B-17: Queen of the Skies Review (Avalon Hill)
Recently it seems solitaire games have been making a bit of a comeback. During the golden days of Avalon Hill them and many other companies put out a good amount of these games: Mosby’s Raiders, Raid on St. Nazaire, Carrier, Tokyo Express and Ambush just to name a few. But during that time as computer games started to rise in popularity, the demand for solitaire games started to diminish and it is easy to see why. To design a good solitaire game there needs to be a challenge for the player to learn and overcome. The game needs a system to act as an artificial opponent that acts rationally but in also an unpredictable manner. Where a computer games take all that work and put it “behind the curtain” so to speak, solitaire boardgames puts that behind the curtain work in the hands of the player. In addition solitaire games typically take a lot more development time to really come up with a good system as well as a system that holds up to repeated plays. But all that said there are a handful of those that offer some engaging game play but is also pretty simple and don’t bog down in mechanics and minute details and B-17: Queen of the Skies happens to be one of those games.
B-17:QotS finds you in the pilot seat of a B-17 Bomber during WWII. Taking off from a base in England you cross the English Channel and penetrate into France and portions of Germany to bomb various airfields, industrial complexes or other targets of priority to help slow the German Warmachine. I suppose piloting is used loosely because the plane flies itself and you and your fellow crewmates are pretty much along for the ride. This game reminds me more of one of those Chose Your Own Adventure books rather than a game; decisions are pretty minimal and the book, or in this case the game, decides what happens to you. Instead of giving you a “Which do you choose: A - Go to page XX; B - Go to page XX” option the story is told through rolling on lots of charts. Everything for weather to take off to fighter cover to enemy fighters to damage to the accuracy of your bombing run is all handled by rolling on appropriate charts. You as the player have limited options in the game and those are pretty much restricted to what gunners fire at what targets and should (actually when) your crewmates or plane suffer damage you do get presented with a few options.
What I really like about this game though is the narrative that develops as your plane starts to fly more missions. You start to get attached to your crewmates as “competition” starts to form for example between the ball gunner and turret gunner and the number of kills they have. You feel some mild panic as enemy fighters damage your tail gunner’s compartment and he’s prone to frostbite unless you drop your plane down to a lower altitude which in turn opens your plane up to more damage as it loses the “strength in numbers” that the other bombers in your wing offer.
I remember one mission I was flying where a wave of enemy fighters shot my plane up pretty good and ended up killing my radio-man, which game-wise didn’t affect the plane that much. I continued onto my target causing minimal damage due to the bombing zone being cloudy and my bombardier’s target being obscured. On the way back another wave of enemy fighters approached peppering my plane some more and the ball gunner’s compartment was hit causing it to lose heat. Dropping the plane low really wasn’t an option for me because frostbite and the gunner possibly losing a few digits cost way less than losing the whole plane. Lucky for him though we entered an area that was void of fighters and he was able to drag the radio-man’s body out of his compartment and plug his suit in preventing frostbite. During that time, me as the fictional pilot felt genuine concern over the well-being of this person. What helped strengthen that concern though was all the different positions on my plane were manned by my friends and family. I could have named people Tom, Dick and Harry but being able to put a face with everyone onboard my fictional craft makes an interesting dynamic where when my radio-man took a bullet through the skull I felt sad because my good friend would not be making any more flights with this crew. This emotional bond really makes the game interesting and very narrative.
As I mentioned the game has you rolling on lots of charts so no two flights will ever end up the same and because of that, the game tells a detailed story for you. And to me makes it an excellent solitaire game because the system is not a clunky or confusing one, or one that requires lots and lots of rules. After one quick read-through of the rules the charts walk you through the process and the game pretty much goes on auto-pilot (sorry for the pun) from there and you just sit back, roll some dice and enjoy the flight hoping everyone makes it back safely.
My closing thoughts on the game are these:
-Don’t cheat: At times you’ll be tempted to say “I don’t like that result” and try to blow on one of the d10 in an attempt to get the face to change. Just don’t. The fun is finding out who makes it, who doesn’t and why. Making sure your plane and everyone onboard “makes it” just lessens the experience.
-This game isn’t for everyone: I know solitaire games aren’t for everyone in general and games that have the player rolling dice time and time again grate on people. If you don’t like either than don’t bother. Also a lack of actual decision making in this game will turn a lot of people off as well.
-Make your crew relatable: I first tried to get into the game a few years back but just named them generic names and thus I just didn’t get into it at that time. This go-around, when I pulled the game out I made sure I had faces to tie with the names and the pride when someone did well and sorrow as someone is killed or injured adds so much more.
With your average flight lasting 30-45 minutes once the rules get solidified this is a great game to bust out and play when you find yourself with a free hour or two and I personally find it more interesting than a lot of tripe they put on television these days and I’ve developed bonds with my crews that are way stronger than any video game character I’ve played as.
Rating: 4 out of 5
‘Til Next Time - Happy Gaming
LvT

I haven’t played this yet, so don’t expect a review…
Since the New Year, I’ve been going about gaming a little bit differently. A few years back I was buying any and all games that I thought was interesting. As I shuffle through my collection these days I keep asking myself what I was thinking buying games that at best could be average. There was a period where I would have actually classified myself as a “game collector” rather than a gamer. But as 2008 drew to a close I made my resolution to actually play the games that I own rather than buying new games that would gather dust. Sadly a side effect of that is I haven’t been trying many new games these days and the ones I’m playing more and more these days are ones that I’ve already wrote upon.
So, it seems as of late my muse has left me. I’ll be honest and say that I’ve started this article on at least three different occasions, but the words just were not coming out the way I wanted them. But enough about my woes, its time to ramble on about a game that I’ve been getting into lately: BlackBeard by Avalon Hill. This game had been sitting on my shelf for at least two years and well before GMT announced that they’d be reprinting the game and today I’m kicking myself in the ass for letting it sit for so long. (Just to get this part out of the way now, I have not played the GMT version and from the articles I’ve been reading about it, I have no desire to because it sounds like they’ve taken away everything about this game that I’ve come to love).
In BB you play as one of twenty or so pirates from The Golden Age of Sail raiding merchant ships and ports, running from Warships and King’s Commission ships, getting drunk, torturing captives …etc. You know; all the fun stuff that recently caused Pirates to be romanticized in modern culture. During the course of the game these actions will provide your pirate with notoriety and once a pirate reaches 100 notoriety that pirate wins. In practice this is very difficult to achieve. The more likely condition is each player is allowed to activate three pirates during the course of the game (though only two can be activated at the same time). Once a player has had his third pirate killed then the player with the most Net Worth stashed is the winner (there’s more conditions then that, but for the sake of the article it isn’t worth going into).



