PuzzleNation Product Review: The Abandons

What is it about exploring a maze that is so satisfying? We’ve covered labyrinths before — in book form, in wood form, even in LEGO form — but we’ve never sampled something quite like The Abandons.

The Abandons is a one-player labyrinth-building game that is different every time you play. And unlike most labyrinths that are predetermined for you (and are observed from above), you have to explore it room by room, dealing with the surprises and consequences revealed by your choices.

[A sampling of the cards you’ll see; clockwise from upper left: an item card, a stairs card, the card backing, a corridor card with choices, the end card, the beginning card.]

This quick-play game is simple to learn, simple to set up, and difficult to conquer. Locate the beginning and end cards, remove them from the deck, then shuffle the remaining 48 cards. Once they’re shuffled, place the end card at the bottom of the deck. This is now your draw pile.

Place your beginning card down on the table. You’ll notice it has a diamond at the door. The diamonds represent how many cards you draw in order to move forward. With one diamond, you simply draw the next card and play it. With two, you discard one card and play the next. With three, you discard two cards and play the third. And so on.

[Sometimes you reach a quick dead end.]

As you pull cards from the draw pile and add them to the labyrinth, you’ll come to intersections that allow for multiple paths. You’ll pick one direction and follow it. If you come to a dead end, you can retrace your steps back to the nearest intersection with an unexplored path and continue your journey.

But if you encounter enough dead ends, you’ll find yourself without any unexplored paths, and you lose, having trapped yourself in the labyrinth forever. Bummer.

You can see in this playthrough, we were lucky with our first cards, as we drew an item card immediately (and set it aside for later), followed by an intersection card with three paths to choose from. We went left, drew another intersection card, and then had a choice to make.

If one of those paths leads to a dead end, we’re still in good shape since there are currently four unexplored paths to fall back on. Options are life in this game.

Unfortunately, we went right, drew another intersection card, and then went left, drawing the collapse card.

If you draw this card, you wipe all of your progress from the play area and go back to the start, as if you’ve fallen into a lower level of the labyrinth and must start your search anew for an exit. (This is one of two cards that can cause this game reset. The other, the stairs card, gives you the choice of continuing with your current path or going back to the start. It’s slightly more pleasant than the collapse card.)

So you don’t just have dead end cards to worry about. Sometimes you’ll be pretty deep into your explorations, and suddenly, you’re back at the start. It’s a kick in the teeth, to be sure.

Now here’s a game where we’ve gotten pretty far. You can see in the top left and the bottom center areas of your screen, a few dead end cards have appeared. But we have several unexplored paths to fall back on, as well as three item cards.

The item cards offer different options depending on how many you have. If you have one, you can spend it to look at the top three cards of the draw pile (as if you’ve found part of a map of the labyrinth). If you have two, you can spend them on a bomb to blast your way through a dead end or another wall, giving yourself another unexplored path (and another chance for escape). And if you have three, you can spent them on a magic mirror that allows you to return to the start and take a new path.

Overall, I really enjoyed playing this game. Many explore-a-world games require lots of setup, whereas this one gets going in seconds and plays out in about ten minutes or so. The mix of strategy and luck makes each game unpredictable — even if it’s a bit frustrating to draw a dead end card early on that squashes the whole game. The item cards allow for some solid tactical planning — I’m a huge fan of bombing my way through walls — which offsets the randomness of the draw pile.

Yes, it’s true that this isn’t really a game that you can master, since randomness will always be a big part of the gameplay, but it’s certainly a game you can get better at playing. After just a few tries, you start to get the hang of how to choose your paths and try to make the draw pile work for you, not against you. (In that way, it becomes a puzzly version of poker where you’re playing against the deck itself.)

It’s a terrific solo solving experience, a great intro game for younger players (I certainly think you can go younger than the 14+ recommended by the designers), and small enough to fit in your pocket. This is one quick-play game that won’t sit on the shelf for very long.

The Abandons is available from Puzzling Pixel Games and select online retailers.


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PuzzleNation Product Review: Time Breaker

[Note: I received a free copy of this game in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that. Yada yada disclaimer.]

Criminals are bad enough as it is, but time criminals… they’re the worst. Not only can they screw up the present, but they can screw up the past AND the future as well. As a member of the Time Repair Agency, it’s your job to travel through time to apprehend these miscreants — these time breakers — and set things right.

But be careful. You’re not the only TRA agent on the hunt, and every criminal captured is a feather in that agent’s cap, so don’t be surprised if other TRA agents try to interfere with your efforts.

Whether you’re searching the dawn of time or the year 3000, the life of a TRA agent isn’t easy.

[The intrepid agents of the Time Repair Agency and the dastardly Time Breaker.]

That’s the concept behind Time Breaker, the newest card game from the inventive crew at Looney Labs, and honestly, I think it’s their best game yet.

Time Breaker not only improves upon some of the ideas behind Chrononauts, but incorporates strong elements from the Fluxx games in order to add more choice and more excitement to the game play.

The game board consists of 25 tiles arranged randomly in a 5×5 grid pattern. 24 of these tiles represent specific moments in time. The 25th is the Time Repair Agency, and it’s always the center tile. It’s your job to navigate the board, capture the Time Breaker, and return to the Time Repair Agency with your quarry.

You do so by playing various cards that dictate your movements. (Players experienced with Fluxx will recognize the idea of Action cards, as well as some of the actions you can perform.)

There are move cards that allow you to move from tile to tile, regardless of where those moments are in time. There are jump cards that allow you to move to a specific tile. And there are action cards that allow you to perform different tasks, including playing extra cards from your hand, or traveling backwards in time. There are also Stop Time cards, which cancel other players’ actions, and Breaker cards that alter the game board or affect how the criminal moves.

Since the game is a race to see who reaches the Time Breaker first, it’s clever to allow the players multiple ways to navigate the board. You can move your piece across tiles (like any normal board game), you can jump to certain times with the cards, and you can navigate time itself by moving either backward or forward in time.

You see, since each tile is a moment in time, there are two arrows on the tile — one going forward, one going back. Those arrows can help you jump around the board. For instance, if you’re on the tile 13,800,000,000 BCE (the start of the universe), following the green arrow forward takes you to 4,500,000,000 BCE (the formation of the sun), which due to the random nature of the game board’s layout, could be anywhere, not just the next tile over.

Or you could follow the red arrow backward in time, if you have the proper card for it. (Since we’re talking about the first card in our timeline, it turns out time is cyclical, and going backward takes you to the future, the year 3069 (the colonization of Alpha Centauri).

Time Breakers manages to pack a lot of strategy and choice into a small package, ensuring that the game has major replay value. That’s no surprise, of course, since replayability is a hallmark of the Looney Labs brand.

But by combining a playing space that’s different every time (similar to Fluxx: The Board Game or Forbidden Island), the randomness of the cards you draw, and the ability to manipulate the board by closing access to certain time tiles, you have a dynamic game that always feels fresh.

All those elements could make for an uneven playing experience, but the cards are perfectly balanced, meaning no matter what cards you draw, you’re going to have a fair shot of winning the game. Luck is always a factor, but strong strategy and an ability to adapt on the fly will take you far.

And Andrew Looney makes juggling all of these elements look easy.

Complimented by a jovial art style, rich in bright colors and whimsy — not to mention a prediction of world peace only a few centuries away! — Time Breaker continues the innovative, enjoyable tradition long established by games like Fluxx, Just Desserts, and Get the MacGuffin. This game is great fun.

Time Breaker is available from Looney Labs and participating retailers on February 28, but you can preorder it by clicking here!


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