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Games Night ‘Ice Flow’ by Dean Conrad of Ludorum Games
Like the two wizards at the start of the first Harry Potter film, Kendall and Dicken find their way to Paul and Sarah’s cottage-like home. Paul opens the door with baby number two, Cara in his arms – not at all like Mr Dursley. Dicken does the kind of nonsense that babies find amusing (sticking a finger in Cara’s face etc.) and Cara gives a toothless grin – if such a thing is possible. Sarah appears, but alas Emily (now a tot) is not well and so won’t be joining us this evening.
For their first game back in the loop, Kendall has brought along ‘Ice Flow’. Launched at the UK Games Expo (along with ‘Monastery’), ‘Ice Flow’ went on to win the prize for best new game at the show. Ragnar Brothers would normally be bitter and twisted about this, but Dean gave Kendall a personalised game to play with his kids - and you can’t do fairer than that. Of course, Kendall hasn’t yet been able to persuade his off-spring to come out of the cyber world in order to entertain their father, so Paul and Sarah will do nicely instead.
‘Ice Flow’ has some very cool playing pieces; wooden explorers, fish and polar bears and more particularly some clear blue plastic hexagonals that are (without doubt) precisely the kind of thing that explorers will scramble on when crossing the Bering Straits on foot. It beggars belief how anyone could crinkle and crack the sides of these so neatly! In addition there is a board and some cards.
Kendall gives a run-down of the rules. This takes a little longer than one might expect. Like many themed games, ‘Ice Flow’ has a lot going on. As a result, there have to be rules about what can’t be done as well as what can. Those who produce themed games (of which Ragnar Brothers are proud to be signed up members) will know that this ‘busyness’ makes their games seem less slick than the more abstract fare. Explaining rules to ‘Monastery’ takes quite a length of time; but the end result is a game that is under-pinned by an experience. Worth it in the end, so hopefully Ludorum will stick with it.
First player is the person who can best impersonate a polar bear. Sarah disappears and returns with a cuddly penguin as well as a polar bear. Good enough to take the lead.
Sarah moves a piece of ice and sets off. Movement has no limit, provided you have another tile to move onto and enough fish and rope to help you. Unfortunately your rucksack only holds three pieces of equipment and there is only so much equipment available en route. Fortunately more can float into the straits as pack ice appears from the black bag. Steady headway is made by each of the players three explorers.
Pringles and dips help the beer to flow. Not very thematic; Sarah does promise a cup of hot chocolate later.
Cara has been watching play with mild amusement. However, it’s now time to feed; Cara makes this perfectly clear to all concerned and Sarah disappears again. The blokes take it in turn to have her turn and the explorers march on.
It soon becomes apparent that just moving one piece of ice per turn is not going to get you to Siberia very quickly. The jagged edges have to be crossed with rope and often it is better to jump in the sea and swim. Fish (which you need for swimming and chasing off polar bears) are more important, but as rope can be used to go fishing (exchanging for two fish) it’s clear that the play-balance of equipment has been well designed.
Midway through the game and there’s nearly an argument. Kendall has been pushing his luck with Dicken for some time; over-correcting of mistakes is one thing, correcting when there isn’t a mistake is another. Now he points out that an ice tile can’t be moved if another player’s explorer is on it, unless your own explorer is also there. This has happened several times, with Paul being the main culprit and Dicken the main loser. Such is life – move on.
Paul has two men in Siberia, but his third man sits on Diomede Island in the middle of the straits and waits for an ice flow to come by …. or fish / rope to wash up on the shore. Thankfully, Sarah is with him (nice) and she is content to sit and eat doughnuts – courtesy of Dicken. Just as well, as they are going nowhere.
Kendall meanwhile is puzzling out his final approach to landing in Siberia. He has forgotten (again) about other players not being able to move a tile his explorer is on. He only has to wait, watch out for polar bears, eat a fish and start swimming. Dicken lets a polar bear loose, but it swims off the board. Game over; Kendall wins.
A most enjoyable evening, and great to have Paul and Sarah available again.
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