REVIEW OF Voltage
It's not the best thing to go into a game by comparing it to another game. And really, I didn't go into Voltage (Mattel, 2006 - Brian Yu) thinking about this. I was more excited that Mattel, one of the biggest toy companies in the world, was producing a designer game! Brian Yu, bless his soul, has his name on the cover - of not just Voltage but also Desert Bazaar, both games produced by Mattel. I was excited to see this, but at the same time I had my fingers crossed mentally, since the game will have a larger audience, I want it to be a good one.
And this is where I ran into the comparisons. Voltage reminds me of a typical game from the Kosmos two-player line, specifically Balloon Cup and Caesar and Cleopatra. It felt like a lighter version of both; and combined with the nice components, it makes for a nice, easy two-player game. It's a perfect fit for the Mattel Line and a good intro to people who haven't played designer games like these before. I personally find the game just the slightest bit lighter than I normally want to play, and it usually hits the spot for me only on the occasion; but there are many folk who will want to play this - and often.
A board with four colored terminals (places for cards) is placed on the table - orange, green, blue, and purple, flanked by two scoring tracks - five spaces each. Four double-sided terminal tokens (one side negative and one side positive) are placed on the matching color terminal spaces. A deck of cards is shuffled, and four are dealt to each player with a scoring marker placed on each track. The older player takes the first turn with play alternating between both players.
On a turn, a player has three choices. They can eitherPlay a card THEN draw a card;
Play two cards on two different colors;
Or draw two cards.
Cards are either in one of four suits (colors that match the terminals) and numbered "1" through "3", or are "Swap" or "Blown Fuse" cards. When a player plays a card, they must play it to either side of the board on the matching terminal. So if I have a green "3", I can play it either on my side or the opponent's side of the green terminal.
As soon as five cards are at one terminal (combining the amounts on both sides), then a set is declared and immediately scored. Players add up the numbers of the cards on their sides and compare totals. If the terminal marker is positive, then the player with the higher total wins; if negative, the player with the lower total wins. Ties go to the player who did NOT play the fifth card. The player who wins moves their scoring marker one space on the track, and all cards are discarded.
Whenever a player draws a card from the fifty-six card deck, they need to examine the back. Eighteen of the cards have a "Transformer" back, which forces the player to immediately flip one of the four terminal markers to the opposite side. Also, a player can play a Bypass Card or Blown Fuse Card: both of which can only be played on the opponent's side of the table. The Bypass card replaces a numbered card and moves it to the other side of the table. The Blown Fuse card simply discards the card; but either way, both cards stay on the table and count as the five cards that make up a set (having a value of "0").
Play continues until one player has won four sets - moving their token to the end of the scoring track. They have then won the game!
Some comments on the game…
1.) Components: Apparently there's a humorous story in which the producers of the game came to Mr. Yu and asked for input on the quality of the cards. He emphasized that they have a vinyl finish so strongly that they took him at his word and did so, doing the rules in a vinyl finish while at it! Either way, the cards are of the highest quality and have tremendously cool graphics on them of lights that are buzzing on and off. While the theme is certainly just a mask for the gameplay, it's certainly a unique one, and the artwork really helps enhance the game. The scoring markers and terminal markers are made of a translucent plastic and look really nice against the thin, nice looking board. My only quibble is that the "+" and "1" signs are indented into the terminal markers, occasionally making them difficult to see in poor lighting. Everything fits nicely in a plastic insert in a small box.
2.) Rules: Folks, if you're wondering how to write the rule set for a board game, then look at the three pages included with Voltage - they are extremely well done, easy to read, and have important points highlighted. The game is easy to teach and learn, and the rules really help contribute to that. If I was ranking the game for ease, comparing it to the Kosmos two-player series, it would be one of the easiest - more so than Lost Cities and Balloon Cup.
3.) Balloon Cup: Speaking of which, the inevitable comparisons will arise between this game and Voltage. In both games you are trying to win a set and can play cards on either side of the table. I think that while Balloon Cup is the better game, Voltage is easier to learn and play. It's also easily compared to Caesar and Cleopatra (although to a much lesser extent). That's not to say that one can't own both; but if you thought Balloon Cup was too simplistic, then Voltage isn't going to change your mind.
4.) Tactics: The game has some strategy to it, and players must take care what cards they are going to play; but it's actually rather simple. Simply play the cards on your side that help you, and ones that hurt the opponent on their side. With many, many Transformer cards in the deck - the terminal markers get flipped quite often, making it difficult to have any certainty of just when a set will be completed. I've played the game many times now and have yet to see any clear strategy come forth. Everything simply seems rather obvious to play.
5.) Fun Factor: And yet, the game is simply enjoyable to play. It's fun to play cards, flip the terminal markers, and do one's best to win as many sets as possible. There's not that much tension in the game - everything simply flows rather naturally. Again, it's not the type of game I want to play all the time - a bit less than challenging for me, but I can enjoy it for what it is - an introductory game that's simply easy going and fun to play.
