Skip to main content

Board Game Review: The Island of Doctor Lucky

One evening a few months ago, we pulled out The Island of Doctor Lucky  from Cheapass Games to play with our friends as a warm up to a heavier Euro game. We set the main board up, gave each player their own character, passed out starting hands of cards to all players, and got things moving. In The Island of Doctor Lucky, players spend their time chasing Doctor Lucky around the board, trying to corner him alone to kill him. At the same time, they're also trying to thwart other players' attempts to off the doctor.

Each player’s turn begins with a move of their pawn, or a move of the cat (Doctor Lucky’s panther Ragu; she prevents player pawns from seeing into neighboring spaces), or by playing a hazard (on the doctor or another player). Then the turn is finished with a draw from the deck or an attempt to kill the doctor (the player’s pawn must be alone in the space with the doctor’s to have a chance of success). If  a player decides to attempt murder, their opponents can play luck cards to try to block the attempt. That’s all there is to the game. And it was fun … for the first 20 minutes. After that, it just became tedious and repetitive. Not a lot of depth, and no complex strategy in this one.

I suspect this game was just not designed for my demographic (more for the Secret Hitler crowd I’m thinking) and perhaps others will find it a good fit. I am also 100% certain this is one of those games for which the enjoyment factor is positively correlated with the amount of alcohol consumed. And yes, I’m very aware that I sound like a grandma grumbling at the kids to get off my lawn.

Rounding out the usual evaluations – the components are at the level you’d expect from a publisher named Cheapass Games, the artwork is actually a bit above that level, and the rulebook is surprisingly well written.

I’m going to slot this in the category of games I’ll play with others to be polite if they ask (the same way you eat what’s put in front of you when you’re a guest at dinner) but won’t play otherwise.





------------------------------------------------

Publisher: Cheapass Games
Players: 2-8
Actual Playing Time (vs the guideline on the box): undetermined; we quit after 30 minutes
Game type: grid movement, hand management, take-that

Rating scale:
OUI: I would play this game again; this game is ok. I probably would not buy this game myself but I would play it with those who own it and if someone gave it to me it’s 50/50 whether I would keep it or not.
OUI OUI: I would play this game again; this game is good. I would buy this game.
OUI OUI OUI: I LOVE THIS GAME. I MUST HAVE THIS GAME.
NON: I would not play this game again. I would return this game or give it away if it was given to me.

Comments

Popular posts from this blog

Board Game Review: Anno 1800

Whenever Martin Wallace designs a new game, I am all over it. This is because I absolutely love Brass Birmingham (another MW designed game); in fact Brass Birmingham is my #1 board game of all time. Over the years, his other games I've tried have been pretty good, but not necessarily amazing must-buys. Still, I keep trying each new release of his, searching for that next star performer. That's why I'm excited to report that Anno 1800 is, in fact, a star performer, and an amazing must-buy board game. Anno 1800 was adapted by the publisher (Kosmos) from a Ubisoft video game of the same name. In the board game, players take on the role of industrialists, charged with developing their island economies and exploring other islands. Each player begins the game with a personal industry board with trade & exploration ships, a shipyard, and industrial goods tiles printed on the board. A starting collection of workers (wooden cubes) of various types to produce the goods is a...

Board Game Review: Expeditions

Expeditions is my favorite game in the Stonemaier Games portfolio to date. The game is a sequel to Scythe, and continues the narrative years in the future. It has taken everything I loved in Scythe and expanded on it, while chucking out everything I didn’t care for (the combat). Designed by Jamey Stegmaier, Expeditions brings us into an age when a meteorite has crash landed into Siberia and things begin to go sideways for all who encounter it. One team after another sets out to investigate the crash site and they are never heard from again. No one knows what happened to them. Now it’s our turn to find out what’s really going on, each of us leading a competing expedition team into Siberia to bring back desperately needed answers. During a game of Expeditions, all players are seated around the game board, which is made up of individually placed hex tiles laid out as shown above. At the bottom of the game board is an insert affectionately known as the base camp. The base camp holds ...

A Fortunate Trade, an Unexpected Pledge of Support, and a Win for Yin!

What follows is the true and unredacted account of my tour of duty as a command leader for the Yin Brotherhood. Map: 5p POK Kazadoom’s Notch Map generated on https://ti4-map-generator.derekpeterson.ca/ Factions: Yin, Yssaril, Nekro, Vuil’raith, Hacan. Round 1 objectives: Engineer a Marvel (R1-1); Push Boundaries (R1-2) Five experienced leaders gathered this weekend to prove themselves worthy. As the Yin, I found myself wedged between the Hacan (around the corner of a notch in the galaxy) and the Yssaril. Word had come down to the Blessed on Darien through our ambassadors and spies that both nearby factions were set on amassing larger fleets and armies, but to what end we were unsure. The Blessed discussed the matter at great length and decided our best defense was to rebuild our flagship the Van Hauge and to take control of as many planets as we could (more, at least, then our neighbors). That would allow us to stand firm in the face of any aggression. As a command leader, I...