A REVIEW OF DUCK, DUCK, GO!
(Raw version. I will be cleaning it up & submitting to BGG but this is part of the vacation log so in it goes)
I am writing this review while sitting on the beach watching my wife & child frolic in the waves. I am occasionally stopping to try and get a picture of said frolic but usually am a hair too late. So please forgive if I lose my train of thought.
I purchased Duck, Duck, GO! as a present for my child when she became little miss head honcho of her local rainbow girls Cell. Her mascot is/was the Rubber Ducky. I thought it would be cute to give her a rubber ducky themed board game. In the interim 6 months she has played it with friends and told me it was not bad. Last night by Coleman lantern. we played 2 games of the basic game and one of the Advanced. These are my thoughts. (such as they are)
The game board is a set of ____ modular pieces. Each with a central hexagon surrounded by 6 other hexagons. These are all double sided. 4 of the modules are special and have the same front & back. One has the drain in the middle. (oh I should probably talk about the theme of the game before this. I will just slip it in front later & nobody will be the wiser.)
THEME:
(cut & paste to the front of the review please)
The theme of the game is a bunch of rubber duckies having fun racing around the kitchen sink. (although at times it feels more like a bathtub.) This is very cute & the rubber ducky components help with the immersion. (get it? Yeah, okay never mind moving on.)
The other 3 special pieces have differently shaped buoys. These are the goals or Targets that the duckies must contact before reaching the drain which is the aforementioned finish line. (did I mention a finish line? Oh well I can always slip in in later & nobody will be the wiser)
Let's take a quick break to dip our toes in the water. That is cold. Wife & child are nuts. But the ducks have the right idea. Swim in a controlled temperature.
So anyway the rest of the modular tiles are double sided and different. they have water & anywhere from 0 to 2 life saver inner tube floaty things in different configurations. I believe there are 2 each of 0, 1 tube in center hex, 1 tube in an edge hex, and 2 tubes in opposite outer hexes. Which gives you a variable and somewhat customizable game board.
The inner tubes serve as starting spaces for ducks and also as "teleportation pads".
There is a deck of 54 cars (conveniently numbered 1-54) with pictures of different moving and facing instructions. These are how the duckies get around the "sink".
Lastly, there are the rubber duckies. Real, honest to goodness rubber duckies in a whole panoply of shapes & costumes. Well technically you get six with the game. But you can customize the six if you order online & you can find similar ducks @ party stores an in the oriental trading catalog. But the ducks are really neat.
Ooops wife & child are done so will continue on to how you play & junk later.
The wife & child are showering off the ocean. So now is the perfect time to tell you how the game works.
THE BASICS:
Players are dealt 3 cards for their hand. Then each player gets 1 card face down in front of them. Then in order from lowest # to highest players place their ducks on a starting life preserver thingee. (so when configuring the game board it is important to have at least as many life preserver thingees as ducks in play.) Once all the players have placed their ducks the game begins. A turn is simple. Everybody draws cards until they have 3 cards in their hand. Then each player selects a movement card from the hand of 3 and places it face down on the playing surface. Once everybody has selected a movement card (and in the case of my wife stops changing her mind) everybody simultaneously reveals their cards. The ducks are moved in order form lowest # to highest number.
SPECIAL MOVEMENT SITUATIONS
The 1st time a ducky touches (lands on, or passes over) one of the "target buoys" that ducky receives a token showing it touched the bout.
If a ducky ends it's movement on a "target buoy" the player may immediately (with time permitted to think) lay down another movement card and regardless of the number on the card move the ducky again. (If the player has no more movement cards they draw the top card off the draw stack and MUST use that card for movement. (and it serves them right for doing so well.)
If a duckies movement carries it into one of the lifesaver doodads that ducky immediately "teleports" to any unoccupied lifesaver thingee and faces any direction the player chooses. That duckies movement stops even if the card played had more movements left.
If the ducky has tagged all three buoys and touches (lands on or passes over) the drain it's movement ends. If it is the first to do so it wins & the game is over. If it is the second or more to do so you are using "house rules" and I cannot help you.
IF the ducky has not tagged all 3 buoys and this the drain it "bonks". It's movement ends (even if the card the player used has more movement) and the duckies facing is rotated 180 degrees.
If the ducky hits any other obstacle (the outer edge of the playing area, another ducky) it "bonks" exactly as described above except in a different hexagon.
Once all the duckies have performed all their movements the round is over. Repeat rounds and turns until a player wins.
Back from showers LUNCH!!!! advanced rules to follow.
In the advanced rules there are a few changes which make the game a little bit more interesting.
First each player gets dealt a hand of 4 cards at the start of the game and gets to choose which card to use as their start player option. Not a huge change, but it does give a better feel. Less like everything is left up to chance. (It is still mostly what you get dealt, but it feels like you have more control.) You will still wind up with a 3 card hand but you get there by a slightly different journey.
Next we have the "birddog". This is like the evil anti-ducky. The "birddog" (comes with the game it is a rubber ducky with doggie features) races around the sink chasing duckies. IF it catches one (runs into it like a "bonk" from the basic game) the player working the "birddog" places the ducky on any unoccupied lifesaver whatchamacallit it chooses. (the player's who's ducky got moved gets to choose the facing so that helps) the birddog (I'm tired of the quotes and you get the idea) is run by the player who is in last place. Placing determined 1st by number of buoys tagged and secondly by movement number (on card for that turn) so it is kind of a catch-up mechanism. (OH CRAP cut & past to earlier in birddog section...The birddog moves at the very end of the round after all the other duckies have moved.) The player who works the birddog can either use a movement car from his hand, OR choose any 2 generic movements from a set of 4 basic doggie movements. (the same movement can be choosed twice)
The duckies also gain advantages in the advanced game. Each player gets a disk which she can turn in for a 1 time option of drawing 3 movement cards from the deck. Mixing them in her hand and then choosing 3 cards to discard back down to the starting hand value. This can be handy. Also, every time a ducky receives a token for tagging a buoy (so up to 3 times per duck per game) the player receives a little disk with a random 1 shot bonus power. These are always nice and helpful.
The last and coolest change in the advanced game is that when playing with fewer than 4 players each player runs 2 duckies. This adds to the duck-laden chaos & can be challenging.
SPECIAL 2 DUCKY PER PERSON RULES
- Hand size is increased to 4 cards. (5 cards for the initial "choose starting player" hand)
- In the start player phase everybody places their 1st ducky in numerical order (based on cards) then after everyone has placed 1 duck they place their second ducky in the same order.
- Each ducky counts buoy tags separately.
- A player only needs to get to the drain with 1 fully tagged up ducky to win the game.
So I've been writing all day it's gotten dark and I still haven't said how I really feel about the game. I was honestly disappointed with the basic game. It was okay...but only really fun when the cards were working against me. I can see how it might be a decent introduction to programmed movement games for younger kids. But I would start anyone over 12 (?) out with the advanced game so they don't lose interest.
I enjoyed the advanced game much more. Trying to maneuver with more ducks & using bonking and blocking to your advantage was more important. Trying to track 2 duckies could get confusing but it was also fun and good for a laugh.
I don't know how this compares to other programmed movement style games as it is the first one I have tried. (other than a flash "robo-rallyesque" game online which I don't count) I suspect from what I have read that it is a good introduction to the genre.
I will definitely suggest my daughter bring it to thanksgiving. It is very simple to explain and moving & bonking duckies is a very thanksgiving thing to do. I like the customizable modular board. I think that can be used to adjust the challenge and replayability of the game. On the whole I am glad my daughter mostly like the game because I am mostly on the fence about it.