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Showing posts with the label tv tie-in

Happy Days (1976)

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I have been looking at reviews and descriptions of a lot of board games that were tie-ins to TV shows from the 1960s, 70s and 80s, and most of them are so generic they're hardly worth mentioning. A more quirky game is the Happy Days game from 1976.  Here is the BoardGameGeek page .  And here are the guys at Board Game Archaeology covering it.  But I want to head back to the Javascript board games page over here , since I couldn't find anyone doing an actual playthrough. The JavascriptBoardGame team has done another nice clean implementation.   Sure, you roll the dice and move around the board, but there are some twists that make it fun to play.  First of all, the overall goal is to get 16 Cool Points -- these are scored by moving your peg around the jukebox at top right.  You have a few dollars to spend along the way.  One fun spaces is "Hey Nerd" where Fonzie calls you a nerd, so you lose a cool point.  On the "Sumthin' To Do" spaces and "C...

Milton the Monster (1966)

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Here's a game that's as old as I am.  I don't remember the Milton the Monster show, but like almost every TV show from the past half century, it has a board game.  It's not easy to find, but there's a website that finds these old games and makes them playable online with Javascript.  The site is here . This team does good work.  The game is not that exciting, just a roll and move race game.  But the developers made the spinner spinnable, and added a few sound effects for fun, especially the little sound gag when you win the game. The somewhat interesting elements of this game are: you are playing two discs, and when you land on an opponent you send the opponent backwards to the closest white space, so you can force them to lose a turn or whatever. So until you get one piece to the end, you get to choose which piece to move to avoid the bad spaces.  To win, you have to get both discs to the final space by exact count.  Once one piece is at the final spa...

The Six Million Dollar Man

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This game was in that batch of unrelated games I got this week.  I wasn't expecting much from it, and it delivered pretty much as expected.  It is just a roll-and-move game with the most pointless deck of game cards I have ever seen.  The cards all just say Power, each one worth one Power point.  It also had one of those silly spinners from 1 to 6 where they could have just used a regular six-sided die instead. The game had a few twists, like splitting the path into four separate "missions", though the missions feel exactly the same.  At the end of each mission you have to spin over a four or five (depending on the mission) to move to the next mission or win the game if you're on mission four, and if you fail the roll you lose a Power card and try again next turn; after two fails we just move to the next mission to quit stalling.  The blurbs describing why you lose cards or lose a turn vary from one mission to the next.  We ended up just throwing the p...