| International
Christian School
Board Game Club
Tom Vasel
October 2004
USA
One thing I've always appreciated about
Out of the Box's (OOTB) games is their ability to work
well with a group of people who rarely play games. I
think that there are better party games than Apples
to Apples, but it's definitely the first game I'll
pull out when initiating a new group. Likewise,
Fish eat Fish and Squint are games that are fun, short,
and above all, simple to teach. Cloud Nine (Out
of the Box Publishing, 2004 - Aaron Weissblum) is yet
another one of those games - outrageously fun with
tremendously simplistic rules, yet with only a smidgen
of strategy.
When I first opened the box and saw the large plastic
balloon basket piece, I knew immediately that I would
enjoy the game. (This is shallow; I know, but
striking components really do add to most folk's enjoyment
of the game.) The theme, jumping out of a balloon
before it crashes, is tantamount to a game of "chicken",
and one that many people find exhilarating. (Of course,
the risks in a board game are remarkably fewer.) The
game is basically one of bluffing, where players attempt
to ascertain the cards in opponent's hands; but there
are a few small memory and strategic elements. But
pure, unadulterated fun exudes
from Cloud 9, and it's
definitely on the short list of games that I will take
with me to situations where there are groups of people
who've never played many board games before. It's a
terrific introductory game and certainly has that "let's
play it again" feel to it.
A long, thin board is placed on the table, and each
player places a pawn of their color next to the beginning
of a scoring track that wraps around the outside of
the board. Between the scoring track are nine
spaces, each showing two, three, or four dice, and
numbered in order of victory points (1, 2, 4, 6, 9,
12, 15, 20, and 25 respectively). The balloon
basket is placed above the first space, and each player
places a pawn of their color inside the basket. Four
special six-sided dice are placed near the table, each
with two blank sides, and four sides showing a different
colored balloon (red, yellow, green, and purple.) A
deck of cards, made up of eighteen cards of four different
colors (same as on the dice) and four "Wild" cards,
is shuffled and placed near the board, with six dealt
to each player. One player is chosen to go first,
and the game begins.
Cloud Nine is made up of several rounds or "balloon
trips". Each trip starts with one player,
with play proceeding clockwise around the table. The
active player is the "pilot" of the balloon
and rolls the number of dice indicated on the space
the balloon hovers over. Each other player, starting
with the player to the left of the pilot, decides whether
they will "jump out", removing their token
from the basket and scoring the number of victory points
on the space the balloon resides or stay in the basket. After
each player has made the decision, the pilot then must
play, if possible, cards matching each color balloon
rolled on the dice. If the pilot manages this (or plays
a "wild" card, which matches ALL the balloons),
the balloon rises to the next level, and the player
to their left, if still in the balloon, becomes the
new pilot. This continues until the pilot cannot
play the cards necessary, causing the balloon to crash
with no one inside scoring any points. All "jumped" tokens
are placed back in the basket, and another round begins.
It's possible that the balloon might make it to the
final space in which case all players still in the
basket score twenty-five points, and a new round begins. Players
who jump can no longer participate in rounds, until
the balloon crashes or reaches 25. The pilot can
never jump from the balloon, unless they are the only
passenger. When a new round begins, all players
are dealt one additional card, and play continues as
normal with the pilot position passing to the next
player. As soon as one player reaches fifty points,
the game ends, and the player with the most points
is the winner! Some comments on the game...
-
Components: The
game comes in an extremely sturdy, brightly-colored
box, which keeps all components snugly inside. The
board folds up like a "Jacob's Ladder" with
six folds but is quite durable and has a blue background,
showing up well on the table. The pawns and
scoring markers are wood, and the cards are thick
and glossy (although they really should have put
different pictures on the different colored cards
- this is a critical problem for color blind people.) But
certainly, the centerpiece is the plastic balloon
basket structure, which is just slightly smaller
than a typical computer mouse. It is mounted
on two clear, plastic stands, so that it is raised
above the board and has six slots in it for the tokens
to "sit" in the basket. This
piece looks really good and is one of the best
single components I've ever seen in a game.
-
Rules: As
usual, the rules for this OOTB game were clear, simple,
and well formatted. They were printed on a seven-page
folded booklet of heavy cardstock, in full color with
a few illustrations. The game play itself
is extremely easy to teach people and just like
many other OOTB games was able to be taught in
less than a minute.
-
Bluffing: The
game comes down to bluffing, as players seek to not
reveal to the others what cards they have in their
hands. Many a game has pauses as players search
their opponent's face, trying to figure out if they
should jump or not. Normally, most people don't
think twice about staying in the basket at lower levels,
although in one game a groan from a player caused my
wife to jump the basket before it even started. (The
balloon went all the way to the top on that trip, causing
her extreme annoyance.) It's when the balloon
is on the "9", "15", and "20" spaces
that things get fairly hairy. Should one take
the sure points or stay in the game, hoping against
hope that the balloon makes it to the top? These
aren't long, drawn-out decisions, but they are
slightly nail-biting and make the game a lot of
fun.
-
Other
factors: If one has a good memory and remembers
what a player cannot play on their previous turns,
they have an advantage in the game, albeit a dim one. Players
also can look at the cards in their own hands, determining
whether they should jump now, knowing that their own
piloting skills won't be too good. Players can
also hold their wild cards until a crucial moment,
saving them for that last big roll! Other
than this, though, the game is just bluffing and
guessing.
-
Fun
Factor: Bluffing and guessing makes for a good
light game, even though many game strategists would
pull their hair out with this game. There's certainly
a "light" feel to the game, but the game
certainly fits its niche well. It's a lot of fun
to see the balloon crash on the first level for several
turns in a row then suddenly rise to the top. Laughing
at other players' "piloting skills" and
holding your breath when people roll the dice or
play/don't play cards makes this game quick and
fun.
-
Players
and Time: The game lasts less than twenty minutes,
as long as all players are actively involved, making
decisions in eye-blinking time. I do think
that the game is best with five-six players, as
something is just lost with only three or four.
This game
is a great deal, especially when comparing the tremendous
components to its relatively inexpensive price. The
game looks great, plays quickly, and is a lot of fun. No,
it won't win any awards for strategy; but when searching
for a filler or a game to introduce the folks at the
party I'm at to quality board games, this is one of
my first choices. I've often wondered about Aaron
Weissblum, as he is usually (in my mind at least) paired
with Alan Moon and their tremendous collaborations. But
if this game is an example of what he can do on his
own, well, I want him to continue on designing enjoyable
games.
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