ÿþ<html> <header><title>Card Design 2008</title></header> <body bgcolor="#eeeebb"> <center> <h2>Card Design 2008</h2> <hr> <table width=50% cellpadding=5> <tr> <td width=50% valign=top align=center><a href="hcs_20080112_0313.jpg"><img src="hcs_20080112_0313.jpg" border="0" width=500></a> <p>The theme of the 2008 designs is boardgames, my hobby. The character is the Lego man. </p> </td> </tr> </table> <table width=90% cellpadding=5> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="cny2008b.jpg"><img src="cny2008b.jpg" border="0" height=300></a></td> <td valign=top> <b><i>Chinese New Year</i></b></td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_AxisAndAllies.jpg"><img src="Birthday2008_AxisAndAllies.jpg" border="0" height=300></a><BR><BR> <a href="AxisandAllies.jpg"><img src="AxisandAllies.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/10093">Axis and Allies</a> (2004) (previous version 1984)</i></b></p> <P>Designed by: Larry Harris, Mike Selinker</p> <P>2-5 players, 4hr</P> <P>Axis & Allies (2004) aka Axis & Allies Revised Edition is the fourth edition of the classic light weight war game Axis and Allies. The game simulates the entire scope of World War II, the 5 major powers in the game are Germany, Japan (the Axis), Russia, UK and USA (Allies). Although designed for up to five players, it is often played as a two-player game.</P> <P>My recommendation: Be prepared to spend a full day. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_Bohnanza.jpg"><img src="Birthday2008_Bohnanza.jpg" border="0" height=300></a> <a href="Bohnanza.jpg"><img valign=top src="Bohnanza.jpg" border="0" height=180></a> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/11">Bohnanza</a> (2000)</i></b></p> <P>Designed by: Uwe Rosenberg</p> <P>3-7 players, 45 mins</P> <P>As card games go, this one is quite revolutionary. Perhaps its oddest feature is that you cannot rearrange your hand, as you need to play the cards in the order that you draw them. The cards are colourful depictions of beans in various descriptive poses, and the object is to make coins by planting fields (sets) of these beans and then harvesting them. To help players match their cards up, the game features extensive trading and deal making.</P> <P>My recommendation: Good ice-breaker. Suitable for first-time / casual players. Good for people who like to haggle. Best with 4 to 6 players. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_Carcassonne.jpg"><img src="Birthday2008_Carcassonne.jpg" border="0" height=300></a> <a href="Carc.jpg"><img src="Carc.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/822">Carcassonne</a> (2000)</i></b></p> <P>Designed by: Klaus-Jürgen Wrede</p> <P>2-5 players, 45 mins</P> <P>In this fairly light tile-laying offering, players pull a tile from the pool and place it against one of the previously played tiles. If you start a new object (city, road, farm or monastery), you can place one of your followers on the tile to denote your control. </P> <P>As subsequent tiles are arrayed on the board, objects get bigger or even merge. When roads or cities are completed, or a monastery is surrounded, your follower is returned to you and you score the points. However, farmers are not returned and will score points at the game end. You must balance the need to score points during the game, and the need to score farmer points at game end. </P> <P>My recommendation: Good for new players. Can be played in a relaxed manner, but can also be played very competitively among experienced players as a 2- or 3-player game.</P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_Catan.jpg"><img src="Birthday2008_Catan.jpg" border="0" height=300></a><BR><BR> <a href="Catan02.jpg"><img src="Catan02.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/13">The Settlers of Catan </a> (1995)</i></b></p> <P>Designed by: Klaus Teuber</p> <P>3-4 players, 60 mins</P> <P>In Settlers of Catan, players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine the current production on the island. Players collect raw materials to build up their civilizations to gain enough victory points to win the game. </P> <P>My recommendation: Suitable for new players. This game brought many new players into the boardgame hobby and is a must-try. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_LordOfTheRings.jpg"><img src="Birthday2008_LordOfTheRings.jpg" border="0" height=300></a><BR><BR> <a href="LOTR01.jpg"><img src="LOTR01.jpg" border="0" height=180></a> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/823">Lord of the Rings </a> (2000)</i></b></p> <P>Designed by: Reiner Knizia</p> <P>2-5 players, 90 mins</P> <P>Lord of the Rings is a co-operative game where the object is to destroy the Ring while surviving the corrupting influence of Sauron. Each player plays one of the Hobbits in the fellowship, each of which has a unique power. The game is played on a number of boards: the Master board indicates both the physical progress of the fellowship across Middle Earth and the corrupting influence of Sauron on the hobbits, and a number of scenario boards which detail the events and adventures of particular locations. Progression across the boards is determined by playing cards (many of which represent the characters and items of Middle Earth), and the effects of corruption are represented by a special die. The game is lost if the ring-bearer is overcome by Sauron, or won if the ring is destroyed by throwing it into the volcanic fires of Mount Doom.