Ravensburger have not yet turned into the "If it's there, swallow it"
sort of monster that is Hasbro, but since their merger with F.X. Schmid they
have been making us work quite hard to keep up with their acquisitions and
designer labels. In Germany they publish games under the badges of
Ravensburger, F.X. Schmid, Alea and Berliner Spielkarten, each of which
conveys a different message--in the mind of the Marketing Director, if
not to the rest of us. Shortly before the merger, F.X. Schmid set up a US
division and that has now taken on a life of its own by starting a range
of games that are aimed at the American market and which the parent company
is not publishing in Europe. The first two are Cloud 9 and Knights of the
Rainbow, both of which we review this time.
Cloud 9 is a boardgame of the "when do you take the money and run?" variety.
The board shows nine clouds, stacked one above the other. Each is worth a
number of points, ranging from 1 at the bottom to 25 at the top. The players
are passengers in a balloon that is rising through the clouds. On each turn,
those left in the balloon (with the exception of the current 'active player')
have to decide whether to stay aboard or to get out and claim the points.
The balloon then rises or not, depending on cards played by the active player.
If it rises, those still on board breathe a sigh of relief; if it doesn't,
they crash to earth and score no points. A new journey then begins. This
continues until someone has scored enough points to win.
The driving mechanism is four special dice and a set of cards. Each die
has two blank sides and one each in red, blue, green and yellow. The active
play begins the turn by rolling 2, 3 or 4 of these. The number rolled depends
on how high the balloon is. The result--something such as 'one blue, one
red'--will be the cost that has to be met if the balloon is to rise.
This cost must be met by the active player using cards from their hand.
Cards come in four types: the four colours, a powerful joker and something
called "pass the barn".
After the die roll, each player who is still on board, beginning with the one to
the left of the active player, decides whether to get off or stay. The active
player has to stay. Once everyone has made their decision, the active player
has to deal with the bill for the next stage of the journey. This involves
either playing colour cards in the right combination, or playing a joker (which
is enough to meet any bill) or playing a "pass the barn". The result of the
latter is to pass the bill on to somebody else. This player now has to take
on the role of the active player: first giving the other balloon occupants
another chance to leave and then playing appropriate cards of their own.
Once only one person is left on board, they have the option of leaving at
the start of each turn, before they throw the dice.
It doesn't sound, from that description, as though there is much here to
engage your interest and, to be honest, my initial reaction when I read the
rules was one of disappointment. However, the game plays a lot better than
it sounds. You will find, once you get started, that there are real decisions
to be made and the fear that this is a game that plays itself goes away.
With one small exception,
players only get new cards at the start of a journey. Consequently, the
number of cards in each player's hand will shrink as the journey progresses;
while at the same time the likely cost to be met for each new stage will rise.
It will also happen that different players will be holding different numbers
of cards and this will be a factor in your decision on whether to jump or
stay. You know what the dice are demanding, you can see how many cards he is
holding, what are the odds? You will also be influenced by the state of the
score and the decisions and probable decisions on whether to stay that are
being made by your opponents. Then there will be occasions when you have
to think not just about the current turn but about what is likely to happen
on the next. For example, the dice are with the player on your right, who
has eight cards and is faced with a demand for 2 green. The balloon is on the
cloud that is worth 12 points. You, on the other hand, are down to four
cards. Unless a 'pass the barn' is played, you will be the next active player
and, as such, unable to quit the balloon. The next cloud would require you
to roll all four dice. Do you settle for the 12 points or not?
The components are on a par with those you would get from the German parent
division, with one irritating exception. The 'colour' sides of the dice
show an appropriately coloured cloud on a white background. The blue cloud
is a very dark blue and the green cloud is a very dark green. From halfway
across the table, it is difficult to tell them apart. None of my group suffer
from colour blindness, but we were all having problems here. A sign of
inexperience in the production division.