Thursday, June 14, 2012

Vibram FiveFingers Speed Review: Retro Modern

Today, I published a review of Vibram FiveFingers Speed footcoverings, which is a wonderful combination of road feel, foot protection, retrospective styling, and laces. That's right: laces! From behind and from the sides, the Speed looks like a pair of Airwalk or Vans skater shoes or even old-school Adidas football boots (which is what the British call soccer cleats), but with the separated toe enclosures indicative of any FiveFingers model. Here is a link to that review:


To summarize, the Speed is my favorite Vibram FiveFingers model and is the best one available for overall running performance balanced with an understated, yet funky look. Most of what Vibram has to offer is either gaudily colored, constructed with space-agey materials and design concepts, or both. The Speed is a throwback with minimal style, but with breathable black mesh fabric and strategically placed pads on a 7mm outsole. Thus, the Speed has truly gone "back to the future."

Monday, June 11, 2012

Advance to Boardwalk: 1HN High-Rise Unit Builder

Whenever I go to a retailer like Target or Wal-Mart, I am surprised at the board games I find and how they've stood the test of time. Some games, in my estimation, are worthy of their longevity: Monopoly (in which the outside-the-game-rules negotiations are more fun than the game itself), Stratego, Clue, and Scrabble come to mind. Conversely, there are some games that shouldn't have lasted this long, particularly Risk, which I loathe immensely; I can't count how many times my massive armies have been defeated by "lucky" defense die rolls. Also, games like Sorry! and Trouble seem to make new fans of children every generation because of their tactile in-game elements (like the dice popper in Trouble) and simple rules.

But, some games have come and gone, much to my chagrin. One of those games was Advance to Boardwalk, which Parker Brothers published in the 1980s. It was spun off from the Monopoly universe with Uncle Moneybags prominently included on the packaging and on the in-game cards. The premise of Advance to Boardwalk was deceptively simple: amass more wealth than your opponents by building up units (which are like floors in a skyscraper) that comprise high-priced hotels along a beachfront boardwalk. In the game, you roll a color-coded die to determine which area of properties on which you can build, and another two dice (I think) to determine the total dollar value of units you can build on that color. As gameplay progresses, you can build units on top of other players' units; if your units outnumber an opponent's units, you gain control of the property, which means you move up the boardwalk (which is marked with dollar amounts) and your opponent moves down the boardwalk. Each property has different inherent values, so some properties are more favorable yet more difficult on which to build because a higher rolled amount is required to be able to build on those properties. Along the way, there are "Fortune" cards that either allow a player to gain an advantage (such as "Windfall" cards that provide an infusion of capital for building) or create obstacles for opponents (such as "Hurricane" cards that can wipe the units off a property). Gameplay ends when one player has used up all of his or her units (you get 15-17 units with which to build at the start of gameplay).

As I write this blog entry, I am not aware of the publishing history of Advance to Boardwalk except of what I know personally, but I can safely say that the game was available in the 1980s, but then faded into obscurity. It was only during a recent clearing of my grandma's rafters that I found this game amidst a treasure trove of my old packed games (which included several Nintendo and Colecovision cartridges). I unearthed it, dusted it off, and played a round with my family, who were sadly unimpressed by the game. I suppose that equating units of building to money value isn't as direct or exciting as acquiring a group of properties and then building houses (a la Monopoly). However, I find Advance to Boardwalk to be more rewarding and less time-consuming than Monopoly. Unlike Monopoly, you can gain (and lose) properties each turn; and you can rise and fall so quickly in Advance to Boardwalk, while you tend to amass wealth slowly in Monopoly and then crush opponents quite suddenly until there are two people who own the entire board. Then, it's only a few turns before one player loses his shirt paying the other player an exorbitant amount of rent. While Monopoly games can seem interminable, Advance to Boardwalk can be played in 30-45 minutes and can result in numerous grudges and vows of vengeance, which may spur another game right after it. Okay, I'm joking about the vows of vengeance, but I can see that it would be hard to NOT have a grudge after you watch your opponent build two or three units on your property and usurp the $7 million of value, putting him or her seven spaces up and you seven spaces down -- a 14-space swing!

Anyway, Advance to Boardwalk should've gotten more of a chance at becoming a classic because it really is a fun, addictive game with a deeper layer of strategy than Monopoly, which relies much on dice rolls. In Advance to Boardwark, you do roll to determine how much "money" you have to build, as well as the color of properties on which you build, but you also have to decide (assuming you roll a "10," for instance) if you want to build two units on the $5-million-dollar property (which would move you up five spaces on the board) or two units on the $3-million-dollar one and one unit on the $4-million-dollar one (which would move you up seven spaces). There are many lead changes in the game and, often, it can take one play to reverse your fortunes and win the game, even if you spent most of the game in the back of the pack. If you can find it, I recommend Advance to Boardwalk; challenge even your hard-core gamer friends and let me know how much fun you have from a once-mainstream game.