</P> <P>My recommendation: One of my favourites, but not an easy game to learn. Have patience with going through the rulebook, or get someone to teach you. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_PowerGrid.jpg"><img src="Birthday2008_PowerGrid.jpg" border="0" height=300></a> <a href="PG01.jpg"><img src="PG01.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/2651">Power Grid </a> (2004)</i></b></p> <P>Designed by: Friedemann Friese</p> <P>2-6 players, 120 mins</P> <P>The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. Players vie against other players to purchase the power plants that you use to supply the power. However, as plants are purchased, newer more efficient plants become available. Additionally, players must acquire the raw materials, like coal, oil, garbage, or uranium, to power said plants (except for the highly valuable 'renewable energy' wind/solar plants), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.</P> <P>My recommendation: Challenging game</P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_POFlorence.jpg"><img src="Birthday2008_POFlorence.jpg" border="0" height=300></a><BR><BR> <a href="POF05.jpg"><img src="POF05.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/555">The Princes of Florence </a> (2000)</i></b></p> <P>Designed by: Wolfgang Kramer, Richard Ulrich</p> <P>3-5 players, 90 mins</P> <P>This game involves developing medieval and renaissance cities to attract various professions, which enriches the cities culturally. Each player attempts to gain the most victory points after seven rounds, by having great scientists / artists complete great works. There are a variety of professions such as astronomers, organists and architects. Each is attracted to a particular combination of building, landscape feature, and social freedom. The more the player can match these preferences then the better the works produced by these great people. </P> <P>My recommendation: Challenging game which requires much planning ahead. There is an auction element where players compete to improve their cities. Best played with 5. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_PuertoRico.jpg"><img src="Birthday2008_PuertoRico.jpg" border="0" height=300></a><BR><BR> <a href="PR04.jpg"><img src="PR04.jpg" border="0" height=220></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/3076">Puerto Rico </a> (2002)</i></b></p> <P>Designed by: Andreas Seyfarth</p> <P>3-5 players, 90 mins</P> <P>The players are plantation owners in Puerto Rico in the days when ships had sails. Growing up to five different kind of crops: Corn, Indigo, Coffee, Sugar and Tobacco, they must try to run their business more efficiently than their close competitors; growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time and, most importantly, shipping their goods back to Europe for maximum benefit.</P> <P>My recommendation: Challenging game. Subtle player interaction and competition. Best with 3 or 4 players. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_SamuraSwords.jpg"><img src="Birthday2008_SamuraSwords.jpg" border="0" height=300></a><BR><BR> <a href="SamuraiSwords.jpg"><img src="SamuraiSwords.jpg" border="0" height=180></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/99999">Samurai Swords </a> (1986)</i></b></p> <P>Designed by: Michael Gray</p> <P>2-5 players, 4hr</P> <P>Samurai Swords focuses on the chaotic feudal society of Japan during the Middle Ages. Players play one of several factions that erupt into a civil war, trying to consolidate their strongholds and then defeat other armies for the right to be called Shogun, the supreme ruler.</P> <P>My recommendation: Best played with 5. Be prepared for a full day game. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="Birthday2008_TicketToRide.jpg"><img src="Birthday2008_TicketToRide.jpg" border="0" height=300></a><BR><BR> <a href="TTR.jpg"><img src="TTR.jpg" border="0" height=210></a><br> </td><td valign=top> <p><b><i><a href="http://www.boardgamegeek.com/game/9209">Ticket To Ride </a> (2004)</i></b></p> <P>Designed by: Alan Moon</p> <P>2-5 players, 60 mins</P> <P>With elegantly simple gameplay, Ticket to Ride can be learned in 3 minutes, while providing players with intense strategic and tactical decisions every turn. Players collect cards of various types of train cars they then use to claim railway routes in North America. The longer the routes, the more points they earn. Additional points come to those who fulfill Destination Tickets  goal cards that connect distant cities; and to the player who builds the longest continuous route.</P> <P>The designer said,  The tension comes from being forced to balance greed  adding more cards to your hand; and fear  losing a critical route to a competitor. </P> <P>My recommendation: Good for new players. Simple yet exciting. </P> </td> </tr> <tr><td colspan=3><hr></td></tr> <tr> <td valign=top align=right><a href="xmas2008.gif"><img src="xmas2008.gif" border="0" height=300></a> <a href="hcs_20080112_0312.jpg"><img src="hcs_20080112_0312.jpg" border="0" height=220></a> </td><td valign=top> <b><i>Merry Christmas!</i></b><br> </td> </tr> <tr><td colspan=3><hr></td></tr> </table> <P><FONT="-1"> Research work when designing these cards were done using www.boardgamegeek.com. </FONT></P> <hr> <p>Return to <a href="http://choksienhiew.tripod.com">homepage</a></p> <hr> </center> </body> </html>