So if you happen to see Voltage in the store and might like the easygoing, fun two-player style of play, pick it up. Not only will it send a message to Mattel to keep making these types of games, but you'll have an excellent game to introduce to someone who may be wary about this whole "game" thing. Voltage can probably best be described as a "gateway" game for two-player games. Why not have one of those for when the time warrants it?
Tom Vasel
"Real men play board games"
www.thedicetower.com
And this is where I ran into the comparisons. Voltage reminds me of a typical game from the Kosmos two-player line, specifically Balloon Cup and Caesar and Cleopatra. It felt like a lighter version of both; and combined with the nice components, it makes for a nice, easy two-player game. It's a perfect fit for the Mattel Line and a good intro to people who haven't played designer games like these before. I personally find the game just the slightest bit lighter than I normally want to play, and it usually hits the spot for me only on the occasion; but there are many folk who will want to play this - and often.
A board with four colored terminals (places for cards) is placed on the table - orange, green, blue, and purple, flanked by two scoring tracks - five spaces each. Four double-sided terminal tokens (one side negative and one side positive) are placed on the matching color terminal spaces. A deck of cards is shuffled, and four are dealt to each player with a scoring marker placed on each track. The older player takes the first turn with play alternating between both players.
On a turn, a player has three choices. They can either
Cards are either in one of four suits (colors that match the terminals) and numbered "1" through "3", or are "Swap" or "Blown Fuse" cards. When a player plays a card, they must play it to either side of the board on the matching terminal. So if I have a green "3", I can play it either on my side or the opponent's side of the green terminal.
As soon as five cards are at one terminal (combining the amounts on both sides), then a set is declared and immediately scored. Players add up the numbers of the cards on their sides and compare totals. If the terminal marker is positive, then the player with the higher total wins; if negative, the player with the lower total wins. Ties go to the player who did NOT play the fifth card. The player who wins moves their scoring marker one space on the track, and all cards are discarded.
Whenever a player draws a card from the fifty-six card deck, they need to examine the back. Eighteen of the cards have a "Transformer" back, which forces the player to immediately flip one of the four terminal markers to the opposite side. Also, a player can play a Bypass Card or Blown Fuse Card: both of which can only be played on the opponent's side of the table. The Bypass card replaces a numbered card and moves it to the other side of the table. The Blown Fuse card simply discards the card; but either way, both cards stay on the table and count as the five cards that make up a set (having a value of "0").
Play continues until one player has won four sets - moving their token to the end of the scoring track. They have then won the game!
Some comments on the game…
1.) Components: Apparently there's a humorous story in which the producers of the game came to Mr. Yu and asked for input on the quality of the cards. He emphasized that they have a vinyl finish so strongly that they took him at his word and did so, doing the rules in a vinyl finish while at it! Either way, the cards are of the highest quality and have tremendously cool graphics on them of lights that are buzzing on and off. While the theme is certainly just a mask for the gameplay, it's certainly a unique one, and the artwork really helps enhance the game. The scoring markers and terminal markers are made of a translucent plastic and look really nice against the thin, nice looking board. My only quibble is that the "+" and "1" signs are indented into the terminal markers, occasionally making them difficult to see in poor lighting. Everything fits nicely in a plastic insert in a small box.
2.) Rules: Folks, if you're wondering how to write the rule set for a board game, then look at the three pages included with Voltage - they are extremely well done, easy to read, and have important points highlighted. The game is easy to teach and learn, and the rules really help contribute to that. If I was ranking the game for ease, comparing it to the Kosmos two-player series, it would be one of the easiest - more so than Lost Cities and Balloon Cup.
3.) Balloon Cup: Speaking of which, the inevitable comparisons will arise between this game and Voltage. In both games you are trying to win a set and can play cards on either side of the table. I think that while Balloon Cup is the better game, Voltage is easier to learn and play. It's also easily compared to Caesar and Cleopatra (although to a much lesser extent). That's not to say that one can't own both; but if you thought Balloon Cup was too simplistic, then Voltage isn't going to change your mind.
4.) Tactics: The game has some strategy to it, and players must take care what cards they are going to play; but it's actually rather simple. Simply play the cards on your side that help you, and ones that hurt the opponent on their side. With many, many Transformer cards in the deck - the terminal markers get flipped quite often, making it difficult to have any certainty of just when a set will be completed. I've played the game many times now and have yet to see any clear strategy come forth. Everything simply seems rather obvious to play.
5.) Fun Factor: And yet, the game is simply enjoyable to play. It's fun to play cards, flip the terminal markers, and do one's best to win as many sets as possible. There's not that much tension in the game - everything simply flows rather naturally. Again, it's not the type of game I want to play all the time - a bit less than challenging for me, but I can enjoy it for what it is - an introductory game that's simply easy going and fun to play.
So if you happen to see Voltage in the store and might like the easygoing, fun two-player style of play, pick it up. Not only will it send a message to Mattel to keep making these types of games, but you'll have an excellent game to introduce to someone who may be wary about this whole "game" thing. Voltage can probably best be described as a "gateway" game for two-player games. Why not have one of those for when the time warrants it?
Tom Vasel
"Real men play board games"
www.thedicetower.com
