Games Magazine selects:
Manoover


Manoover was chosen by Games for the list of the 100 best non-electronic games for the year 2008. Here's John McCallion's write-up from their December 2007 "Buyer's Guide to Games" in the abstract strategy category:
MANOOVER
(1 to 2 players)
DESIGNER:  Don O'Brien
The board has 37 hexagonal spaces. Your six numbered pieces begin on your side, with their arrows pointing north. Near the opponent's side is your target hexagon. Roll three dice each turn. Each roll lets you either rotate the matching piece so that it points in another direction, or move it to the adjacent space to which its arrow points. Next, move pieces in ascending numerical order one space, following their arrows. Moving pieces push lines of one or more pieces in their path; pushed pieces maintain their directions.

Pieces that disappear into either target hexagon score one point for the target's owner, but pieces that exit from an edge score zero. When one contestant has no pieces left, whoever has more points wins; whoever plays last wins ties. This fast and often furious game calls for calculated risks and shrewd maneuvering.—JJMcC


Games Magazine reviews:
Manoover Plus


Manoover Plus was reviewed in Games in the April 2012 issue. Here's John McCallion's write-up in the abstract strategy/family category:
MANOOVER PLUS
(2-3 players)
DESIGNERS:  Kate Jones and Robert Abbott
We introduced Manoover on a board of 37 hexagonal spaces in one of our past Buyer's Guides (December 2007 GAMES). Designer Kate Jones, prompted by a request for something even more appealing to strategists, has not only created more challenges for two on a larger board, but added on the other side Bob Abbott's exacting battle for three.

Two players each begin with eight numbered pieces on their side, with arrows pointing north. Your target hexagon is near the opponent's side.

Roll four octahedral dice each turn. Each roll lets you either rotate the matching piece to point in any other direction, or shift it to the space to which its arrow points. After executing all rolls, move your pieces (following their arrows) in numerical order one space. Moving pieces push lines of one or more pieces in their paths, with the movers maintaining their directions.

Experience will help you reduce those hilarious miscalculations common among beginners. Pieces entering either target hexagon score 1 point for the target's owner, and are removed from play. Pieces exiting off board score nothing, but a leading player might aim for suicide to hasten the end. When one contestant is without pieces, the player with the highest score triumphs; last to play wins ties. You are allowed one reroll of each die matching a piece no longer in play.

We applaud Kadon Enterprises for the long-awaited three-player contest. Everyone has six pieces to somehow shift around two enemy targets near their starting array, using three regular dice. This guarantees the incomparable fun of calculated risks and shrewd maneuvering on an attractive handmade wooden board. —John J. McCallion


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©2007-2012 Kadon Enterprises, Inc.