it’s fun, and every round is loaded with anticipation.

The board is a map of the United states, separated into 5 geographically distinct zones and superimposed with a grid connecting major cities. Each round, each player draws a city card from each zone; a resulting hand might be Boston, Atlanta, Chicago, Phoenix, and Seattle. The round consists of players placing short “rail” sections along the grids on the board in order to be the first to connect all five cities, but any rail that is placed may be used by the other players, so a player is constantly confronted with the decision of building a line that they will need versus waiting for another player to do it for them. By the end of each round, it is common for every player to be but one or two lines away from completion – at which point the winner of the round should run and hide until it’s safe.

transamerica layout

At the end of the round, each losing player counts up the minimum number of rails it would take to accomplish their goal, and that is the amount their score is deducted. As soon as a player reaches zero or fewer points, the game is over and the highest score wins.

This is a simple game with some surprising complexity. There is a definite tendency to blame the cards when one draws cities that are very distant from one another (try Boston, Seattle, San Diego, Houston, and Duluth), but in the end the winner is the one who can simply use the most tracks laid by other players. There is an advanced rule that allows you to lay three pieces of your own color rail down, which prevents others from using that section of track and build around it.

transamerica initial plays

I recommend this game for players 8 and up. It’s fine for two players, but the more the merrier!

Buy Trans America on Amazon!

Advertisements

Titan: The Arena

Titan arena box

Titan: The Arena (Avalon Hill, 1997; aka Colossal Arena, Fantasy Flight Games, 2008) is another of my all time favorites because of the uncertainty of outcome until very late in the game, the interactivity of the players, and the theme.

Titan: The Arena (not to be confused with its larger namesake, Titan) is a card game in which 8 fantasy creatures, each with specific powers, are battling in an imaginary arena. They battle for 8 rounds, and each round one creature is eliminated. Players place bets on one creature during each round, and then place numbered cards on each creature to represent relative power for that round. Once each creature has a number card, the round is over and the lowest numbered creature exits, so all the bets that had been placed on it throughout the game are nullified. By the end of the last round, there is one creature left standing. Whichever player has the most value of bets invested in that creature, wins.

titan arena play diagram

The beauty of this game is that each player has to simultaneously prop up some creatures while trying to undermine others, while betting accordingly. The chaos introduced by each creature’s special ability is especially fun; whichever player has the most bets cumulatively invested in any given creature gets “control” over that creature, and may invoke that creatures special ability. These abilities may prove critical late in the game! For example the owner of the Hydra can place two cards at once. If the he or she finds theirĀ  creature with a low card, they could, on one turn, put a higher number under the Hydra and a lower number on another creature. The owner of the Dragon has the ability to destroy any card in play, so what the Hydra just did the Dragon might undo. The variations are as endless as the cleverness of the players.

I would recommend this game to just about anyone who is old enough to understand the rules. It’s recommended for 8 and up, but I wouldn’t expect anyone under 10 to really understand how to deal with the contingencies.

The game play makes it essentially a very interesting card game; the theme is secondary. People with no interest in the theme should be able to ignore it and enjoy the game for what it is! Those who do like the theme will find it very easy to imagine the arena setting, manipulations of the creatures, and invocation of powers.

Note: Titan: The Arena is out of print, but has been replaced by Colossal Arena, which has new art and 4 extra creatures. This review is for the version I know, but can be safely transferred to the new one.

Buy Colossal Arena on amazon!

Hisss

Hisss - boxA 4-card snake, who still lacks a tail

Hisss (Gamewright, 2006) is simple to learn, quick, and fun to play!

Easily playable by 4-year-old, fun for kids as old as 10, and parents.

Sole materials are the cardboard cards, featuring snake heads or snake tails in one of six bright colors, or else a snake trunk with different colored edges. Players take turns drawing a card and matching it by color to existing snakes. When a player completes a snake by adding the final tail or head, they win that snake, which is worth the number of cards of which it consists.

There are a few easily mastered tricks, such as linking two pre-existing snakes together; otherwise, the luck of the draw determines the winner – but since a good draw can win a long snake, it is usually the case that nobody is out until very late in the game, and tensions run high!

Buy Hisss on Amazon!