| Explorer's
Journal:
Think we've got this whole planet mapped,
measured, and accounted for? BZZZT!
Even ignoring the huge tracts of real estate
beneath the sea which remain unstudied (remember, 2/3 of the
earth's surface is underwater, and we haven't even surveyed
10% of it), there are plenty of places on terra firma that
remain mysteries:
Huge sections of Antarctica lie unmapped.
Satellites can't pierce the constant cloud cover, and because
the environment is so absurdly dangerous, it probably will
remain an unknown void for decades.
Large geographic areas, like China's Lop Nor
Desert and Zoar Valley Forest in New York, may have defined
boundaries, yet the details of their interior features are
unknown, perhaps even unseen by human eyes.
The Guadalupe Mountains in southern New Mexico
are riddled with thousands of unexplored caverns and caves.
Similar underground networks exist beneath South America,
Europe, Africa, and Asia.
Finally, the internet search engines and online
maps we rely on sometimes have incorrect directions for something
as simple as a street in your city! How can we claim to have
catalogued the features of our world when we can't even agree
on how to get to Crenshaw?
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October 2002:
Explorers
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Journeys into the unknown.
Sounds exciting, doesn't it? Of all the settings for cutthroat
competition or cooperative gameplay, what can be more challenging
than one where your very surroundings are unpredictable, where the
land itself can be ally or enemy, where a glint of crimson can turn
out to be a priceless ruby or the eye of a snake?
This is not civilization. This is the land beyond the map's edge,
where the only certainty is "here there be monsters."
This game night, we dared to face unimaginable peril as we hacked
through the jungle, scaled jagged cliffs, sailed treacherous seas...and
lurked about London's curio shops! (?)
So grab your compass as we review Game Night: Explorers!
(for more info on a game, click
on the picture)
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The board begins as a small clearing in a corner of the lush
jungle. Send your team to fill in the map, revealing hidden
paths, ancient temples, valuable treasures, and impassable
volcanoes. Getting to the best digs first doesn't guarantee
you'll keep what you find: You've got to protect your discoveries
from your scheming rivals! When the region is fully uncovered,
the expedition leader who made the best use of limited actions
will be declared the winner.
2-4 players.
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In 1898, Captain Park returned from his Arctic voyage, laden
with strange artifacts and tales of adventure. In reality,
the old fraud spent a few months scouring London's antique
shops for souvenirs while wearing a false mustache. You could
expose the Captain. But you'd rather beat him at his own game.
Avoid the other members of the Gentlemen's Club (especially
the Captain!) long enough and return with the strangest oddities
and most outlandish tales to win.
3-7 players.
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Six historical explorers are ready to sail for distant lands...all
they need is some financial support from the courts of the
Old World. That's where you come in. Take the role of a royal
patron, bidding to hire these daring seafarers to accrue prestige
and wealth. Will you throw your ducats behind Columbus? Magellan?
Marco Polo? The choice is yours, your highness...unless your
fellow players have their greedy eyes on the same explorer!
3-6 players.
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In Entdecker (trans: Explorer), the vast sea is sprinkled
with dozens of islands, some sprawling archipelagos, some
mere specks in the blue. Maneuver your vessel through uncharted
waters (avoiding pirates and storms) to choose the best spot
for your settlement. Befriend natives to earn exotic commodities
like rubber and corn, or score bonus points by reaching the
waterfall!
2-4 players.
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The gold beckons from the temple on the horizon. To get to
it, you just need to cross a jumble of canyons, quicksand,
desert, bandits, and hungry wildlife. To conquer this harsh
terrain, you need the proper tools. But there's a catch: every
item you carry slows your movement down one space. To move
fast, carry less. To defeat the hazards, carry more. Plan
your route carefully, or you'll be lunch for the buzzards.
2-5 players.
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The depths of the ocean conceal sunken treasure, relics
from lost civilizations, and even undiscovered life forms.
Unite with the other players to construct a sprawling undersea
research station, then send out submarines to grab the best
discoveries for yourself. Upgrade your technology to get
an edge on your opponents--just don't get them too angry,
since you all have to share the same cramped quarters a
mile beneath the surface!
2-4 players.
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Nights
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