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Mow review from Greg Schloesser |
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Mow review from Greg Schloesser
A review of Mow from Greg Schloesser on Boardgamegeek
I
am always on the lookout for fast, fun games that can be played with
family and friends, but can also be enjoyed by gamers as a light filler.
While I already have numerous such games in my collection, it is
always good to add more to keep things fresh. As such, I'm happy to add
MOW from designer Bruno Cathala to this collection. MOW
was originally released in 2008, with an expansion pack being offered to
allow for an increase in the number of players. This year, Hurrican
released a set combining both decks, thereby allowing for play with up
to ten players.
MOW features two decks of cards
featuring whimsical drawings of cows, many of whom are being pestered by
annoying flies. Basic cards range in value from one-to-fourteen, with a
heavier concentration on the mid-range cards. An assortment of special
cows increases this range from zero-to-sixteen. Only the green deck is
used when playing with less than six players, while both decks are
combined when more players are participating.
Like many good
family games, game play is quite simple. Players are each dealt five
cards, and alternate playing a card and drawing a new one from the deck.
Played cards are formed into a line -- a herd -- in numerical order.
In order to play a card, it must have a numerical value less than or
greater than the cows located at either end of the line. If a player
cannot, or chooses not to play a card, he must take all of the cards in
the herd and place them aside. Players will score points equal to the
number of flies on the cards they have collected. In this game, scoring
points is NOT a good thing!
Spicing the proceedings are
the special cards, which allow the players to bend the rules a bit.
Abilities include being able to place the card to the left or right of
the line, on top of another card, between previously played cards, etc.
When playing a special card, the player can change the direction of
play (if the special card was green) or choose the next player to play
(if the special card was purple). This can be a dastardly maneuver that
can be useful to stick the player who has collected the fewest cows.
These special cards are easily identified by their colored background,
although the sparse iconology that is supposed to indicate their special
ability is a bit too cryptic. Repeated play makes this easier, but
folks new to the game will likely continually ask questions as to the
nature of these cards.
Play continues until the deck expires
and the final herd is taken. Card remaining in a player's hand are
added to those he had collected, and players then tally the number of
flies on these cards. If one or more players have exceeded one-hundred
points -- not likely in just one hand -- the game concludes, and the
player with the fewest fly points wins. Otherwise, another hand is
played. Of course, players are free to play just one or a set number of
hands, as they see fit.
This is admittedly a simple game,
somewhat along the lines of Take 6, Great Dalmuti and even
UNO. The strategies and tactics, while present, are
fairly basic. One tactic is to limit the choices of your opponents by
playing a card that greatly increases the range of cards in the herd.
For example, if a "7" is already in the heard, playing a "2" eliminates
all cards numbered 2 - 7 from being played. The danger of this tactic
is that if play returns to you, then your options will likely be
severely limited. Another tactic is to attempt to play the cards
depicting lots of flies so that you can get them out of your hand.
Further, it is sometimes beneficial to grab a herd even if you could
legally play, as this might free-up more options for you on the next
hand. While there is a bit of thinking and tactics involved, for the
most part the game is simply light fun. This makes it easily accessible
for just about any age, and allows for light banter and conversation
between the players without unduly hindering the flow of the game.
MOW
will not win any awards for deep strategy gaming or even educational
value. That's fine. Not every game needs to be a mind bender, deeply
challenging or dripping with theme. Where MOW will shine, however, is
at gatherings with family and friends when good conversation and chatter
can be enjoyed while playing a light and entertaining game. It sure
beats watching endless reruns of holiday specials or listening to your
aging relatives talk about their health ailments. Those are two
Christmas traditions I'm happy to terminate!
